Search found 237 matches

by Alvirin
Fri Apr 20, 2018 10:51 pm
Forum: Off-topic forums
Topic: A sad message for everyone...
Replies: 15
Views: 19043

Re: A sad message for everyone...

I'm speechless. Even if I have been very long without playing FK I still can remember her as someone incredible to always have around.

Words can't not mean how much sorry I am.

My condolences to you and her family.

Alvirin/Noreak.
by Alvirin
Fri Aug 20, 2010 12:43 pm
Forum: Game Suggestions
Topic: [MATERIALS] outsider_hide, dragon_hide
Replies: 4
Views: 3012

Re: [MATERIALS] outsider_hide, dragon_hide

And most importantly, regular leather gets damaged a lot, less that cloth/silk. But also those who wear leather are also expected to be in more intense hand-to-hand combat for longer time than a wizard :D
by Alvirin
Fri Aug 20, 2010 2:20 am
Forum: Bug Reporting
Topic: Raised dead: mined gems
Replies: 5
Views: 5035

Re: Raised dead: mined gems

I think it is related with this:

viewtopic.php?f=136&t=10723
by Alvirin
Fri Aug 20, 2010 2:04 am
Forum: Game Suggestions
Topic: Fighter Skills/Feats/Abilities
Replies: 10
Views: 5088

Re: Fighter Skills/Feats/Abilities

I would also add a skill no available in D&D but that would be of great importance, taking in consideration the bidimensional nature of FK. Tumble (Warriors (all the guilds), Rogues (all the guilds) ) It would work as follow: First; when you tumble, you can't do anything other than tumbling, nor...
by Alvirin
Fri Aug 20, 2010 1:04 am
Forum: Game Suggestions
Topic: [MATERIALS] outsider_hide, dragon_hide
Replies: 4
Views: 3012

[MATERIALS] outsider_hide, dragon_hide

In order to diversify and increase the utility of the leatherworking trade, I propose the creation of the following materials outsider hide; hide coming from outsiders be it creatures like salamanders or even "inhabitants" of the planes like demons, devils. benefit: armor made of this hide...
by Alvirin
Fri Aug 20, 2010 12:05 am
Forum: Game Suggestions
Topic: Paladin Abilities
Replies: 3
Views: 2775

Re: Paladin Abilities

Yea,

Those two class features and spell might complete them nicely
by Alvirin
Thu Aug 19, 2010 11:46 pm
Forum: General Discussion
Topic: Fighters and Retroactive Bonus Feats
Replies: 40
Views: 18518

Re: Fighters and Retroactive Bonus Feats

you might not see him much at all anymore because of old-code fighters SUCKING! See? This is why I think a global reset would be good, this would end. And while that would be most desirable course of action, giving the option to old characters to undergo the reset only for themselves, only once, by...
by Alvirin
Thu Aug 19, 2010 5:30 pm
Forum: General Discussion
Topic: Fighters and Retroactive Bonus Feats
Replies: 40
Views: 18518

Re: Fighters and Retroactive Bonus Feats

Perhaps now with the seemingly coming options for glory use, we could walk another step and together end forever all the grievances related to old/no-so-old/new characters, return all the spent glory to all characters, reset all the stats, reset all the feats, keep skills and equipment, and give eac...
by Alvirin
Thu Aug 19, 2010 3:33 pm
Forum: General Discussion
Topic: Breastplate equivalance?
Replies: 1
Views: 1902

Breastplate equivalance?

Hello,

I was wondering if here in FK we had something similar to light chain that makes as "chain shirt" in D&D, but for the breastplate type armor.
by Alvirin
Thu Aug 19, 2010 1:06 am
Forum: Game Suggestions
Topic: "Opening" skill slice
Replies: 1
Views: 1852

"Opening" skill slice

Now that tradeskills are the new wave, might be considering making sort of an opening of the skill slice to all the classes? Let me ellaborate it further; Slice would continue being an exclusive skill to some classes/churches, but now everyone could use it, even if they haven't as skill (something a...
by Alvirin
Thu Aug 19, 2010 12:30 am
Forum: Game Suggestions
Topic: Paladin Abilities
Replies: 3
Views: 2775

Re: Paladin Abilities

That would be neat really.

Also bringing the (core) spell holy sword, that would make them stand more as a different class with its own very special particularities and aim
by Alvirin
Wed Aug 18, 2010 7:02 pm
Forum: General Discussion
Topic: Craft Q&A
Replies: 230
Views: 86453

Re: Craft Q&A

Honestly, and (sorry about the disgress) but any PC that reaches the elite rank that makes possible mining mithril (or a equally rare metal) making angels of mount celestia cry at the time invested in such skill, deserves whatever metal can be mined. It's true FR's dwarven grumpy mood about parting ...
by Alvirin
Wed Aug 18, 2010 11:23 am
Forum: General Discussion
Topic: Score/Affected Q&A!
Replies: 30
Views: 11777

Re: Score/Affected Q&A!

Actually it might be the only case where having a text description would be better than a numeric value :D, one might think of himself as "unfortunate" or "charmed" according at his bad/good luck and events related to them. Perhaps a new command "luck" that would echo t...
by Alvirin
Wed Aug 18, 2010 10:55 am
Forum: General Discussion
Topic: Score/Affected Q&A!
Replies: 30
Views: 11777

Re: Score/Affected Q&A!

btw, I'm curious about the now "rogue" stat luck, is still taken in consideration (to whatever it's/was used) and if it will visible at all.
by Alvirin
Mon Aug 16, 2010 1:33 pm
Forum: General Discussion
Topic: Glory
Replies: 70
Views: 30472

Re: Glory

It's nice! I have one concern though, some skills are very class specific, the possibility of a fighter with unlock/detrap/sneak/sing might pose very serious competition to the original class, to the point that it would be better playing another class with a cross-skill. The idea of a priest with de...
by Alvirin
Wed Aug 11, 2010 9:01 pm
Forum: Game Suggestions
Topic: [FEAT] Improved Hide
Replies: 2
Views: 2457

Re: [FEAT] Improved Hide

Well, actually the chances to be successful aren't by far as good as with the spell, you must win an opposed roll with all those that would rather not losing you from sight and you are still open to that someone might spot you. Furthermore the bluff skill, explicitly states that can be used to that ...
by Alvirin
Wed Aug 11, 2010 3:13 pm
Forum: Game Suggestions
Topic: [FEAT] Improved Hide
Replies: 2
Views: 2457

[FEAT] Improved Hide

Disclaimer: This a version of the feat "improved diversion" in complete adventurer which has a requisite 4 ranks in bluff that as far I know it is not coded. This feat would allow you to hide in a combat, should you were successful in an opposed check of hide vs spot of all those players/m...
by Alvirin
Sat Aug 07, 2010 10:44 am
Forum: Game Suggestions
Topic: No-mages Wizard's spell cap adjustment
Replies: 0
Views: 1475

No-mages Wizard's spell cap adjustment

Hello! I would like to throw this suggestion: Wizards in D&D don't have a spell cap other than their charecter level regardless if they are generalists or belong to a particular school of magic, in FK though, specialists are banned from one or two schools and also the spell cap for those spells ...
by Alvirin
Fri Aug 06, 2010 8:19 am
Forum: General Discussion
Topic: WD Friendly Policy
Replies: 31
Views: 13900

Re: WD Friendly Policy

I think that the only characters that deserve special consideration are those of new players, and these are forcedly from good to neutral alignment, nobody should expect anything for granted (nor even new players) but to think of any help as a blessing or gift.
by Alvirin
Sun Jul 25, 2010 2:13 pm
Forum: Game Suggestions
Topic: [FEAT] Improved two-weapon defence
Replies: 0
Views: 1572

[FEAT] Improved two-weapon defence

Improved Two-Weapon Defense You gain a significant defense advantage while fighting with two weapons. Prerequisites: Dex 17, Two-Weapon Defense, Two-Weapon Fighting, base attack bonus +6 Benefit: When wielding two weapons (not including natural weapons on unarmed strikes), you gain a +2 shield bonus...