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.
Search found 237 matches
- Fri Apr 20, 2018 10:51 pm
- Forum: Off-topic forums
- Topic: A sad message for everyone...
- Replies: 15
- Views: 19043
- 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
- Fri Aug 20, 2010 2:20 am
- Forum: Bug Reporting
- Topic: Raised dead: mined gems
- Replies: 5
- Views: 5035
- 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...
- 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...
- 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
Those two class features and spell might complete them nicely
- 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...
- 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...
- 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.
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.
- 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...
- 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
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
- 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 ...
- 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...
- 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.
- 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...
- 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 ...
- 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...
- 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 ...
- 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.
- 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...