Search found 17 matches
- Sun Sep 09, 2012 12:22 am
- Forum: General Discussion
- Topic: Thanks Mask (and all the FK staff)
- Replies: 9
- Views: 6484
Thanks Mask (and all the FK staff)
Thanks for these last modifications, in my opinion they have added a whole new dimension to FK with much more deep.
- Tue Aug 28, 2012 2:15 pm
- Forum: Game Suggestions
- Topic: [SPELL] Haste/Slow
- Replies: 7
- Views: 4566
Re: [SPELL] Haste/Slow
These spells would be a great addition to the game
- Tue Aug 28, 2012 1:54 pm
- Forum: Game Suggestions
- Topic: Stacking of different types of attack bonus
- Replies: 7
- Views: 3526
Stacking of different types of attack bonus
Unlike in d&d in FK different types of attack bonus doesn't stack. Allowing it would reward parties with more diversity in the classes that they make it.
- Thu May 03, 2012 12:48 pm
- Forum: General Discussion
- Topic: Advertise or Die 3.0
- Replies: 889
- Views: 507280
Re: Advertise or Die 3.0
Vote, vote, vote!
- Wed Apr 25, 2012 9:01 pm
- Forum: Game Suggestions
- Topic: [FEAT] Combat Reflexes
- Replies: 6
- Views: 5191
Re: [FEAT] Combat Reflexes
This feat might make relying in light armor in opposition to heavy armor more of an option and also users of heavier armor could benefit of it as well.
- Mon Apr 23, 2012 11:01 am
- Forum: Game Suggestions
- Topic: Aligned weapons
- Replies: 4
- Views: 3028
Aligned weapons
I don't know if they are already present in FK, but I would like to see aligned weapons and perhaps added to the random reward weapon list. Good/Evil/Axiomatic/Anarchic weapons that can only be hold by characters that have that alignment trait (*) and do 2D6 damage to enemies of opposing alignment t...
- Sat Apr 21, 2012 9:39 am
- Forum: Game Suggestions
- Topic: [feat] Penetrating strike
- Replies: 4
- Views: 3045
Re: [feat] Penetrating strike
Yup, the idea behind this feat is that for those creatures without weak spots you are able to penetrarte their defenses and find something similar to a weak spot but without being it entirely (thus making half-stab damage not full)
- Fri Apr 20, 2012 1:33 pm
- Forum: Game Suggestions
- Topic: [feat] Penetrating strike
- Replies: 4
- Views: 3045
Re: [feat] Penetrating strike
I don't know the numbers either but in D&D a rogue's stab at level 20 would cause up to 10D6, it would be entirely different if in FK rogue's stab is watered-down in which case it would not be a worth (neither the feat or the ability).
- Thu Apr 19, 2012 10:25 pm
- Forum: Game Suggestions
- Topic: [feat] Penetrating strike
- Replies: 4
- Views: 3045
[feat] Penetrating strike
With this feat trained thieves would be able to backstab / circle-stab creatures he isn't able (golems, undead... ) but he does it at half the damage that would do if his opponent was a creature normally affected by sneak-attack.
- Thu Apr 12, 2012 11:36 pm
- Forum: Game Suggestions
- Topic: [FEAT] Mage slayer
- Replies: 1
- Views: 1656
[FEAT] Mage slayer
+1 to will saves.
Also your attacks are more likely to disrupt enemy spellcasting (be either divine or arcane). Perhaps codewise this could be implemented as if for the purpose for concentration checks your attacks do 4-5 points more of damage.
Also your attacks are more likely to disrupt enemy spellcasting (be either divine or arcane). Perhaps codewise this could be implemented as if for the purpose for concentration checks your attacks do 4-5 points more of damage.
- Thu Apr 12, 2012 3:26 pm
- Forum: General Discussion
- Topic: The morals of poison use.
- Replies: 8
- Views: 4787
The morals of poison use.
I was wondering, and hoping for a confirmation. Is the use of the poison spell or poisoned weapons evil? My opinion is that is not evil although it is dishonorable. My reasons behind this thought is that the poison spell doesn't have the evil descriptor and that in the D&D PHB it doesn't list an...
- Fri Apr 06, 2012 3:23 pm
- Forum: Game Suggestions
- Topic: Lowering dual wield level
- Replies: 5
- Views: 3595
Re: Lowering dual wield level
And that is the point, you can save feats and stats points to be able to dual-wield at early/mid-levels or doing at later levels or not doing at all, the way is now you are sort of forced to take that decision.
- Wed Apr 04, 2012 2:29 pm
- Forum: General Discussion
- Topic: Rogue kismet requirement
- Replies: 4
- Views: 3226
Re: Rogue kismet requirement
Thanks for your reply Lathander.
- Wed Apr 04, 2012 3:01 am
- Forum: General Discussion
- Topic: Rogue kismet requirement
- Replies: 4
- Views: 3226
Rogue kismet requirement
Now that doesn't exist a kismet requirement for creating an evil character. Might it be lifted as well for creating a rogue? Argueably a *bad* evil character could be as damaging as a character of any alignment who steals wantonly. Also perhaps it could open new venues and more character diversity.
- Wed Apr 04, 2012 1:45 am
- Forum: Game Suggestions
- Topic: disarm/grip and related
- Replies: 27
- Views: 14620
Re: disarm/grip and related
I think that the problem here is that disarming is "free" in which you don't have to decide if either attack or disarm, much as a cleric healing himself in a battle is "free" since they don't have to decide to either heal or attack. If FK took a a closer turn to D&D combat sy...
- Tue Apr 03, 2012 3:07 pm
- Forum: Game Suggestions
- Topic: Lowering dual wield level
- Replies: 5
- Views: 3595
Lowering dual wield level
Dual-wield is something that D&D characters can do since level 1 with different degree of success related to how many two-weapon fighting feats the character has, which have very high requirements. For this I propose lowering it somewhere around level 10-20.
- Tue Apr 03, 2012 12:22 pm
- Forum: Game Suggestions
- Topic: Fighters: Charge, headlong rush, feint
- Replies: 3
- Views: 4066
Re: Fighters: Charge, headlong rush, feint
I would also add tumble http://www.d20srd.org/srd/skills/tumble.htm as a warrior/rogue skill that would be sort of an inverted "rescue", the effect would be that in any case your enemies attack you instead the designated member of your party. Success/Failure would indicate if you manage to...