Search found 189 matches

by Keltorn
Thu Dec 01, 2011 6:24 am
Forum: General Discussion
Topic: Time in FK
Replies: 15
Views: 8395

Re: Time in FK

Correct me if I'm wrong, but isn't the FK version of the calendar missing five days? In the FR calendar, there's twelve months, each with thirty days, then there's the five annual holidays (Midwinter, Greengrass, Midsummer, Highharvestide, and The Feast of the Moon), all of which occur between the m...
by Keltorn
Sat Nov 19, 2011 8:02 pm
Forum: Unconfirmed Bugs
Topic: Flensing spell not properly working
Replies: 9
Views: 5832

Re: Flensing spell not properly working

There is no D20 listing for this spell. This spell is listed in "Spells Compedium" on page 95. Spell Compendium is d20. :P I'm not sure where the spell originated, but it was in Forgotten Realms Campaign Setting before Spell Compendium . Here's a copy of it to give a slightly different re...
by Keltorn
Wed Nov 16, 2011 8:01 pm
Forum: Bug Reporting
Topic: Mind blank
Replies: 6
Views: 5370

Re: Mind blank

Mind Blank Abjuration Level: Protection 8, Sor/Wiz 8 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 24 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject is protected from all devices and s...
by Keltorn
Sat Nov 12, 2011 5:56 am
Forum: Game Suggestions
Topic: summoned mounts
Replies: 21
Views: 13530

Re: [CONJURATION/SPELL/MECHANICS] Summoned Creatures & Dismi

I think a big part of this is because you're not so much "dismissing" the creature from the Material Plane as you are "dismissing" the creature as a coded minion. They're similar terms, but kind of different. I'd like to see extraplanar dismissable myself. They need to go home wh...
by Keltorn
Sat Nov 12, 2011 5:53 am
Forum: Game Suggestions
Topic: [LANGUAGE/MECHANICS] Innate Languages & Languages
Replies: 7
Views: 4643

Re: [LANGUAGE/MECHANICS] Innate Languages & Languages

I believe Ancient was said to be Netherese. I forget. I thought I'd updated the helpfile, but it looks to be its old explanation. I've always looked at Ancient as the Faerunian equivalent to Latin myself, though that might actually be Thorass. It seems a safe bet that it's a human language, but I'd...
by Keltorn
Tue Nov 01, 2011 4:06 am
Forum: General Discussion
Topic: Proposal: Reduce Falling Damage
Replies: 2
Views: 2317

Re: Proposal: Reduce Falling Damage

Oh, goodness, yes please . Falling damage is absolutely massive in this game. I think it might actually be based on a percentage of your maximum health as opposed to a set amount, but I'm not willing to test that theory. Having seen what falling does to a level 50 character, I'm terrified to try it ...
by Keltorn
Thu Oct 27, 2011 8:21 am
Forum: Game Suggestions
Topic: Unfaithed/Uncoded Priest Spell List
Replies: 28
Views: 16512

Re: Unfaithed/Uncoded Priest Spell List

I'm not entirely sure if the failure is affecting the use of prayers or not, but the failure percentage does show up on the character sheet when wearing any type of armor, so I'm assuming it does. Spell failure really only affects arcane casters. Actually, its full name is "Arcane Spell Failur...
by Keltorn
Thu Oct 27, 2011 6:58 am
Forum: Game Suggestions
Topic: Unfaithed/Uncoded Priest Spell List
Replies: 28
Views: 16512

Re: Unfaithed/Uncoded Priest Spell List

So, new deity called "Placeholder", master of all things holding places? No domain spells, no supplicated abilities, and slightly fleshed out spell list? Or just "Uncoded," but yeah, exactly. That'd be fantastic. It would make uncoded priests playable while still keeping them we...
by Keltorn
Thu Oct 27, 2011 6:23 am
Forum: Game Suggestions
Topic: Unfaithed/Uncoded Priest Spell List
Replies: 28
Views: 16512

Re: Unfaithed/Uncoded Priest Spell List

The vast majority of the things that you've described (on second glance, I think it's all of them) are missing from unfaithed/uncoded priests because not all priests become clerics. Some become druids, and druids are missing those spells. The same goes for lacking heavy armor proficiency and getting...
by Keltorn
Mon Oct 24, 2011 4:01 am
Forum: Game Suggestions
Topic: Persistent Spell
Replies: 10
Views: 6707

Re: Persistent Spell

Its an extremely common practice in D&D and FK. Absolutely not. I have never, ever seen that kind of trickery performed in D&D, and I feel I can safely assume you haven't, either. It is not "common practice;" it's not even an effective idea. The Divine Metamagic users would point ...
by Keltorn
Sun Oct 23, 2011 5:58 pm
Forum: Game Suggestions
Topic: Persistent Spell
Replies: 10
Views: 6707

Re: Persistent Spell

A wizard can technically cast double their allotted amount per day as long as they have an 8 hour rest in between. Well, if he's cheating, then sure, he can "technically" do pretty much anything. Like other spellcasters, a wizard can cast only a certain number of spells of each spell leve...
by Keltorn
Sun Oct 23, 2011 5:32 pm
Forum: Game Suggestions
Topic: Sorcerers
Replies: 9
Views: 5640

Re: Sorcerers

Too lazy to look it up to make sure, but on the "spells" note, I believe that's the same as Wizards would be able to have. There's just a few very rare exceptions out there, such as Mordenkainen's Lucubration (which wouldn't make sense as a sorcerer's spell), but I don't think there's any...
by Keltorn
Sun Oct 23, 2011 2:27 am
Forum: Game Suggestions
Topic: Persistent Spell
Replies: 10
Views: 6707

Re: Persistent Spell

Merely that the list of spells it affects might be extended, making it more useful without misuse. I've seen Persistent Spell getting misused already, though thankfully I haven't seen it in a while. I used to see people settle down, memorize their persisted spells, stand up and cast them, then sit ...
by Keltorn
Sat Oct 22, 2011 6:44 pm
Forum: Game Suggestions
Topic: Hard Code suggestion for race: Movement speed
Replies: 8
Views: 5036

Re: Hard Code suggestion for race: Movement speed

You'd probably need a command to sync speed with the slowest person in relation to grouping. Unless it wouldn't affect that. It'd much better if it did though. Definitely a necessity. I think that races/classes should also have different multipliers for terrain. Like gnomes, halflings and elves, wo...
by Keltorn
Thu Oct 20, 2011 5:28 am
Forum: Unconfirmed Bugs
Topic: Zombie DR bug?
Replies: 4
Views: 3666

Re: Zombie DR bug?

It's a very easy mistake to make, confusing what the word after the slash represents. So easy that it has been made by D&D's authors on occasion (they even called it a brain fart). It looks like the DR for zombies is supposed to be beaten by slashing as adventures must cut away the piles of fles...
by Keltorn
Sun Oct 16, 2011 7:58 pm
Forum: Game Suggestions
Topic: Language spell for Paladins?
Replies: 7
Views: 4742

Re: Language spell for Paladins?

I'm kind of agreeing with Selveem. If you find yourself in a situation where you need something you can't provide for yourself, then it's a good situation to call in some help and enjoy the roleplay that comes with it. I also agree that the language spells and Discern Lies aren't really that similar...
by Keltorn
Sun Oct 16, 2011 2:40 am
Forum: Confirmed Bugs
Topic: Trollish Vigor While Poisoned Killed Me
Replies: 7
Views: 5482

Re: Trollish Vigor While Poisoned Killed Me

I'm assuming the situation Keltorn outlined is what happened. If I'm right about this (which is a pretty big "if"), then I think it should still be considered a bug. Having your Trollish Vigor cut out just because a new one is being applied really shouldn't happen. Still, my theory is kin...
by Keltorn
Fri Oct 14, 2011 9:23 pm
Forum: Confirmed Bugs
Topic: Trollish Vigor While Poisoned Killed Me
Replies: 7
Views: 5482

Re: Trollish Vigor While Poisoned Killed Me

No matter your con modifier you can never have less than 1 hit point per hit die regardless of modifiers. There's one pseudo-exception. If your constitution score is ever equal to zero, you're dead. Plain and simple. It's a D&D rule, but I'm not sure if FK's code actually reflects this rule. Th...
by Keltorn
Tue Oct 04, 2011 5:35 pm
Forum: Game Suggestions
Topic: Waterdeep's Gates
Replies: 10
Views: 5929

Re: Waterdeep's Gates

I made some revisions for you all to test. The new program is pretty nice, I think. I got to play around with it a bit, and it seems to react to a good variety of things now, allowing people to phrase it in new ways. They're still not reacting to a character's name, so you can't get away with rudel...
by Keltorn
Mon Oct 03, 2011 2:19 pm
Forum: Game Suggestions
Topic: Waterdeep's Gates
Replies: 10
Views: 5929

Re: Waterdeep's Gates

if (playersays(%n)) {set gate open} (not real code, but you get it) That's what I had in mind, yeah, though I think it should still open for saying "name," too. That way, people using aliases and whatnot can still get through doing what they've always done. Story of my life. First time I'...