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    CrystalRL

    @CrystalRL

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    Latest posts made by CrystalRL

    • RE: Alter Weather Spell

      Can we also include the option to make it snow?

      Why is this even a spell? Why is it not just a druid feat for Lv6+ druids?

      posted in Implemented/Closed Suggestions
      CrystalRLC
      CrystalRL
    • RE: Sorcerers

      My biggest issue with sorcerers has always been that wizards are just flat out better. Sorcs get less feats, less skills (due to being CHA based), no flexibility, and often as many spell slots due to the proliferation of wizard slot gear (they should have more).

      They fixed this in 5E by giving only sorcerers metamagic. Maybe sorcerers should get metamagic every 3 levels.

      I'm also all for predetermined spell lists (aka kits) that give additional passive bonuses.
      Geomancer
      Aquamancer
      Pyromancer
      Skymancer (Wind + Elec)
      Feyblood
      Shadowmancer
      Escritorian (Rune-based)
      Golemancer

      posted in Implemented/Closed Suggestions
      CrystalRLC
      CrystalRL
    • RE: Dire Boar untamable (companion untamable)

      You can sometimes find them in the Borderlands for Redwoods/Hillmarch. Just watch out for the infamous Wild Bull :P

      posted in Closed Bugs
      CrystalRLC
      CrystalRL
    • Increase payout on 7-10s

      I mean, this should also probably be true for 6-9s.

      With barkskins costing 500g for people not in factions, doing a quest isn't worth it. Even if the fronter takes all of the pay on a quest (which isn't viable, since the backers will get shot at some point and therefore require healing), at 180g per person, they can only buy one barkskin potion back.

      Most of the drops on quests that I've seen are scrolls, which fronters can't use (unless they're a caster class, which has its own problems), and gear (which doesn't sell these days). The payout needs to be increased if you want people to be able to quest to restock on consumables for the DM quests.

      posted in Implemented/Closed Suggestions
      CrystalRLC
      CrystalRL
    • RE: Ranger Saves

      @JoeKickAss A Fi/Ro would get tumble as well as UMD (though would need to counter DEX armor penalty with item bonuses), plus better flanking damage, all for the loss of 1-2 BAB and a few HP per level. They would also be able to wear full plate, and thus put less investment into DEX (Ra dual wield requires light armor) - meaning they could put those points into CON, correcting the lower HP. Fighters get 3 bonus feats in the first 4 levels, while Rogues get Evasion from the first 3.

      posted in Implemented/Closed Suggestions
      CrystalRLC
      CrystalRL
    • RE: Ranger Saves

      @JoeKickAss Yeah, but 2H Fi is going to be stronger due to Wep Spec. 2H ranger right now requires leathers, not medium armor.

      posted in Implemented/Closed Suggestions
      CrystalRLC
      CrystalRL
    • Ranger Saves

      Rangers are currently only receiving Fortitude saves. I suggest adding Reflex saves, since Fi/Ro is superior.

      posted in Implemented/Closed Suggestions
      CrystalRLC
      CrystalRL
    • RE: Greater Magic Weapon

      How about +1/6 levels? That way, players can't reach +3 (which would require Lv12), people who aren't mostly wizards can't pass +1, and DMs can grant scrolls or items with GMW CL15 for +3.

      posted in Closed Bugs
      CrystalRLC
      CrystalRL
    • RE: Herbalism (Alchemy)

      To craft an herbs potion, you must have 2 of each herb, plus an empty potion bottle. This creates 2d4 potions. To create one of the homogeneous potions, it costs 8 of that herb. Variable herbalism/healing DCs can be used based off the circle of the spell created. Not all potions are intended to be drunk - some are intended to be thrown.

      Cagevine Saffron Kiss Feycap Veil Drop Nettle Claw Spice
      Cagevine Ioun Stone: Pink Barkskin Wall of Smoke Protection from Petrification Ghostly Visage Protection from Evil Web Resist Elements Mage Armor
      Saffron Barkskin Monstrous Regeneration Remove Fear Clarity Remove Blindness/Deafness Remove Disease Remove Poison Remove Paralysis Remove Curse
      Kiss Wall of Smoke Remove Fear Flame Weapon Lesser Restoration Elemental Shield Blood Frenzy Divine Favor Bless Firewall
      Feycap Protection from Petrification Clarity Lesser Restoration Ioun Stone: Pink and Green Invisibility See Invisibility Ultravision Expeditious Retreat Confusion
      Veil Ghostly Visage Remove Blindness/Deafness Elemental Shield Invisibility Ioun Stone: Blue Cloud of Bewilderment Ironguts Cone of Cold Ice Storm
      Drop Protection from Evil Remove Disease Blood Frenzy See Invisibility Cloud of Bewilderment True Sight? Fear Negative Energy Burst Haste
      Nettle Web Remove Poison Divine Favor Ultravision Ironguts Fear Ioun Stone: Scarlet and Blue Scintillating Sphere Slow
      Claw Resist Elements Remove Paralysis Bless Expeditious Retreat Cone of Cold Negative Energy Burst Scintillating Sphere Ioun Stone: Deep Red Gust of Wind
      Spice Mage Armor Remove Curse Firewall Confusion Ice Storm Haste Slow Gust of Wind Ioun Stone: Pale Blue
      posted in Implemented/Closed Suggestions
      CrystalRLC
      CrystalRL
    • Herbalism (Alchemy)

      Herbs can be found in bushes through Arabel, with each herb preferring different environments. Quests in these areas may also include their respective herbs as part of their loot tables.

      New herbs:


      Cagevine

      This sturdy root grows easily in any direction. It can often be found at the base of trees, mixed in among the tree's own roots and wound around its trunk.

      Flavor: Earthy
      Properties: Defense, Resistance


      Mender's Saffron

      Attempts to domesticate this plant have proven troublesome - while it can grow in a planter, it does not often grow in quantity. Some believe it was created when followers of Lathander went too far, desiring the sun's healing ability for themselves.

      Flavor: Bitter
      Properties: Healing, Restoration


      Kossuth's Kiss

      Found mainly in deserts, and particularly near lava tubes, this leafy growth can produce a heat-resistant oil.

      Flavor: Spicy
      Properties: Fire, Divine


      Feycap

      Illegal in some countries due to it's more illicit properties, properly moderated exposure can enhance one's magical senses.

      Flavor: Salty
      Properties: Arcana, Eternity


      Auril's Veil

      Usually found draped around cave mouths, this herb prefers colder climates. While safe to consume in small quantities, extensive and prolonged use of the herb can cause blindness.

      Flavor: Minty
      Properties: Cold, Illusion


      Dreamdrop

      This aquatic reed is rumored to have been created when a dying naiad queen reached up to hold her lover once more. Crowns crafted from the reeds are believed by commoners to aid in romantic encounters.

      Flavor: Musty
      Properties: Charm, Water


      Bloodnettle

      Harvesters of this flower must be careful - the thorns of this plant carry a mild poison that will cause exposed skin itch for a tenday! A salve made from the stem and roots of the plant can neutralize most itches though.

      Flavor: Sour
      Properties: Acid, Poison


      Stormclaw

      This jumble of pale vegetation seems to lack a root system entirely. Large petals carry it along windy mountain ridges, where it scatters its seeds.

      Flavor: Smokey
      Properties: Wind, Electricity


      Wyrmspice

      Once the pride of Athkatla, wild varieties of this spice have spread throughout the Forgotten Realms.

      Flavor: Umami (Richness)
      Properties: Strength, Potency

      posted in Implemented/Closed Suggestions
      CrystalRLC
      CrystalRL