Discussion of gazra_1971's Game Guide

Discussion in 'The Temple of Elemental Evil' started by Gaear, Jan 13, 2011.

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  1. Gaear

    Gaear Bastard Maestro Administrator

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    It looks like what the Co8 version does is simply cast Aid, Neutralize Poison, Remove Disease, and Remove Fear on party members. It looks like it has a duration of "7200," though I'm not sure if that's 3 days or what and how it applies. None of the spells are ward-like spells.

    Someone should test if it removes fear from a party member who is feared.

    ed.

    I see that Shiningted had this to say about it in 2009:

    That's kind of what I thought, although Jesse Heinig (who actually wrote the spell for Co8 I think) said elsewhere that it should prevent all those things.

    We should probably just adjust the spell description so it accurately reflects what it really does for our purposes.
     
  2. WinstonShnozwick

    WinstonShnozwick Established Member

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    If all it does is remove current effects and not act as a ward, it's a bit useless. You could just rest a while to get rid of spell effects/poison/damage. And as this is, since you can't use it in battle you will never get to benefit much from it. Any way to make it useful?
     
  3. erkper

    erkper Bugbear Monk Supporter

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    If fear affects are only removed, not prevented, then the only way I can think it could be tricked into having a "duration" would be to script it to fire repeatedly, at the beginning or end of every round for the duration of the spell. I suspect that would be both difficult to script and would likely have terribly over-powered side effects. (Can you say 7200 stacked Aid spells?)
     
  4. ithildur

    ithildur Established Member

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    That's not correct if TOEE follows pnp rules; Tashas save penalty is applied against foes of a different TYPE not subtype from caster. If you're a humanoid caster you'll avoid the penalty against all humanoids. i.e. Bugbears, goblins, orcs, humans, elves, dwarves, will all fall over laughing without the penalty.


    It's also effective vs virtually any nasty foes with low will saves especially if you have focused on Enchantment heavily. Basically a save or die spell for very cheap.

    I also have to agree with the poster that feels Enchantment is extremely overpowered in TOEE. Charm spells in pnp are supposed to apply a -5 penalty to saves in combat, and you cannot automatically make them your minions; i.e. they resist attempts to make them do stuff like attack their friends.

    At least the new 'wake up sleeping buddies' nerfs Sleep and Deep Slumber reasonably vs large groups. But being able to easily make henchmen out of enemies left and right is quite broken per RAW.
     
  5. Rocktoy

    Rocktoy Established Member

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    You might want to add barbarian armour in your list of Items that you can enchant?
     

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  6. kylan271

    kylan271 Established Member

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    Re: Game Guide & Walkthrough For The Circle of Eight Modpack NC

    The listed 'Aid' party function in manual does not work.

    Bracers of Archery are flawed,only allow trained archers the correct bonus.

    Casting level for item creation should be for total of a full caster,ie 3Cleric/3Wizard should be '6th',but not so,and say 1/2 for semi-casters,ie Rangers,Paladins and Bards. You pay the same xps,but get penalised if multiclass.

    If Wizards have learnt all spells or only 1 remaining,then the 2 spell slots per level can't be filled and the PC can't level up-as no finish level up allowed,being stuck in 'spell' selection.

    The NPC's you encounter alter by the level you seem to encounter them at,ie I met Zaxis at higher level in one game with him having a masterwork mandolin,yet only pipes basic when low level. So not rigid as you list above.

    Appreciate the listings Gazra-I am from Brighton,Adelaide,now Melbourne.
     
  7. Nightcanon

    Nightcanon Garrulous Halfling

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    Bracers of Archery work as intended as per DMG 3.5 p250: they confer proficiency if non-proficient, and bonuses if already proficient.
    Similarly caster level is implemented correctly- it is distinct from character level for multiclassers, so if you have 3 levels of wiz you function as any other level 3 wizard for wizard purposes (hence the existence of the mystic theurge prestige class in PnP)
     
  8. kylan271

    kylan271 Established Member

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    I tried the bracers after crafting and distinct -4 penalty applied for the wearer if not proficient in bow. This is 7.4 NC mod. But I do gain the bonus if proficient.

    CL I was hoping combined for multi class if pure,but sadly no.
     
  9. zugschef

    zugschef Established Member

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    manyshot actually works as intended:
    standard action means that you can't make a full attack, which means that you can't use iteratives.

    ***

    as for best party and tactics...
    my dream team is a party consisting of 1 druid, 2 clerics and 2 wizards:

    the druid uses sna x, his animal companion and bfc spells. due to wild shape, you can ignore the physical stats pretty much. combine human traits, 4 sp/lvl and a decent int and cha to make this guy your scout and second partyface. essential feats: augment summoning, natural spell. if you like to, you can take a single level of monk to finish the build off (wis to ac).

    one of the clerics gets the good and law domains for crafting, this char functions as the main crafter, buffer and backup melee. essential feats: craft magic arms & armor, craft wondrous item, forge ring. the other cleric is for melee and diplomacy; good, sun and war are all nice domain-choices for this one. give him a long spear (reach weapon). essential feats: power attack, cleave.

    the wizards specialize in conjuration (drop evocation and enchantment) and enchantment or transmutation (drop abjuration and necromancy) respectively. high int gives lots of skillpoints; invest these in appraise, disable device, open lock, search and sleight of hand. essential feats: improved initiative, school focus, spell penetration.

    eventually all of them should select quicken spell (action economy!). extend spell, heighten spell and empower spell can make sense but most of the time you're better off casting a spell of the respective level (the martial cleric likes some extended buffs, though). don't forget to pick up craft wondrous item and craft magic arms & armor with the other characters, too. the druid can craft unique items and boots of speed are rather nice, as well as the vest of escape and robe of the archmage.

    --> summon cannon fodder, use those huge cloud, fog, etc. spells, give your melees a ring of fom and destroy the opposition. kill single toughies via sods (finger of death) or quickened true strike + disintegrate or simply control them. in addition lots of holy smite and holy word spells make most of the later game a cakewalk.

    you'll notice that these are all full casters (spells >>> everything else). barbarian and fighter are easily substituted by a cleric (divine favor, divine power, righteous might), and if you distribute the skill duties on the whole party there is really no reason to include a skillmonkey in your party -- even the common single first level dip in rogue is pointless. also, never use a sorcerer over a wizard if you want to optimize. you won't even notice the single spell per level more over a conjurer, but the main factor is delayed spellcasting (2nd level spells at level 4 rather than 3). i could see the point in substituting one of the chars with a bard, but spells still trump everything else.
     
    Last edited: Nov 5, 2012
  10. kylan271

    kylan271 Established Member

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    Party selection is NOT as per normal gaming due to the example of a rogue in normal games needed for looking for traps-corridors,doors etc,but here only chests(ie NWN you darn need them Rogues!). And with crafting you need lots of money which is difficult to find-legit ways. So my party had to adapt to these conditions,ie I use a Bard first then go to Rogue at around 8th,doing locks and chest disarms later.
     
  11. Goshi3156

    Goshi3156 Dire Badger

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    You do? I just blow the chests up with a well aimed Fireball... >_>
     
  12. sirchet

    sirchet Force for Goodness Moderator Supporter

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    I'm pretty sure in NWN a ranger with a good spot or search can find traps, he just can't disable them if they are too high level, only minor traps I think.

    I've always been stumped how a fighter, veteran of many campaigns can't see a trap but a rogue fresh out of the thief academy, ( still sporting acne) can spot it at a glance. Heh heh
     
  13. Gaear

    Gaear Bastard Maestro Administrator

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    Re: Game Guide & Walkthrough For The Circle of Eight Modpack New Content Edition

    gazra, are you aware that basically all your pictures in every post are missing?
     
  14. gazra_1971

    gazra_1971 Knights of Legend

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    Re: Game Guide & Walkthrough For The Circle of Eight Modpack New Content Edition

    That's odd. All of the images display fine when I view this thread using the Google Chrome web browser. I'm too tired to fix it now. I'll fix it tomorrow. Thank you Gaear and Sirchet for bringing this error to my attention. And I hate this website's forum software with a passion, by the way! :dizzy: :rant:
     
  15. gazra_1971

    gazra_1971 Knights of Legend

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    Re: Game Guide & Walkthrough For The Circle of Eight Modpack New Content Edition

    Now I can't see any of the images in this thread either. All I see now is a little paper icon where the images used to be. Um, I'm scared! The cyber-demon must be after me...

    On a sad note, I guess that it means that I can't place the images exactly where I would like them to appear in the thread, and that I'll have to go back to putting the images at the end of posts as thumbnails (which is most unsatisfactory), unless, Gaear or marc1967, you can teach me how to get these bloody images to go where I want them to appear in the thread?
     
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