Thoughts
The 3rd level druid spell Spike Growth says it lasts 1 hour/level however its more like 1 rd/level if that (i'd say 1 rd/2 levels). Yet the movement penalty after it dissipates remains for way longer making it a hazard to cast as it affects you more.
It's fine when you are surrounded and 4 or 5 creatures are copping 1d4 acid damage per rd but when it ends so quickly they still have heaps of hp and then if it turns bad for you - you cant get away quick enough.
Also given that Call Lightning no longer works indoors (which is fine) druids are limited at lowish levels in area affect spells. It would be nice if Spike Growth became 1 rd/level or 1 turn/2 levels as I feel 1 hour/level is excessive but the current arrangement is screwed.
Thanks
It's fine when you are surrounded and 4 or 5 creatures are copping 1d4 acid damage per rd but when it ends so quickly they still have heaps of hp and then if it turns bad for you - you cant get away quick enough.
Also given that Call Lightning no longer works indoors (which is fine) druids are limited at lowish levels in area affect spells. It would be nice if Spike Growth became 1 rd/level or 1 turn/2 levels as I feel 1 hour/level is excessive but the current arrangement is screwed.
Thanks
Tres Nawt {CLAD}, Tres Baf {CLAD}, Tres Leyana {CLAD}, Tres Q'sara {CLAD}



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Spike Growth is an awesome spell as it is, the movement decrease is the main point in using it.
Though it's duration seems nerfed in that it doesn't last till rest.
Mix Spike Growth, Vinemine Hamper Move, Grease, and Creeping Doom and whatever get's hit by that should be a goner...
It's fun till you start fighting CR20+ creatures, after that everything becomes immune.
Though it's duration seems nerfed in that it doesn't last till rest.
Mix Spike Growth, Vinemine Hamper Move, Grease, and Creeping Doom and whatever get's hit by that should be a goner...
It's fun till you start fighting CR20+ creatures, after that everything becomes immune.
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The gnoll pits are decent solo XP fron level 16 up to 18 or 19.CrazyJ wrote:Rapier of pain is high-level.
Also, try using some invisibility (even the blue power) to getr through the fort. The fort isn't worth fighting through at all.
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Spike growth
From my recent experience with spike growth, it seems that for NPCs the effect ends as soon as the area effect wears off, and does not linger until the NPC rests as suggested in the description of the spell. But as for PCs, including friendly PCs not using freedom, the effect lasts until you rest. Maybe this should be adjusted either one way or another to effect both PCs and NPCs the same.
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Unique Items Thoughts...

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That weapon is not keen.JesterOI wrote:The House Meurne Sacrificer is a double axe is it not?
My bad, but still that weapon is not that great. The weapons I listed were either poorly represented in general or were only represented during low levels (Giant Stick is low level in my opinion).Mr. O'Dearly wrote:and the giants stick! how can you forget that one!
Last edited by P. Fricebottle on Sun May 07, 2006 5:11 pm, edited 1 time in total.

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House Meurne Sacrificer, level 20.P. Fricebottle wrote:Unique Items Thoughts...Some items have been forgotten. People help me here if I forgot some of the forgotten items....
Double Axe - Only unique Double Axe is Ogre Axe of Skull, which is level 13 and only additional uniqueness is Mindfire with broken DC.
Throwing knife, level 13 I believe, dropes randomly, but not that great.[/list]Throwing Darts - A few unique ones from hobgoblins and pigmies as far as I know.
Kobold Tazerr Dart, level 5
Hmm, that's about it.[/list]Light Hammer - I know this weapon is a crappy base item anyway, but the only unique one I know is King Gustav's.
Bandit Katana, Level 5[/list]Katana - Ichor Katana is the only unique (again, as far as I know) one. Besides, katanas look too cool to be left out.
Actually monk are supposed to Flurry with quarterstaffs, it's in the pnp rules, don't know why BioWare left it out.[/list]Quarterstaff - There has been talk of making this like a kama for monks, yet theres 3 low-level unique ones. Two Niragwas staffs, and one called the Feon's Staff of the Forest (which I don't know its stats).
Giant's Stick, level 13. And yeah, it's pretty good. Bonus sonic damage, Daze on hit (connects fairly often IME).
Staff of Conviction, level 16. Hurts neutral aligned stuff.
Never seen anything but store bought and crafted.[/list]Shuriken - Devs say there are some unique ones but those are yet to be seen.
Berserker's Blade, level 9.[/list]Two-Bladed Sword - Kronks Karver and Yuan-ti Karver are the only ones I've seen. However, I heard theres one in the planars so I'm not sure.
Dwarven two-bladed Sword, level 20.
As soon as the exotic crafter I've been working on hits MA (should be today or tommorow), I'll get my notes updated, update my item database, and then go back to adding the stuff to the wiki (kind of put it on hold there with the items stats getting changed). I probably have one of the most comprehensive lists of items in NS4, so it should cover nearly all the stuff that drops (though even now I'm still finding stuff I didn't know about, like some of the Niragawa items I found the other day.)[/list]I checked the Wiki for representation of items (tons of items listed there) so I may have missed some non-listed items.
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Thanks Elagneros. I guess I didn't know the Two-Bladed Sword was so well represented. The Throwing Knife is only +1 AB vs. Shapechangers and +1 Damage vs. Shapechangers. The rest of the items are low level, and we all know that if it is not represented in high levels than a character using it can be easily left behind.
- Asaamar Guards from the Northern Coalition wield double axes. However, the ones they wield are level 1 (1d4 damage bonus). Their CR is 8, now I don't know if they are level 9 or not but there are two options. Give them a unique level 6 axe (Holy Twin Blades of the North #1) to replace their current axe. Or upgrade them to level 9 (if not already so) and upgrade some of their gear to level 9 along with a level 9 axe (Holy Twin Blades of the North #2).
- Holy Twin Blades of the North #1 - +2 AB, +1d6 slashing damage, +1d6 massive criticals, +3 AB vs. Evil, +1d4 Holy Damage vs. Undead, Light: Dim (5m) White.
- Holy Twin Blades of the North #2 - +3 AB, +1d8 slashing damage, +1d8 massive criticals, +4 AB vs. Evil, +1d6 Damage vs. Undead, Light: Low (10m) White.
- Have certain creatures in the Plane of Fire wield this weapon. Now, I've seen a double axe with flame weapon on it and it looks pretty sweet. Perhaps have some Incerators wield this instead of their schythe while others wield the Flame Harvester.
- Flame Boomerang - +5 AB, +2d6 Slashing Damage, +2d12 Fire Damage, Keen, +2d10 Massive Criticals, On Hit Cast Spell: Combust DC=24.
- These may be found in the upcoming Plane of Water. Have certain creatures be like submarines bombing you from who knows where (HIPSing creatures) with these darts. I think that would be kinda neat.
- Cruise Missiles - +4 AB, +2d12 Piercing Damage, +1d12 Sonic Damage, +2d8 Massive Criticals, Mighty +4.
- This weapon could be found on molemen tunneling through the Plane of Earth. They could wield two light hammers, hammering away unless disturbed...
- The Pounder - +4 AB, +2d12 Bludgeoning Damage, +2d12 Massive Criticals, Keen, On Hit: Stun DC=26, Light: Medium (15m) Yellow.
- Perhaps have this as a weapon found on one of the new creatures we can expect from the shadow plane. Besides from the fact that katanas just look so cool, shadow ninjas would look really cool dual-wielding them.
- Shadow Blade - +4 AB, +2d12 Slashing Damage, +1d6 Piercing Damage, +2d12 Massive Criticals, Keen, +4 Vampiric Regeneration, On Hit Cast Spell: Blindness DC=20.
- Another weapon that might be found on the plane of Shadows, this staff makes the bearer so fast it is as if they are invisible. To avoid exploits, perhaps have this that when a character unequips the staff (like they use it for buffs only) they are stripped of their expeditious retreat buff (if thats not possible just strip them of all buffs
). This way, the staff is the source of speed, period.
- Staff of Blinding Speed - +4 AB, +2d10 Bludgeoning Damage, +2d10 Massive Criticals, Keen, Use: Expeditious Retreat (20) 2/day.

Ghee ! thats a tough one. 

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shhh ! no ! you gave it away ! 

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