Post by luckbringer on Oct 23, 2011 18:27:26 GMT -5
Item Crafting
PI's crafting system allows the creation of new items from foraged/found components as well as the modification of existing items.
Our crafting system is based on character skill (not repetition of crafting things again and again ) The success of each type of crafting is based on a different skill. No feats are required for crafting.
The following varieties of crafting are now implemented:
We won't list the components for recipes, but some hints will be found in game. The crafting shop is a great place to start looking.
Underwater Combat
Underwater movement is reduced based on the armor. The heavier the armor the slower characters will move. In relatively light armor it is also possible to swim while underwater. Freedom of movement will counteract this penalty. Shields will not help your ac underwater: they are too bulky to move around in water. Bracers that give shield ac, however; will function underwater.
Underwater penalties are applied to melee weapons which cannot support thrusting attacks through water. These weapons are typically (but not always) piercing weapons. For example, a morning star does bludgeoning and piercing damage, but would require a wide swinging attack & is thus penalized underwater. A sai does bludgeoning damage, but it can be used to make a thrusting attack in similar fashion to a dagger. Ranged weapons have penalties underwater to account for the projectiles slowing down in the water.
Underwater casting is allowed, but the caster must succeed at both a concentration (moving hands in the water) and spellcraft check (trying to speak arcane words). The DC of the check will increase as the depth of the water increases and with other factors such as temperature. Casters that prepare spells with silent meta magic will not need a spellcraft check. Similarly preparing spells with the still spell meta magic will bypass the concentration check. Spells that do not have somatic or verbal components will also not require the appropriate check.
Custom chat commands
CEP Weapon Support
CEP weapons will properly work with weapon finesse. If you are dual wielding, however; you must wield two CEP weapons for the bonus to be applied.
Throwing Weapon Bandoliers
Throwing weapon bandoliers contain a set of retrievable throwing weapons (typically 10-20). Bandoliers let the user throw the weapons and then"retrieve" them by activating the bandolier.
Holy Symbols
Deity enforced holy symbols. Eg, only a follower of a deity can use the symbol. Each holy symbol has a different effect.
PI's crafting system allows the creation of new items from foraged/found components as well as the modification of existing items.
Our crafting system is based on character skill (not repetition of crafting things again and again ) The success of each type of crafting is based on a different skill. No feats are required for crafting.
The following varieties of crafting are now implemented:
- Forging (craft armor/craft weapon) 20 recipes
- Leather working (craft armor) 6 recipes
- Enchanting (spellcraft) 9 recipes
- Alchemy (lore) 9 recipes
We won't list the components for recipes, but some hints will be found in game. The crafting shop is a great place to start looking.
Underwater Combat
Underwater movement is reduced based on the armor. The heavier the armor the slower characters will move. In relatively light armor it is also possible to swim while underwater. Freedom of movement will counteract this penalty. Shields will not help your ac underwater: they are too bulky to move around in water. Bracers that give shield ac, however; will function underwater.
Underwater penalties are applied to melee weapons which cannot support thrusting attacks through water. These weapons are typically (but not always) piercing weapons. For example, a morning star does bludgeoning and piercing damage, but would require a wide swinging attack & is thus penalized underwater. A sai does bludgeoning damage, but it can be used to make a thrusting attack in similar fashion to a dagger. Ranged weapons have penalties underwater to account for the projectiles slowing down in the water.
Underwater casting is allowed, but the caster must succeed at both a concentration (moving hands in the water) and spellcraft check (trying to speak arcane words). The DC of the check will increase as the depth of the water increases and with other factors such as temperature. Casters that prepare spells with silent meta magic will not need a spellcraft check. Similarly preparing spells with the still spell meta magic will bypass the concentration check. Spells that do not have somatic or verbal components will also not require the appropriate check.
Custom chat commands
- /walk Toggle walking/running mode. This can be used in a text macro to enable transitions between walking and running from the quickbar. This command will work for all characters, but is likely of most interest to players of elves.
- /swim Toggle swimming/walking mode underwater. This will only let you swim if you are wearing light enough armor for it. Handy if you want to walk on the bottom for aesthic and/or rp reasons (or use some of the emotes that don't work well swimming).
- /fix Re-recheck underwater and cep bonuses/penalties. Use this if you do think your bonuses are incorrect.
- /spells List prestige spells left for today
- /cast [spell name] Cast the spell typed. This will work for prestige class granted spells and to cast custom spells.
CEP Weapon Support
CEP weapons will properly work with weapon finesse. If you are dual wielding, however; you must wield two CEP weapons for the bonus to be applied.
Throwing Weapon Bandoliers
Throwing weapon bandoliers contain a set of retrievable throwing weapons (typically 10-20). Bandoliers let the user throw the weapons and then"retrieve" them by activating the bandolier.
Holy Symbols
Deity enforced holy symbols. Eg, only a follower of a deity can use the symbol. Each holy symbol has a different effect.