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TOPIC: The Skull of Cavadar

The Skull of Cavadar 3 years 9 months ago #49

Fiddy wrote:

jedibcg wrote: Friendly reminder that the skull is more like the Ro7P than the 3 Eldritch Relics. Rod doesn’t have much power on its own, it only gives access to the sub classes beyond what the segments do. The Rod like the teeth were bonuses upon purchases, not UR’s to be transmuted. If the completed skull is not overally powerful it would seem in line to me.


The Rod gives: +1 to hit melee/ranged, +1 damage melee, +6HP, +2 Fort Saves, +2 Ref Saves, +1 Will Saves. That feels a bit higher than "not overly powerful". Yes you can argue that it depends on what other tokens you equip, but since the Rod is slotless, you start with that and then adjust your other tokens to ensure they give even bonuses.

The Teeth have always felt a bit "less" than the Rod parts (my opinion). Currently they give (with 7th Tooth released): choose 1 of 8 powers 1/game. For people likely to make the transmute, you'll probably ignore 4 of those powers entirely (as you have other ways of addressing them - CoAS and healing in general). Two more are unlikely to come in handy outside of Grind (water walking has come up I think twice in the dungeon ever and maybe the same with falling).
And so you'll wait for an opportunity to use one of the remaining two (which may or may not come up depending on the dungeon). And one of those two you're only likely to care about because you don't want to 'waste' a slotted item to deal with a situational effect that may come up once a year.

So I do think the Skull has some room for a minor additional boon. I'm not saying let's go crazy over the top, but it could stand to have something more.


100% agree with Fiddy here
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The Skull of Cavadar 3 years 9 months ago #50

Harlax wrote: Does that mean it imbues Psychic and gives access to Tier 8.

Or do we still need an item that imbues psychic?

Is it slotless?

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2022 is fine for the event if necessary. Safer to plan for that.

African or European?
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The Skull of Cavadar 3 years 9 months ago #51

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Acid Pezz wrote:

Fiddy wrote:

jedibcg wrote: Friendly reminder that the skull is more like the Ro7P than the 3 Eldritch Relics. Rod doesn’t have much power on its own, it only gives access to the sub classes beyond what the segments do. The Rod like the teeth were bonuses upon purchases, not UR’s to be transmuted. If the completed skull is not overally powerful it would seem in line to me.


The Rod gives: +1 to hit melee/ranged, +1 damage melee, +6HP, +2 Fort Saves, +2 Ref Saves, +1 Will Saves. That feels a bit higher than "not overly powerful". Yes you can argue that it depends on what other tokens you equip, but since the Rod is slotless, you start with that and then adjust your other tokens to ensure they give even bonuses.

The Teeth have always felt a bit "less" than the Rod parts (my opinion). Currently they give (with 7th Tooth released): choose 1 of 8 powers 1/game. For people likely to make the transmute, you'll probably ignore 4 of those powers entirely (as you have other ways of addressing them - CoAS and healing in general). Two more are unlikely to come in handy outside of Grind (water walking has come up I think twice in the dungeon ever and maybe the same with falling).
And so you'll wait for an opportunity to use one of the remaining two (which may or may not come up depending on the dungeon). And one of those two you're only likely to care about because you don't want to 'waste' a slotted item to deal with a situational effect that may come up once a year.

So I do think the Skull has some room for a minor additional boon. I'm not saying let's go crazy over the top, but it could stand to have something more.


100% agree with Fiddy here


Very much agree, I'm totally ok with the completed skull granting some other fun/flavorful power in addition to the sum of its parts. Something to do with sub classes could be fun or something totally new the way sub classes were.
Semper Gumby, Always flexible.

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The Skull of Cavadar 3 years 9 months ago #52

Rob F wrote:

edwin wrote:

Rob F wrote:

Instilled wrote: Just an idea -

Since the psychic powers seem to be a little lackluster for combat when compared to other Eldritch items, perhaps *the event* could be a mini-dungeon with a story where adventurers unlock the inert power of the Skull of Cavadar.

After successful completion, the skull's owner selects which power to imbue their skull with.

Each Skull of Cavadar is assigned a unique number (similar to Rod of Seven Parts) and the imbued power stays with that skull of Cavadar forever.

Some possible powers subject to balancing:
+ healing done
+ *insert elemental type* damage done
+ damage mitigation
+ rebirth/ankh/reincarnation

Something like this could put them on a similar power level for combat to the other Eldritch items.


I think this is a really cool idea.


I like the flexibility but how would one know what choice was made if trading for one?


I think the intent is to have the effect printed on the Token.


My initial thoughts were to have all Skull of Cavadar tokens numbered and a spreadsheet/database stored with which boon was selected for each skull - perhaps in a locked post on the forums?

Alternatively, there could be three variants of Skull of Cavadar (one for each boon) that are given to players upon completion of the event when they turn in their generic Skull of Cavadar token. This would allow the actual boon to be printed on the chip.

How were numbers associated with each Rod of Seven Parts? People just kept track of which number they had? Or is there a number printed on each chip?
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The Skull of Cavadar 3 years 9 months ago #53

macxdmg wrote:

jedibcg wrote: Friendly reminder that the skull is more like the Ro7P than the 3 Eldritch Relics. Rod doesn’t have much power on its own, it only gives access to the sub classes beyond what the segments do. The Rod like the teeth were bonuses upon purchases, not UR’s to be transmuted. If the completed skull is not overally powerful it would seem in line to me.


I’ll be honest, those sub classes are huge. Ongoing subclasses are even bigger.


And the separate teeth are nothing like the +1 to X that the pieces of the Rod gave.

The RoSP is wanted because of it's slotless stat boosts and it's 1/year subclass. I don't see either things in this skull
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The Skull of Cavadar 3 years 9 months ago #54

Joshua Long wrote:

Fiddy wrote:

jedibcg wrote: Friendly reminder that the skull is more like the Ro7P than the 3 Eldritch Relics. Rod doesn’t have much power on its own, it only gives access to the sub classes beyond what the segments do. The Rod like the teeth were bonuses upon purchases, not UR’s to be transmuted. If the completed skull is not overally powerful it would seem in line to me.


The Rod gives: +1 to hit melee/ranged, +1 damage melee, +6HP, +2 Fort Saves, +2 Ref Saves, +1 Will Saves. That feels a bit higher than "not overly powerful". Yes you can argue that it depends on what other tokens you equip, but since the Rod is slotless, you start with that and then adjust your other tokens to ensure they give even bonuses.

The Teeth have always felt a bit "less" than the Rod parts (my opinion). Currently they give (with 7th Tooth released): choose 1 of 8 powers 1/game. For people likely to make the transmute, you'll probably ignore 4 of those powers entirely (as you have other ways of addressing them - CoAS and healing in general). Two more are unlikely to come in handy outside of Grind (water walking has come up I think twice in the dungeon ever and maybe the same with falling).
And so you'll wait for an opportunity to use one of the remaining two (which may or may not come up depending on the dungeon). And one of those two you're only likely to care about because you don't want to 'waste' a slotted item to deal with a situational effect that may come up once a year.

So I do think the Skull has some room for a minor additional boon. I'm not saying let's go crazy over the top, but it could stand to have something more.


+1

+2
Last edit: by Arcanist Kolixela.
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The Skull of Cavadar 3 years 9 months ago #55

For the skull & psionics, it could be a good opportunity to improve the value of int/wis/char stats. The higher value you have in those attributes, the better your psychic abilities are.

A way to raise the value of marginalized stats through the side door.
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The Skull of Cavadar 3 years 9 months ago #56

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Rob F wrote:

Instilled wrote: Just an idea -

Since the psychic powers seem to be a little lackluster for combat when compared to other Eldritch items, perhaps *the event* could be a mini-dungeon with a story where adventurers unlock the inert power of the Skull of Cavadar.

After successful completion, the skull's owner selects which power to imbue their skull with.

Each Skull of Cavadar is assigned a unique number (similar to Rod of Seven Parts) and the imbued power stays with that skull of Cavadar forever.

Some possible powers subject to balancing:
+ healing done
+ *insert elemental type* damage done
+ damage mitigation
+ rebirth/ankh/reincarnation

Something like this could put them on a similar power level for combat to the other Eldritch items.


I think this is a really cool idea.


Well the inherit power of another Eldritch item so more healing, and more damage built in, which to me is already a decent slotless boost. Having all the psychic powers is a decent bonus and if it activated itself which I hope it doesn't I can drop the ioun stone for play nugget and not lose any saves.
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The Skull of Cavadar 3 years 9 months ago #57

James wrote:

Rob F wrote:

Instilled wrote: Just an idea -

Since the psychic powers seem to be a little lackluster for combat when compared to other Eldritch items, perhaps *the event* could be a mini-dungeon with a story where adventurers unlock the inert power of the Skull of Cavadar.

After successful completion, the skull's owner selects which power to imbue their skull with.

Each Skull of Cavadar is assigned a unique number (similar to Rod of Seven Parts) and the imbued power stays with that skull of Cavadar forever.

Some possible powers subject to balancing:
+ healing done
+ *insert elemental type* damage done
+ damage mitigation
+ rebirth/ankh/reincarnation

Something like this could put them on a similar power level for combat to the other Eldritch items.


I think this is a really cool idea.


Well the inherit power of another Eldritch item so more healing, and more damage built in, which to me is already a decent slotless boost. Having all the psychic powers is a decent bonus and if it activated itself which I hope it doesn't I can drop the ioun stone for play nugget and not lose any saves.


My Skull becomes a slotless Boots of the Four Winds?

Awesome!

Yeah, too strong :(
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The Skull of Cavadar 3 years 9 months ago #58

I personally am hoping for a continuation of the subclass...but ultimately, the use of any one skill from your skill class...not a 1/year use...but ultimately, it provides the "grit" for the main class character to leverage a skill from the subclass as if it were the main class' capability.

Such as a cleric getting to add Sunburst for their run...
Or the Barbarian getting to add Fight After Death for their run...
Or the Monk getting to add Imbiber's luck for their run...

etc...but making it the player's choice.This will create literally hundreds of options to the effect of a token and really make the token very sought after.
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The Skull of Cavadar 3 years 9 months ago #59

Jamie Campbell wrote: I personally am hoping for a continuation of the subclass...but ultimately, the use of any one skill from your skill class...not a 1/year use...but ultimately, it provides the "grit" for the main class character to leverage a skill from the subclass as if it were the main class' capability.

Such as a cleric getting to add Sunburst for their run...
Or the Barbarian getting to add Fight After Death for their run...
Or the Monk getting to add Imbiber's luck for their run...

etc...but making it the player's choice.This will create literally hundreds of options to the effect of a token and really make the token very sought after.


Simplest solution would probably be for the Skull to unlock 1/year of the subclasses same as the RoSP
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The Skull of Cavadar 3 years 9 months ago #60

I’ve always assumed the completed token would imbue psychic and grant tier 8, based on the TDb entry for the teeth all these years (imbuing psychic wasn’t a given - but seemed eminently reasonable).

I’ve also assume the only thing tier 8 does is grant access to a special event, also based on the TDb entry for the teeth for all these years.

Since this token imbues psychic (apparently) and is slotless (apparently) - it would be meeting all my expectations with nothing else added.

As an Eldtitch piece it grants +1 level to anyone with exactly 1 eldritch piece, and +1 damage and +2 spell healing to anyone who owns any number of Eldritch pieces.
Last edit: by Matthew Hayward.
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