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TOPIC: The Skull of Cavadar

The Skull of Cavadar 3 years 8 months ago #61

Picc wrote:

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.


I'm in strong agreement also. The Teeth seem very underwhelming compared to Rod segments. I still outfit numerous Rod segments in my party, but I haven't bothered to equip any individual teeth yet because the psychic abilities didn't seem very impressive at all. I really hope that the completed Skull has some sort of ongoing neat bonus beyond the Tier 1-7 psychic abilities in addition to the special event. I'd happily trade a neat ongoing ability for the special event if it had to be either/or.
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The Skull of Cavadar 3 years 8 months ago #62

Maybe post adventure the level 8 pyschic power can be modified to something like a 1/year use of the subclasses or +1 to STR/DEX/CON/All Saves/Spell Damage/Healing (or something)
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The Skull of Cavadar 3 years 8 months ago #63

Harlax wrote: Eagerly awaiting the answer to the swallow question. ;)


Here.

TL:DR, 11m/s
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The Skull of Cavadar 3 years 8 months ago #64

The psychic powers were announced when we started down this road. They are good, not great.

I think hoping for one small thing after the item is completed, including the benefits of being part of the eldritch set, is reasonable.

A new set of sub classes would be far too much to handle. Access to the sub classes 1/year (or 2/year for those who own both) seems good.

Do those who own more than one Ro7P get multiple sub-class uses per year? I assume so, in which case it'd be reasonable to do so here.

I don't know how many teeth set there are out in the wild.

Maybe the "bonus" is unlocking psychic without an imbuing token? An open slot is an open slot.

To me, the biggest thing is
1. A slotless eldritch set piece
2. What the components do (Ro7P and Skull)
3. Bonus thing (sub class access vs TBD)
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The Skull of Cavadar 3 years 8 months ago #65

Arcanist Kolixela wrote: Maybe post adventure the level 8 pyschic power can be modified to something like a 1/year use of the subclasses or +1 to STR/DEX/CON/All Saves/Spell Damage/Healing (or something)


To me the transmute should take the Skull which gives +1 hit point per different tooth and roll that into the 7 psychic abilities and be unslotted. This would also grant psychic ability and use of one ability per run. This could be increased with other tokens being used. This would not roll into it use of a second psychic ability per run and would not roll into it immunity to psychic blast, etc.
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The Skull of Cavadar 3 years 8 months ago #66

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As long as were brainstorming what about doing something like having the deck of many make an appearnce at the special event. How many cards do you figure that would put into circulation if every skull holder pulled one, 100 max?
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The Skull of Cavadar 3 years 8 months ago #67

Picc wrote: As long as were brainstorming what about doing something like having the deck of many make an appearnce at the special event. How many cards do you figure that would put into circulation if every skull holder pulled one, 100 max?


I think in previous forum postings it was though to be upwards of 250+
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The Skull of Cavadar 3 years 8 months ago #68

put a damage wheel on the SoB..so you can chose a power or slide as a ranged weapon(once per game) make it like skull of doom but better
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The Skull of Cavadar 3 years 8 months ago #69

lazlo_hollyfeld1985 wrote: put a damage wheel on the SoB..so you can chose a power or slide as a ranged weapon(once per game) make it like skull of doom but better


I would go into the dungeon only throwing skulls....but you can only use one skull of doom.
Fall down......Go boom!

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The Skull of Cavadar 3 years 8 months ago #70

Wade Schwendemann wrote: The psychic powers were announced when we started down this road. They are good, not great.

I think hoping for one small thing after the item is completed, including the benefits of being part of the eldritch set, is reasonable.

A new set of sub classes would be far too much to handle. Access to the sub classes 1/year (or 2/year for those who own both) seems good.

Do those who own more than one Ro7P get multiple sub-class uses per year? I assume so, in which case it'd be reasonable to do so here.

I don't know how many teeth set there are out in the wild.

Maybe the "bonus" is unlocking psychic without an imbuing token? An open slot is an open slot.

To me, the biggest thing is
1. A slotless eldritch set piece
2. What the components do (Ro7P and Skull)
3. Bonus thing (sub class access vs TBD)


+1
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The Skull of Cavadar 3 years 8 months ago #71

Adam Guay wrote:

lazlo_hollyfeld1985 wrote: put a damage wheel on the SoB..so you can chose a power or slide as a ranged weapon(once per game) make it like skull of doom but better


I would go into the dungeon only throwing skulls....but you can only use one skull of doom.


I would absolutely do this if it were possible. Sounds fun
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The Skull of Cavadar 3 years 8 months ago #72

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 am hoping for something similar because it could be really thematic. I expect it might just be a mistake, but having the lighter green back may mean the astral projection could simply be the next step on our journey to unlock the power of the skull.
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