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KickStarter Knights of the Chalice 2 Thread - Augury of Chaos

Rpguy

Arcane
Patron
Joined
Apr 9, 2013
Messages
1,169
Pathfinder: Wrath
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,490
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/project...-revolutionise-old-school-crpgs/posts/2856938

Update #14: A Closer Look at Magic Items in KotC 2 and the New Items I will add!

Magic Items in Knights of the Chalice 2

Knights of the Chalice 2 has a wide range of items. Here are some of the game's item icons:

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Aside from weapons and armour, there are two main types of items in computer RPGs: Quest Items that the party may need to complete certain quests, and Magic Items that the party characters can wear or activate.

Adventurers in KotC 2 will find much more variety in the magic items, compared to KotC 1. As well as the traditional and well-liked KotC 1 magic items, we now have the following items:
  • Many magic musical instruments; magic fruit; magic plants; magic acorns;
  • Magic helms like the Helm of Clear Thought which grants immunity to Stunning;
  • Magic crowns like the Crown of the Archmage which grants additional spell slots;
  • Magic necklaces that allow you to cast Fireball as a Spell-Like Ability;
  • Many magical amulets that grant various immunities, or abilities like Darkvision, or a continuous Protection from Evil effect;
  • Magic Bracers of Impact that increase your weapon's Critical Multiplier;
  • Bracers of Tripping; Bracers of Push; Bracers of Iron Grip; Bracers of Devastation;
  • Bags of Holding; Magic Potions and Scrolls; Ingots used in Weapon and Armour Crafting;
  • Magic Diamonds used for weapon and armour enchantments;
  • Various cloaks and mantles including the Fog Cloak, Cloak of Flames and a cloak that grants the effect of Globe of Invulnerability; Circlets of the Healer;
  • Boots of Stomping; Boots of Perfect Balance; Boots that make you immune to the effect of Web spells and boots that grant a continuous Haste effect;
  • Many magic belts that grant a variety of bonuses for fighting or casting; a Belt of Giant Size; a Belt of the Lion which grants the Pounce ability; a Belt of the Rogue that increases Sneak Attack damage;
  • A Belt of Battle Skill which upgrades your Base Attack Bonus from low to medium, or medium to high;
  • Rings of Elemental Summoning; Rings of Energy Containment; Rings that grant a Spell Resistance bonus; Rings that provide Damage Reduction; Rings that grant you Greater Invisibility; a Ring of Free Action that grants a continuous Freedom of Movement effect; Rings of the Destroyer that increase your damage rolls and Rings of Life that increase your Hit Points.
  • In addition, we now have a collection of magic robes and vests that can be worn by characters who do not have any Armour Proficiency. This set of garments includes Vests of Vitality; Robes of Defence; the Robe of Eyes; Robes that increase your Psionic Power Points; Robes that grant Spell Resistance; Tunics of Concentration; Robes that grant Damage Reduction; the Robe of the Acolyte; the Lesser and Greater Robes of the Battlemage and the Robe of the Archmage.
New Items that will be Added to Knights of the Chalice 2
As we've already reached the campaign's Second Stretch Goal, I'm definitely going to implement a number of new Magic Items. I have thought about a bunch of new items that I think will enhance KotC 2 further. Here are the Magic Items I’m planning to add:
  • Prismatic Helmet: When you are affected by Prismatic Wall, Prismatic Spray or Prismatic Void, the effect on you is limited to the Energy-Damage Rays and your Reflex Saving Throw bonus increases by four points. Thus, the helmet blocks the prismatic effects of Confusion, Poison, Disintegration and Petrification and it helps reduce the energy damage.
  • Prismatic Bracers: Wearing these bracers allows the wearer to cast Prismatic Void once per day.
  • Amulet of the Second Spell: When you are affected by two offensive spells in a single turn, you receive a bonus of +8 to all Saving Throws made to resist the effects of the second spell (only).
  • Amulet of Protection from Item Destruction: Wearing this amulet makes you immune to the item destruction ability possessed by some monsters.
  • Lesser Helm of the Juggernaut: This item grants the wearer a generic +1 Armour Class bonus. Greater Helm of the Juggernaut: This item grants the wearer a generic +2 Armour Class bonus.
  • Lesser Helm of the Bull: This item grants the wearer a generic +2 bonus to Damage Rolls. Greater Helm of the Bull: This item grants the wearer a generic +4 bonus to Damage Rolls.
  • Helmet of Bravery: This item grants the wearer a generic +1 bonus to Attack Rolls. Price 24,000 gold coins. Greater Helmet of Bravery: This item grants the wearer a generic +2 bonus to Attack Rolls. Price 65,000 gold coins.
  • Helmet of Defence: This item grants the wearer a generic +1 bonus to Armour Class. Price 24,000 gold coins. Greater Helmet of Defence: This item grants the wearer a generic +2 bonus to Armour Class. Price 65,000 gold coins.
  • +2 Ring of Spell Penetration: Your Spell Penetration Checks benefit from a +2 bonus. +4 Ring of Spell Penetration: Your Spell Penetration Checks benefit from a +4 bonus. +6 Ring of Spell Penetration: Your Spell Penetration Checks benefit from a +6 bonus.
  • +2 Ring of Dispel Magic: Your Dispel Magic and Greater Dispel Magic Checks benefit from a +2 bonus. In addition, you can cast Greater Dispel Magic once per day. Dispelling weapons benefit from the bonus. +4 Ring of Dispel Magic: Your Dispel Magic and Greater Dispel Magic Checks benefit from a +4 bonus. In addition, you can cast Greater Dispel Magic twice per day. Dispelling weapons benefit from the bonus. +6 Ring of Dispel Magic: Your Dispel Magic and Greater Dispel Magic Checks benefit from a +6 bonus. In addition, you can cast Greater Dispel Magic three times per day. Dispelling weapons benefit from the bonus.
  • Antimagic Ring: Your Antimagic Cloud spells now force Concentration Checks of Difficulty Class 30 + spell level, up from 25 + spell level. In addition, you can cast Antimagic Cloud once per day.
  • Minor Winged Boots: Wearing these boots increases the character's speed by 5 feet. In addition, the wearer receives a +1 bonus to Reflex Saving Throws. Major Winged Boots: Wearing these boots increases the character's speed by 10 feet. In addition, the wearer receives a +2 bonus to Reflex Saving Throws. Greater Winged Boots: Wearing these boots increases the character's speed by 15 feet. In addition, the wearer receives a +3 bonus to Reflex Saving Throws.
  • Grappling Belt: This belt grants the wearer a +4 bonus to Grapple Rolls.
  • Lesser Archery Bycocket: This fashionable hat grants a bonus of +2 to Ranged Attack Rolls. Greater Archery Bycocket: This fashionable hat grants a bonus of +4 to Ranged Attack Rolls.
  • Potion of Break Enchantment: This potion casts Greater Break Enchantment centred on the user.
  • Mantle of Flight: This Enchanted Artifact Cloak gives its wearer the ability to Fly during combat.
  • Lesser Mantis Harness: Worn by a Mantis on the torso slot, the harness increases the character’s carrying capacity by 50%. Greater Mantis Harness: Worn by a Mantis on the torso slot, the harness doubles the character’s carrying capacity.
Social Goals Report And Links
We're getting close to the Social Goals for the number of backers and Twitter followers and also making progress on the Youtube, Facebook and Instagram Social Goals. Let's Keep It Up! :)

Youtube should be an easy goal to achieve. Many more KotC 2 videos will be coming soon, so please Subscribe to our Youtube Channel! Thank you!!

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Special Thanks and a Cross-Promotion
I would like to give special thanks to The End of the Sun Team for agreeing to mention KotC 2 in a Kickstarter update and on Twitter. Their Kickstarter campaign will end in just 49 hours!

Here is the project's description: The End of the Sun is a first-person exploration and adventure story-based video game, set in the Slavic fantasy world.

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As the Ashter who is gifted with the ability to travel in time and knowledge about Navia (the space where human fates shape), following the trail of the secretive fugitive, you come to a mysterious village, but you cannot find anyone there, at least not in a way you wanted to. All you can see are burned hearths around.

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The project can be found at https://www.kickstarter.com/projects/endofsun/the-end-of-the-sun.

Next Update About Knights of the Chalice 2
The next update about KotC 2 will be published on 8 June. It will focus on Traps, Pits and other Dangerous Squares.

Keep Spreading the Word Far and Wide, Valorous Knights! Reddit, Discord, Steam forums, GOG forums, Youtube, Facebook, Twitter, Instagram, Snapchat, Pinterest, Kickstarter, gaming news websites, indie game developer forums, cRPG forums, D&D and role-playing game forums: We Can Reach All These Places! Thank You, Loyal Knights And Paladins! You Are The Heroes Of Mindrel! :)
 

Aegidius

Educated
Joined
Nov 12, 2018
Messages
32
Not sure if anyone is tracking how the Kickstarter is doing, but just eye balling the current progress, I'd guess he'll get to the 35,000 pound stretch goal. 100-200 pounds a day will get him over the 30k mark and partway to 35k. Then I expect he'll have a decent last 24 hours to get to the 35k stretch goal.
 

overly excitable young man

Guest
What advantage do i even have giving the money to french guy over codex?
Is it only to give the codex some of my prestige?
 

BlueSalamander

Heroic Fantasy Games
Developer
Joined
Apr 5, 2009
Messages
48
@BlueSalamander, don't know if you've answered this or not but are you adding in the PayPal payments and the Codex's fundraiser toward the stretch goals?
Yes, pledges through Paypal and RPG Codex will definitely count towards the stretch goals. For the moment, though, it may be easier to highlight stretch goals that have been reached at the time when pledges on the KS page reach the stretch-goal amounts.

Not to be a wet blanket, but is there any chance of getting Necromancers at a later date if we don't reach that goal?
Yes, there is a chance down the line. Also, once the upcoming trilogy is done and released, I will consider expanding the toolset to allow for the creation of new classes, new feats and new player races and subraces through the editor.

Cheers everyone! :)
 

Dickie

Arcane
Patron
Joined
Jul 29, 2011
Messages
4,255
Steve gets a Kidney but I don't even get a tag.
I see the latest update talks about pits, but I didn't see anything mentioning how you get out of a pit. Will we need rope?
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,490
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/project...-revolutionise-old-school-crpgs/posts/2859218

Update #15: A Closer Look at Traps and other Dangerous Squares in KotC 2!

Traps, Pits and other Dangerous Squares in KotC 2

In this update, we’re going to review each category of special squares.

1) Braziers, lava and other energy-damage squares

The most basic trap is any square that inflicts energy damage, including fire, cold, lightning, acid or sonic damage, or piercing damage from stakes. Flying creatures such as Gargoyles are unaffected by these squares. Likewise, a creature immune to fire damage would not be affected by a fire square.

Energy squares can be set easily in the map editor and for each square you can specify the damage as a number of D6 points of damage per round, e.g. 3d6 fire damage. Such squares can also be created in-game during combat using the spell Energy Wall, or through a script.

2) Altitude squares and the falling damage

Pits are another very common trap. Functionally, a pit is any square or group of squares with a lower altitude than the map’s base altitude. You can set the altitude of squares easily in the map editor. You can specify any altitude in five-foot increments from -100 feet to +100 feet.

While flying creatures are unaffected, other creatures take a number of D6 points of bludgeoning damage when falling down. For every five feet of altitude, the falling damage increases by 1d6. So if the elevation drop is 40 feet, the falling damage is 8d6. Your character may take this damage when falling into a pit or, equally, when falling from a rooftop or bridge.

However, if you’re falling into a water square (e.g. you’re falling overboard from a ship), the falling damage from a 40-foot fall is only 4d6: one D6 points of damage for every ten feet. Pits can combine the falling damage with the damage from stakes or an energy trap.

3) Other dangerous squares created by terrain-affecting spells

As well as the spell Energy Wall that we mentioned above, many other spells can create dangerous squares during combat. There are two types of dangerous square effects, ground effects and air effects.

Ground-effect spells include Energy Wall, Prismatic Wall, Grease, Resilient Grease, Wall of Blades, Spike Growth, Entangle, Web, Resilient Web, Ranger Web, Quicksand and Wall of Stone.

Air-effect spells include Stinking Cloud, Cloudkill, Acid Fog, Solid Fog, Fog Cloud, Incendiary Cloud, Antimagic Cloud, Psionic Fog, Insect Plague, Silence, Darkness and Deeper Darkness.

A square can receive both a ground effect and an air effect, but not two ground effects or two air effects at the same time.

4) Other special squares not created by spells: environmental squares and areas providing cover

As well as the spike squares and energy squares mentioned above, in the map editor you can specify rubble squares, fog squares, forest squares, jungle squares, water squares, poisonous squares, instant-death squares and low-ceiling squares. Please see the KotC 2 chart of environmental effects for more information on the effect of these squares. You can also find the chart at the bottom of this page.

Flying creatures are unaffected by rubble squares, water squares and instant-death squares. Low-ceiling squares affect creatures of size medium and above. Such creatures receive a penalty to Attack Rolls, Damage Rolls and Armour Class. The penalty is two points for medium-sized creatures, four points for large creatures, six points for huge creatures, etc.

In addition to special squares, in the map editor you can set area features providing half cover, standard cover or improved cover in battle.

5) Underwater, Sweltering and Freezing map-wide environmental conditions

You can specify that the whole adventure map is located underwater or in a place of temperature extremes. Each setting produces different effects. It becomes more difficult for the party to explore the map. Combat under these special circumstances is particularly challenging. Please refer to the KotC 2 chart of environmental effects for more information.

Creatures with the Water subtype do not take any damage or receive any penalty when moving and fighting underwater.

6) Moving enemies into dangerous squares

Several methods can be employed to move enemies into dangerous squares forcefully, or to pull allies out of dangerous squares. Characters can use the Bull Rush combat manoeuvre, which includes the Push, Pull, Slide and Swap actions. See the video of KotC 2 Bull Rush Tactics for more information.

Ranged weapons with the Knockback and Greater Knockback weapon enchantments can also be used. Spellcasters can cast the spells Gust of Wind and Greater Gust of Wind on their enemies. They can also cast the spells Grease and Resilient Grease in order to impose the Balancing condition on non-flying enemy creatures.

Balancing creatures must succeed on a Reflex Saving Throw each round to avoid falling. If a creature takes damage from an enemy while balancing, it must succeed on a reflex save or fall prone. If a creature is bull rushed or tripped while balancing, the bull rush or trip attempt is automatically successful and the creature falls.

If a balancing creature is affected by a wind spell, including Vortex of Doom, Whirlwind, Sirocco, Tornado Blast, Gust of Wind and Greater Gust of Wind, then it automatically fails on the saving throw to resist the effect of the spell and the bludgeoning damage it receives is increased by 1d6 points. If you fall down while balancing on a slope square or a ledge, you automatically slide to the unoccupied square of lowest altitude, like the bottom of a staircase or pit.
Social Goals Report and Links
We'll reach the Social Goal for the number of backers very soon and hopefully we'll reach some of the other goals as well.

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Reddit Ask Me Anything on Thursday 11 June
A Reddit AMA session is planned on 11 June from 9 am Eastern Time (3 pm Paris time). Feel free to join!

The AMA session will take place at r/Games, r/DnD, r/rpg_gamers and r/Pathfinder_Kingmaker and Tiavals will also be there.

Tiavals is planning to create a non-linear Arabian-themed KotC 2 adventure module.

Special Thanks and a Cross-Promotion
I would like to give special thanks to the developer of SKALD: Against the Black Priory for agreeing to promote the Kickstarter campaign of Knights of the Chalice 2.

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SKALD will be available on Indiegogo to KotC 2 backers for a limited 24 hours on Indiegogo Indemand! Visit the page https://www.indiegogo.com/projects/skald-against-the-black-priory now to learn more. Here is the game's description:

A dying Empire. A province on the brink of civil war. You must dare the raging northern seas and make for the darkened halls of the Black Priory on the accursed isle of Idra. There you will restore your family's honor - or lose your mind trying.

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SKALD: Against the Black Priory is an old-school love-letter to computer roleplaying. Dive into an eldritch fantasy world through glorious pixel-art, a huge, open world map and an intricate story spanning several chapters.

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SKALD is a retro RPG for the modern age, featuring a mix of tile-based classic RPGs with richly woven game-book-esque narratives. Take control of a party of up to six richly imagined characters across stormy seas, rugged mountains and the high arctic. Immerse yourself in deep character building, challenging tactical combat and a narrative full of intrigue and branching possibilities.

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The game is currently in early Beta with a estimated release date of fall 2020. SKALD will be available on Indiegogo to KotC 2 backers for a limited 24 hours on Indiegogo Indemand! Head on over there NOW to learn more!

Next Update About Knights of the Chalice 2
The next non-video update about KotC 2 will be published on 12 June. It will be the second update about KotC 2 Adventure Maps. Tomorrow I will upload a new KotC 2 video.

Thank You For Your Support, Gallant Knights!

Let's Keep Spreading The Word To The Four Corners Of The World! ^^
 

Tweed

Professional Kobold
Patron
Joined
Sep 27, 2018
Messages
2,876
Location
harsh circumstances
Pathfinder: Wrath
Is this like having a drunk deadbeat in your party who actually shows up to play on time?

It's a wizard kit in the 2nd edition book Tome of Magic. Wild Mages are specialists in "wild" magic which is a small selection of spells that can absolutely wreck a DM's nice and neatly planned campaign. Spells like there/not there that force people to reroll every turn to see if the item it's been cast on magically disappears for the round. Alternate reality which forces any roll from the previous round or the last ten minutes of non combat. Unluck, which forces someone to reroll every single roll they have to make, worst results apply. Also, there's the problem of wild surges that can randomly happen every time the wild mage casts a spell which can cause all kinds of amusing or horrible things to happen like forcing the target to fall in love with the caster, growing extra appendages, etc etc.

On top of all that as a specialist the wild mage gets the extra spell slots all specialists do, but has no opposing magic class, they also have a 50% chance to manipulate any magical item that is normally random (rod of wonder, deck of many things) with the results that they want instead.
 

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