Aubrey's Other Eberron Campaign - The Unbinding (Inactive)

Game Master Aubrey the Malformed


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Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

I think you just craft at night and get half credit in camp. It'll tkae longer, but we'll get what we need. If nothing else, we have the boat trip back for crafting as well.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

It might be Thursday before I can pull together Rehil's loot and figure out a shopping list.

Tenro, I totally understand about the math. Just do what's easiest.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Maybe use the week we have and sell the rest. That gets some benefit while also keeping the math relatively easy.


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

I got a preemptive list, pending Aubrey's approval regarding 'high priced' items.

And could someone dumb down to me the explanation regaeding Nalv's essence and all that gobshite. Perhaps I fail to understand it properly because I am not a native speaker or perhaps I'm dumb, who knows.

Shopping:

Ashshar current inventory:
Items priced in negative are the ones to be sold, already half-priced

MWK Hunting Lance(Halberd), 310
MWK Morningstar, 308
*MWK Composite +2 Longbow, -300
20 Arrows, 10
10 +1 Arrows, -200
*MWK Chain shirt, -125
MWK Heavy Wooden Shield, 157
10 Javelins, -5
2xPotion of CLW, 100
Potion of CSW, 750
Potion of Bear's Endurance, 300
2xOil of Magic Weapon, 100

Math: 33000-310-308+300-50+200+125-157+5-100-750-300-100

Ashshar's to buy list:
Available gold: 31555
+2 Composite +5 Longbow, 8900
Upgrade Halberd to +2, 8000
+2 Kalaktua Breastplate, 4150
Belt of Giant Strength, 4000
Cloak of Resistance +2, 4000
Amulet of Natural Armor +1, 2000

Remaining gold: 505

Ashshar is a simple scalyman with simple desires: bigger weapons, thicker armor and a fancy hunter's cloak.

That said I gotta run the numbers to see how my to hit with bow ends being, because as others pointed out Ashshar is a switch-hitter and I wouldn't like to end being a warning shot firing switch hitter.

Also, would a +3 weapon be unobtainable? I may move things around to get a +3 longbow. And keep in mind that even if I wrote +2 halberd and longbow, it may end being +1 keen or flaming or whatever I think that fits the theme nice.

Finally, I might be wrong but regarsing exp I got 16,872 after Kalaktua, 17557 after the huge fishes and that would put us at 18057 after the meeting. Anyone has input as to who f+!%ed up the math?


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Regarding XP. Ah, I missed the XP for our fishing trip. Ashshar's XP count looks right to me.

(And this is why I don't trust myself to be the only XP tracker in the group.)


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Aubrey, a question on crafting and magical gear. My goal is (once again) to upgrade what Cole has instead of buying new. Given only a week, does this city have the resources to upgrade different high-priced items simultaneously?

Basically, I'm looking at:
1) Upgrading Cole's built-in armor (upgrading its enhancement twice for a +2 total). 4k gold = 4 days of crafting assuming they have someone available to do it.

2) Upgrading Pooma's warmaul, giving it a +1 and Furious. This comes in at 8k gold, so does that make it impossible to accomplish in our timetable?


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The gear I’m considering for Cole:
upgrade Cole’s armor to +2 (4,000g)
upgrade the warmaul to +1 Furious (8,000g)
Cloak of Resistance +2 (4,000g)
Ring of Protection +1 (2,000g)
Belt of Constitution +2 (4,000g) - because if I'm going to be hard to heal, I might as well also be hard to bring down. :D

My google sheet

Assuming these are possible, that leaves me with 3700g, so I’d like to tap the wisdom of the group.

What else should I be considering? Either big items or useful utility items.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30
Cole. wrote:

Aubrey, a question on crafting and magical gear. My goal is (once again) to upgrade what Cole has instead of buying new. Given only a week, does this city have the resources to upgrade different high-priced items simultaneously?

Basically, I'm looking at:
1) Upgrading Cole's built-in armor (upgrading its enhancement twice for a +2 total). 4k gold = 4 days of crafting assuming they have someone available to do it.

2) Upgrading Pooma's warmaul, giving it a +1 and Furious. This comes in at 8k gold, so does that make it impossible to accomplish in our timetable?

They have the facilities to do all that.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Also, while you are trading in or disenchanting most of the gear you got from the fishes, don't forget there was a +3 ring of protection in there which no one actually claimed.

+3 items might be obtainable - you can put in a request.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

I would personally rather consider belt of STR, you have good fort save to begin with, con 16, with raging and warforged immunities adding to that. And +1hp/level is not a whole lot. That being said it is a matter of preference,

Other items, I would get wand of repair construct(or 2) assuming that eberron spesific item is allowed. I belive we have 2 or 3 people with UMD, only natural 1 locks it off for a day. DC to use is 20, so if on average 16-20 works(I haven't checked stats), with 2 people it would be 40 rolls on average before it is locked out of use and 10 charges out of the wand(for 10d8+10 healed avg 55), with 3 it would be 15 charges (15d8+15 avg 82.5), naturally that is for 1 wand. With 2 the amount of rolls would push it closer and closer towards those averages. Naturally this is only useful for out of combat healing.

Ion torch is always handy to have especially given the price of 75gp.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Yah, I can't decide on the belt. I was trying to budget to get a belt with both, but the 10k price tag is hard to work in.

And good call on the wand, that's a definite purchase (or two).

I'm open to other suggestions, as well. :)


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

I may have asked this before, but not sure.

1) Are magic tattoo's allowed? Basically slotless item (double cost) with slot restrictions

2) Can Tal wear 4 rings since he has 4 hands? 2 armbands?

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Hmm... Are magic tattoos in the game or something homebrew?

And on the extra slots... I see the logic, but it might be unbalanced. I'm inclined to say no. After all, 'normal' people have ten fingers but they only get two magic rings.


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

Inner Sea Magic - Magical Tattoos

As to the slots, up to you. :) Just wanted to know. How about something in between? Tal could wear four rings, but only have two active at a time? Same with armbands?

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

I think we will do without the tattoos. And I think we will stick with the normal number of ring and armband slots as well.


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

Hmm, so just buy a slotless item and it's not a tattoo then. :)

Same cost to have a tattoo as a slotless item.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

No, you are not allowed a slotless item if per the standard rules it requires a slot.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

Extra Rings is a feat in the Eberron conversion we are using, but still needs GM approval. Also of note, it requires 12th Caster Level and the Forge Ring feat, making it pretty much the purview of Artificers.

On that note, regarding my Retain Essence ability: To dumb it down, I'd say basically I can take a magic item (that i have the feat needed to make) and turn it into magic dust equal to half it's market value. Then I can turn that magic dust into a different magic item of value equal to the original item, or into several magic items whose total value is that of the original item. The only cost in doing this is time, as well as in the cases of weapons and armor, the cost of a new weapon or armor (the old one is destroyed, not simply un-magic-ed).


M Humanborn

i am getting no updates on any games. what the hell

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

No, not am I.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Huh. no update notifiers for me, either. Weird.

@ Nalverren: and i'm assuming you use the standard magical crafting rules?


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Quite common bug on the boards. The best one that so far I have experienced, was that it forgot all the threads I had participated in so focus did nothing. Was real fun finding all the game theads manually.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Ouch! I don't recall that one but I guess I was there.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Prelimanary shopping list. If anyone has something to suggest feel free to.

Headband of +2 Cha 4k
Ring of sustenance 2.5k
Armor +1 1k
Cloak of resistance +2 4k
Ring of protection +1 2k
Amulet of NA +1 2k
Lesser reach metamagic rod 3k
3rd lvl cure potionx2 1.5k
Pale Green Prism Ioun Stone cracked(saves) 4k
Circlet of persuasion 4.5k
Masterwork chainmail 250gp
Masterwork full plate 1650gp
Masterwork scimitar 315gp
Masterwork Heavy shield steel 170gp
Total: 30885gp

That would leave me with 2115gp, I reckon invest in a wand of CLW for out of combat healing so Tal has some wiggle room.

Oh and btw if anyone is interested in investing in spell storing stuff I could cast ghouls touch/bestow curse or something like that on it most of the time.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Magic item question. To quickly enchant Cole's slam attack, which is appropriate: Oil of Magic Weapon or Potion of Magic Fang. I would assume Magic Fang (because it's a natural attack), but that just feels odd on a warforged.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Don't a headband of charisma and a circlet of persuasion occupy the same head slot? Also you might consider enchanting the skeleton's scimitar otherwise he might struggle with DR, insubstantial etc.

I would allow both magic fang and magic weapon to work on Cole's slam.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Very cool. Then here's Cole's list:

The Google Sheet (for convenience)

Total value of Cole’s gear: 7,287g
33k difference: 25,713

Purchases/upgrades:
4,000 :: Cole armor upgrade (to +2 enhancement)
8,000 :: warmaul upgrades (to +1 Furious)
4,000 :: +2 Cloak of Resistance
2,000 :: +1 Ring of Protection
2,000 :: +1 Amulet of Natural Armor
4,000 :: +2 Belt of Giant’s Strength
1,500 :: Wand of Repair Light Damage x2
50 :: Oil of Bless Weapon
75 :: iuon torch
50 :: mwk backpack

Purchase credit remainder: 38g

____

I can’t figure out how to spend 38g :D


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

I would say hoes and booze but you are a robot :(


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

harsh man. totes harsh.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

@Aubrey: The trip was 7+ days on the ship, so i should have been able to break down all the items (sans ring and staff) we got from Kalaktua's hoard? If so, I need to add 9000gp to my retained wealth and subtract 9000gp from my purchase list.

@All: I suppose it is best (unless there are objections) that i just factor the magic items that i am disenchanting/enchanting into Nalverren's wealth, that way everyone can easily and more quickly do their shopping lists. Nalverren can eat the time spent having less gear value than total.

That does leave the Ring and Staff though. I assume SOMEONE will take that ring. The staff, on the other hand...


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

owned:
250 gp masterwork chain shirt
150 gp masterwork large steel shield
750 gp two potions of Cure Serious Wounds
100 gp two oils of Magic Weapon
2000 gp Ring of Protection +1
1800 gp Reagent (from skull bombs)

No value:
Alchemist's Kit
Formula Book (no additional formulae have been purchased)
Filter Hood

sell:
+15.0 gp Shortbow
+22.5 gp Sword Cane
+12.5 gp Studded Leather
+30.0 gp Common Thieves' Tools

Total value thus far: 5050 kept + 80 sold = 5130

Purchase list: 27,870 max
300 gp Thieves' Ring
250 gp Sleeves of Many Garments
250 gp Traveler's Any-Tool
4000 gp +2 on my armor
4000 gp +2 on the shield
2500 gp Bag of Holding (Type I)
6500 gp Reagents to create Cannith Goggles (lesser)
2800 gp Infinite Scrollcase

3450 gp Reagents for Craft List

21,250 gp so far

CRAFT LIST:
1100 gp Dedicated Wright (2 days) require GM approval
1100 gp Furtive Filcher (2 days) require GM approval
1250 gp Iron Defender (2 days) require GM approval

bedtime for me, more to follow tomorrow

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

The trip on the ship was actually one day.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30
Nalverren wrote:

owned:

250 gp masterwork chain shirt
150 gp masterwork large steel shield
750 gp two potions of Cure Serious Wounds
100 gp two oils of Magic Weapon
2000 gp Ring of Protection +1
1800 gp Reagent (from skull bombs)

No value:
Alchemist's Kit
Formula Book (no additional formulae have been purchased)
Filter Hood

sell:
+15.0 gp Shortbow
+22.5 gp Sword Cane
+12.5 gp Studded Leather
+30.0 gp Common Thieves' Tools

Total value thus far: 5050 kept + 80 sold = 5130

Purchase list: 27,870 max
300 gp Thieves' Ring
250 gp Sleeves of Many Garments
250 gp Traveler's Any-Tool
4000 gp +2 on my armor
4000 gp +2 on the shield
2500 gp Bag of Holding (Type I)
6500 gp Reagents to create Cannith Goggles (lesser)
2800 gp Infinite Scrollcase

3450 gp Reagents for Craft List

21,250 gp so far

CRAFT LIST:
1100 gp Dedicated Wright (2 days) require GM approval
1100 gp Furtive Filcher (2 days) require GM approval
1250 gp Iron Defender (2 days) require GM approval

bedtime for me, more to follow tomorrow

No problem with the homunculi, just the comment that three pints of blood is quite a lot - Nalverren may be feeling a bit lightheaded.


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Oh, oh, oh. If I spend my own money on it, can I get an iron puppy too?

Please, please, pretty pretty please!

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Still waiting for Vaard to post his list. Maybe he should take the ring, since he's not planning on having much in the shape of weapons to buy.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1
Aubrey the Malformed wrote:

Don't a headband of charisma and a circlet of persuasion occupy the same head slot? Also you might consider enchanting the skeleton's scimitar otherwise he might struggle with DR, insubstantial etc.

I would allow both magic fang and magic weapon to work on Cole's slam.

There is headband and head slot that are seperate. Granted it is weird that something called circlet does not occupy headband slot as well.

Well skelly is intentionally built to take supportive role.(well as much as warrior class can take one.) Then again I do have 2k left so might not be a bad idea, it has pretty damn fine AC considering it has no magic whatsoever to help with that.

Oh and I would assume Vard would be looking into amulet of mighty fists, though that in itself might be a good reason to take the ring since then you can't get amulet of natural armor.(lizardfolk helps with that though)

oh and Aubrey, given that I am getting skelly fullplate, I would assume without actual inspection that would take care of hiding it's undead nature. I was also thinking maybe disguising it as part of some religious sect that is known to take vow of silence. Wultram has +10 disguise and K religion, so would that be something he could accomplish?


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*
Aubrey the Malformed wrote:
Still waiting for Vaard to post his list. Maybe he should take the ring, since he's not planning on having much in the shape of weapons to buy.

Probably a good idea. I could give him my Oils of Magic Weapon if needed.

@Ashshar yeah actually, i can make homunculi for others, but they have to be the blood donor to be the master.

@GM: i looked it up out of interest. [A Class 2 hemorrhage is a loss of 15 to 30 percent of blood volume. This is where symptoms of blood loss begin to manifest. The body tries to compensate at this point with, among other things, a faster heartbeat to speed oxygen to tissue. The patient will feel weak, appear pale, and skin will be cool.]

That said, i might forego the Iron Defender, since it represents the largest vulnerability (being combat-related). Or maybe just wait on the Filcher, being of less immediate use.

@Wultram/GM: maybe with your money you can buy metal and i can coat the skeleton in a thin layer so disguise it as a construct.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

@Wultram

You're right - I just checked: that's daft, but official.

Yes, I was going to suggest full plate in order to disguise him, so totally fine with that. Not sure if the official Eberron has a religion which takes vows of silence, so just think of one - maybe the Mockery if you want to be intimidating, or one of the Sovereign Host if you want to be more "friendly".


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

I think things changed with PF making all mental stats to headbands and physical to belts. Where as previously they were all over the place, then again there also was guidelines in changing those locations.

Yeah I am not aware of any published sect like that. Just figured by sheer matter of population there would be at least one sect where it is at least semi common to take such a vow. Mostly was asking if Wultrams level of knowledge is at a point that such relatively trivial information would be something he knows. Just to build up a convincing lie. I will probably go with something that is fairly martially oriented given the whole fullplate and such, will try to come up with some basic fluff for you to look at later today.

@Nalverren: Would still draw more attention even if people belived it. Better to not draw any in the first place.(Well more than rest of our heavily armed group of misfits.)


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

Or you could say he got jacked up in the last war, lost his tongue and part of his mouth/jaw, looks messed up and doesn't want to be looked upon. Though vow of silence is also good.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Skelly can talk. Pretty sure most people would take it as a sign of life, even if he sounds like a rotting bellows blowing air over a split reed.

Regarding XP I agree with Ashshar on the total after Kalaktua, but I also missed the big fish experience. I'll take his word on our current total.

Shopping. I'll take any suggestions. I need to get some sleep right now. Maybe Saturday....


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

Sorry everyone, with the updates off, I was having to dedicate my time to the games I ran.

I just can't see Tal taking items from the Dragons. With GM permission, assuming Nalvarren is ok with it, would it be ok if he only got items that Nalvarren can make using the broken down value from the Dragon Hoard? Then Nalvarren can take more from the dragons to equalize? If not, then Tal will just go without for awhile.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

That's fine, although Nalverren's time and resources are limited. But from an RP perspective it makes perfect sense.


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

Should we also assume, since slotless and tattoo's are not allowed, that the rules for combined magic items are not allowed either? For example, a +2 STR/Heavyload belt, or a +2 STR/+2 DEX belt?


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

Alrighty then, fine with me. I'll take Tal's share of the goods. I'll put off my homunculi other than one Dedicated Wright (since that'll help me make the most out of the 7 days) so as to leave more value of what i can make for Tal. That would give me, effectively, 10k (market value) of things i can make for Tal (5k from Nalverren crafting after making the homunculi, and 5k the homunculi can craft).

Tal can also hold onto the Staff of Understanding as part of his wealth until we can get rid of it, though with the rules of this particular payment, that'd reduce the share received for Tal. So I'll leave that up to Tal/GM.

Also, Tal, the STR/DEX belt is already an existing magic item, mot a custom one anymore. I think the GM just doesnt want NEW combo items.


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

It is listed, however, per the devs, it's an example item of how to use the rules. I just want to confirm whether we can combine or not. If STR/DEX belts are allowed, then other combos should be allowed as well using the same rules. If not, that's fine, but if we're house ruling the rules, I want specifics on it.

I'm a big believer in the GM house ruling the rules if he wants, I do it all the time.

I'm not a big believer in the GM house ruling rules and then not telling the players about it until way later in the game. I've quit games over that. (I had a character I played for over a year on the boards who had 'cat fall boots' the whole time, then when he finally used them, the GM told him he found them 'silly' and said he couldn't use them because they weren't allowed in his game for sillyness reasons. House rule all you want, but be up front about them with the players ahead of time so they know what they are getting into is all I ask.). All I'm looking for, since it's come up, is a specific 'This is the house ruling around magic items'.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30
Tal'Va'Nocht wrote:
Should we also assume, since slotless and tattoo's are not allowed, that the rules for combined magic items are not allowed either? For example, a +2 STR/Heavyload belt, or a +2 STR/+2 DEX belt?

The +2 STR/+2 DEX belt already exists as an item in the book. However, the Heavyload belt combo is not permitted, as it doesn't. I generally look at things on a case by case basis rather than give flat rulings at the start, especially since some things may not occur to me to even rule on at the start of a game - different table have different assumptions, and my RL guys are not rule-lawyerly or do not try and push the envelope based on the little corners/wrinkles/exceptions which proliferate in 3rd edition D&D, whereas this might be standard practice at other tables. So you may find this stuff coming up from time to time. In general I'll revert to RAW, especially on magic items. They can be very unstabilising to a game if handled badly.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

I am heavily considering taking that arch mage thing that essentially gives out all the crafting feats.(you do not count as having the feats for preqs and stuff like that but you can craft stuff.) So I could probably help with Tals gear, IF we get another mythic rank fast enough for it still to be a issue.


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

Adding heavyload to a belt is RAW, so in this case, you're house ruling away from RAW. As I said, I'm fine with that, I'm even fine with it being mentioned as it comes up. I just don't want to find out you house rule something like 'cat fall boots are silly' after I've bought cat fall boots and had them on my character for several months. As long as you're fully up front about it being a house rule, I have no issues with it.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

No, I won't invalidate you items AFTER you buy them.

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