Tal'Va'Nocht |
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.
Ashshar |
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.
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?
Cole. |
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?
Cole. |
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
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.
Aubrey the Malformed |
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.
Wultram |
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.
Cole. |
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. :)
Tal'Va'Nocht |
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?
Tal'Va'Nocht |
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?
Tal'Va'Nocht |
Hmm, so just buy a slotless item and it's not a tattoo then. :)
Same cost to have a tattoo as a slotless item.
Nalverren |
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).
Wultram |
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.
Wultram |
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.
Cole. |
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.
Aubrey the Malformed |
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.
Cole. |
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
Nalverren |
@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...
Nalverren |
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
Aubrey the Malformed |
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 Hoodsell:
+15.0 gp Shortbow
+22.5 gp Sword Cane
+12.5 gp Studded Leather
+30.0 gp Common Thieves' ToolsTotal 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 Scrollcase3450 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 approvalbedtime 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.
Wultram |
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?
Nalverren |
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.
Aubrey the Malformed |
@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".
Wultram |
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.)
Nalverren |
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.
therealthom |
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....
Tal'Va'Nocht |
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.
Tal'Va'Nocht |
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?
Nalverren |
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.
Tal'Va'Nocht |
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'.
Aubrey the Malformed |
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.
Wultram |
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.
Tal'Va'Nocht |
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.