DM Frogfoot |
Ptolmaeus, I think we're full up at 7 players. Make a character though! If we lose someone else I will look you up with a PM and see if the situation's changed. :)
Oozula, great character idea, I'll take you. See if you can work your backstory in with your friend's backstory. It's easier to introduce a duo than two solos.
As for the paraplegia thing, I'll let you make a choice. If you want paraplegia to be a flaw in that it grants you a bonus feat, that's your choice - but know that it will be a real flaw, not something that you can circumvent 100% of the time with your walker. It could create some serious trouble for you, especially out in the field.
If, on the other hand, you want to basically have fully functioning normal legs, but in the form of a walker robot, that's fine and it won't be as big of a risk factor, but you won't get a bonus feat.
Arthur Cogsworth |
I think I'll skip it. I can't think of a reason I'd need another feat. Haven't decided the ones I have. He can walk normally but chooses to mostly remain in the walker.
Since we are coming in together, would you mind if her alchemical items are charged 1.5 times craft cost and I pocket the .5 since I made them for her?
Cheaper for her, money for me, win win.
Ice, I'll pm you with an idea.
Oozula the gold kobold |
Ok, if he has max ranks, the price change of everything he can take ten on is +77.5 gold for him.
I added smelling salts and weapon blanch (cold iron) to my items list, and with the new set-up, my remaining wealth is now 87 gp, 5 sp.
Edit- i forgot his class ablity. This now applies if he has even only one rank.
DM Frogfoot |
Absolutely not. They left town right before the most recent encounter, and furthermore, they're going to be out in the field recruiting people to their cause for some time. If you two are going to join the party anytime soon, you'll have to encounter them in the field - which presents its own problem, given that you're a monstrous race. I don't think they'll be dicks about that if they know that you're a PC though.
Arthur Cogsworth |
Strider Stats
Hp 32
Hardness 10
resistance 10 to acid, cold, and fire. (20 with hardness)
Double damage from electricity on failed saves. Half in sucessful saves.
Will save -1
Fort save +3
Ref save +7
Str 20, Dex 18, Con - Int -, Wis 9, Cha --
Ac 18
Touch ac 14
Flat footed ac 14
Flat foot touch ac 9
To hit of +1 unless combat trained. (It's not.)
CMB +8, CMD 22 (26 vs. trip)
It would have lowlight and scent, but it's a chair now so.... could I just swap that for some headlights at the front?
And because I am not stated for combat, could I use my Know Engineering or craft clockwork to "combat train" it?
Use the legs as the same things as hoof attacks? Possibly piercing damage?
icehawk333 |
Frogfoot, could he do things like apply the advanced template to the strider by using a amount of gold equal to the price of the cr change?
Like applying the advanced template would cost 1600 if he had someone else enchant it, or 800 when he can?
Basically, allowing him to add to the strider, paying money to scale it up so it doesn't become irrelevant at higher levels.
(This may be too cheap, but the idea of what i mean still remains.
This may not matter, depending on what level the campaign lasts until.
Arthur Cogsworth |
Nothing on the clockwork or construct page says that it can't be taught tricks. It keeps the animal type.
There is no failure penalty so I can take 20 and artificer let's me make any check untrained.
It has an int of 0, but I don't need more than one trick. "Attack"
I did however forget ride ranks. I will assign some.
I'm fine with bludgeoning damage.
icehawk333 |
No, it doesn't keep the animal type.
It becomes a construct.
It takes weeks per attempt.
Taking 20 takes 20 times as long.
Size and Type: The creature’s type changes to construct with the appropriate augmented subtype. Do not recalculate base attack bonuses or saves. Size is unchanged.
Oddly, it also says that bab becomes full later in the same page.
The saves of the horse only change due to the stat changes, though.