Other Mastermind |
The top room with the grids is flooded. The stairs led to the temple where you got burned. You can have the discussion IC if you preferé
Malaswyn Tyddewi |
If, at any point, we need an escape plan from these things then I can ready an action to drop a wall of flame the moment Kalsgrim and Kriger withdraw.
It doesn't do massive damage (2d6+8) but hopefully they'll hesitate to cross it. And it does still hurt.
Javell DeLeon |
Servayn? You want the One Ring that rules them... oh, wait, that's not right. Um, oh yeah, the ring we just found? It's all good to me whoever wants.
If it is cool, I got a +2 Ring of protection that you could have. Seeing how Servayn has the lowest AC.
Let me know. Either/or is cool.
Set |
Kriger's the melee sort, so the mobility of a ring of freedom of movement is way more important to him.
Servayn doesn't need the ring of protection as badly either. Just wear 'em both. It's not your job to worry about WBL. If Servayn needs to 'catch up' later, and nothing has 'dropped' for him, he'll buy something useful for his class.
Javell DeLeon |
Okay, I got a Ring of Sustenance and a Ring of Protection +2.
I can't decide on which I want to replace.
I lean toward the RoP more than the other. I know the RoS doesn't help us right now, but in the long run I feel it's really handy.
You fellas have any thoughts on the matter?
Javell DeLeon |
You know, your right. I think I like that idea better. I'm gonna go with that then. It's tough to sacrifice 2 points of AC at this juncture. Just too dang risky, especially when I'm gettin' the snot beat out o' me with the AC I got now. I sure don't need to hamper it any worse. :P
Cool. That's what I'll go with then. Switch out the RoS for the Free Move ring.
Malaswyn Tyddewi |
So, do we have any alternatives other than braving the hostile environment of the room or waiting for a new round of spells from our two casters to address this? I have to admit, I'm at a bit of a loss on this one.
It's a pretty awesome defensive set-up for the undead guy.
Even if we rest, it'll burn through a lot of spells.
Other Mastermind |
I've been toying with this idea for a while. Could you let me know what you think, here or on that board, and whether it could be done for our game?
markofbane |
I'm not sure how I feel about them for this game. After all, we are hopefully building a kingdom and would therefore have access to some magic items. The rule set has more of a vibe of E6, or in some ways AD&D. And for some reason I'm thinking it might mesh decendly with the gestalt rules as much as the mythical rules.
Malaswyn Tyddewi |
There is another version of those rules (which I prefer) which I am using in another game.
I'd rather not use it in more than one game. Not really sure I like it in that game.
Sorry, not a fan.
Javell DeLeon |
As awesome as some of that sounds, especially since it appears it's geared more towards fighter types(due to the listed free feats), I have to agree with Malaswyn. I'm just not a fan either.
And I seen that link of your Geraint, I'm not really a fan of his either.
Magic items have always been a part of the game. To take 'em away means some serious rules tweaking. If you take something as necessary(and yes, I do think they're necessary) as magic items away, there needs to be some serious giving by the DM. Even moreso than what's been listed in either yours or that other guy's.
And just one of the many issues in my opinion would be saves. The way I see it, saves for every class would have to be equal to the monk's, MINIMUM. +2's all across.
Weapons need to increase in power as certain intervals. Armor as well. Some type of resistance bonus needs to come into play for your saves. Or, your saves need to start at +2 at 1st level and go up every level by +1.
See, and that's just a few things that's crossed my mind. There's just so much that needs covering and it's near impossible to see how it plays out until you play it out.
The 25 or 30 point buy and dual ability points per every other level is cool, but that's because I'm a power gamer. :)
Again, this is all my opinion and I don't claim to know if anything I've said is too powerful or not. It's just my instant thought on the matter.
You know, what you could do, DW, is if you thought about running another game(a module or something to that nature), you could always bring these rules to your recruit and test 'em out that way.
And honestly, I like magic items. I think their fun.
markofbane |
Well, Star Wars: Saga Edition had a mechanic that added half the character's level to saving throws (amongst other things) to help balance out the saving throws issue. SWSE edition was essentially a modified D&D 3.5 with some additional modifications like that. There were practically no magic items in that game system (aside from a few Force artifacts).
Set |
I will be away for a few weeks, and may have little or no internet access at times. Please feel free to DMPC Servayn during that time, to keep things moving.
The situation with Graven has him pretty freaked out, and he's not sure what to think. Part of him wants to 'live and let die' and part of him wants to see this specter disperses so that if any part of Graven's soul isn't licking honey off of Calistria's toes, it gets up to Elysium before she changes her notoriously fickle mind.
Servayn Krolz |
Notes to self;
Augmented Celestial Rhino - +10 (2d6+12), 5 HD, AC 16 42 hp, powerful charge (4d6+15), DR 5/evil, provokes AoO to attack size L
1d4+2 Augmented Celestial Spiders - throw web 8/day, 10 ft. range increment (max 50 ft.), ranged touch +5, DC 14 Escape Artist or Str check as a standard action to break free (-4 to the check to break self free), 2 hp. for someone else to cut free
Scorpions and Dire Apes have reach and can avoid AoOs while physically attacking size L cyclozombie.
Set |
Wow, level 9! I think this is the highest level I've reached since 2nd edition! Thanks for making it possible!
As for lewts;
Possibly a wand of magic missiles (CL 3 or 5)? Servayn has a wand of burning hands at CL 5, but I don't think I've ever found myself in a position where it would be useful, due to the range on the spell. (I guess it will prove useful if we face swarms again, so I'd better not sell it!)
I'm noticing more and more wasted rounds from Servayn (spells just being useless, like throwing a lightning bolt and then casting black tentacles, glitterdust and two grease spells on Vordakai before actually affecting him at all, for like, a round), so some guaranteed damage might be handy. d20 / 3rd edition has always assumed a 50% chance of getting a spell off, thanks to the d20 saving throw mechanic (and less, if there's spell resistance, obviously), modified by encounters being a few levels over the PCs (so, closer to 40%, generally), but it seemed like this dude had saving throws out the butt and my most effective spells were buffs like haste and displacement.
Also, since offense isn't his strong point anyway, he should purchase some sort of healing item. A wand of cure serious wounds to use on Kriger would probably have been far more useful than a wand of lightning bolt, in this last combat.
Some sort of dispel magic utility was sorely lacking in this fight, but the nature of dispelling makes it something that's even less reliable than spells that give saving throws, and totally useless in a wand, so I got nothing for that front, other than to just try to power through encounters with buffed mobs.
Other Mastermind |
Black tentacle cut a lot of his options. He moves away, but that's all he could do and couldn't/wouldn't 5-foot step anyway. As a partial caster, the DC will always suffer, but mostly for end fights.
Haste really amplified Kalsgrim and Kriger's damage and movement. A huge boon for them.
How about your eidolon? Any item for Ember? It won't be pleased once it's back!
Set |
Black tentacle cut a lot of his options. He moves away, but that's all he could do and couldn't/wouldn't 5-foot step anyway. As a partial caster, the DC will always suffer, but mostly for end fights.
Haste really amplified Kalsgrim and Kriger's damage and movement. A huge boon for them.
Yeah, haste is a great spell. No arguments there!
I need to remember to use my lesser metamagic extend rod more often, I wouldn't have needed to cast it a second time if I'd remembered I had the darn thing the first time (ditto, I should have used it to extend the displacement spell on Kriger!).
I kick myself when I forget basic stuff like this. :)
How about your eidolon? Any item for Ember? It won't be pleased once it's back!
As the levels increase, his lower BAB and lower hit points tend to make him a fire and forget, at best. Ever since the manticore encounter, where he failed to do a single point of damage, and then died instantly, I've been just ignoring him. He just annoys me, and it's not worth the aggravation.
I don't there's a magic item that can solve his problems. :)
I need to swap out at least one of the two spells I selected for Ember (unfetter and lesser evolution surge), and replace them with something useful, the next time I get that option.
Javell DeLeon |
That extend Haste was awesome. Haste is like the greatest spell, man.
I actually like those grease spells. I can't believe such a low level spell(which I've always thought was worthless; right up there with color spray) can be so handy. You've managed to drop a troll and this cyclops with it. That's a free attack on each when they stand. Pretty dang handy I'd say.
Dispel Magic for sure would've come in handy on this fight. My first thought was, "Man if we could only remove his displacement". That would've been awesome. Bad enough my damage was minimal.
Retraining? Coooool. I'll be looking into that. I got some stuff I really want to change.
Malaswyn Tyddewi |
I'm enjoying reading the 5th level spell list, especially the summon monster list: vulpinal agathions, bralani azata, dire lions, wooly rhinos, orcas...
Dawnflower Sash would be appropriate, or maybe a metamagic rod.
Or maybe something to lighten my armour or speed my movement.
Javell DeLeon |
Hey DW, would this feat be cool -- History of Scars -- down the road if I keep track of it?