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Herald of Omens wrote:
- An epic level game with 4 players is complex. A game where we have I don't know how many applicants might be tough. I don't think making someone create a 25th level character and then not selecting him is fair.

Are you suggesting that anyone that applies with a full character sheet gets in? This concerns me because the more people we have, the less important each individual becomes in the shared story. Let me know if I've misunderstood.

Herald of Omens wrote:
- So as to be completely sure of character creation and advancement I will create an Advancement Tracker chart. Applicants will be asked to fill it out so I can at what levels feats are taken, ability scores are increased, etc. I should have it up tomorrow.

I'm good with this. I pretty much have one already for my submission, so I'm fine with whatever format you'd prefer.

Herald of Omens wrote:

- As for the adventure itself, the easiest for me would be an epic level dungeon. That's for sure. Everything else requires that much more time. It all depends on what you all want and the time you're willing to take getting through it. A dungeon I can create and run incredibly fast. Anything else will take longer to make and play through.

Thoughts, opinions, etc?

I'd be completely down with an epic dungeon. As I've said before, I've always wanted to but never gotten to run in an epic game, so getting pitted up against a variety of scenarios, environments, and opponents would be great with me. An idea like this could even incorporate one or more of GMV's suggestions.


Yar!

I figure having the links to the FAQ doc would be useful to have at the top of a new page, so here it is:

For mobile devices: LINK MOBILE

For non-mobile: LINK DESKTOP

~P


Perhaps utilize the campaign info tab to place the links permanently? Anyway, I'd be down to play through a short "epic dungeon". Perhaps 5-10 interesting encounters in different terrains, against different types of foes. The RP aspect could be the 'green lantern' thing. Just off the top of my head something like "The Proteans have begun to dissolve the framework that keeps the multiverse in place. The source of the disturbance is the Warp Nexus, a rip through mutliple planes where chaos rules. The corp is assigning you to sally forth, and do whatever it takes to shut that mofo down."


Yar!

General consensus question that I'm not sure really belongs in the FAQ Doc:

How concerned should I/we be with number crunching and combat effectiveness?

For example, right now Sir Orrin is Cav 20 Ranger 5. He has some good flavor going with that and (I think) the reasons for it all make sense with his back-story (still have to update sheet with it though).

However, if I take away the ranger 5 and replace it with 2h-fighter 4 and the Advanced template, his minimum damage against everything goes up by ~40 points. Even his minimum damage against what would have been his favored enemy previously is still ~30 points higher as an advanced template 2h-fighter!

Or I could even change his alignment to Lawful and switch out 3 levels of ranger for the Advanced Template and a 2 level dip into Paladin, which would increase his saving throws by +12 fort, +9 reflex, and +12 will (that's a huge boost)!

Not to mention the extra 48 HP, +2 AC, and net +1 to attack rolls (-1 bab, +2 str) in either scenario.

...or should I not worry about this level of number crunching/boosting and just stay with what works best flavor wise for my current concept?

~P


I personally think there should be some method for filtering players that have obviously not played a high level campaign (and I'm not talking epic).

I know everyone wants to play a high stakes game. But if you're asking really basic questions that any seasoned player should know... it's not going to stop with character generation.

There's a lot of conversation about how to maximize the damage output of a character through optimization of level dips, templates, feat stacks, etc. I am with Grand Moff Vixen, combat should be less frequent at this level.

A 25th level character should be able to walk into just about any town or city in Golarion and be able to say "bow down to me, your new ruler." And have the power to make it stick. so why doesn't that happen? If your character is an uber-bad!@#$ combat killing machine, why aren't they the terror of the known world?

When designing your character keep these things in mind:

Can your character handle multiple types of combat? Melee, ranged, magic.
Can your character handle many situations without resorting to combat? Diplomacy, Intimidation, etc
Does your character have a means of traveling long distances quickly?
Your character is the top .001% of the population. What does the lay person know about your character?

I took over an epic game that ended up dying. One player was melee fighter and couldn't fly, ride a horse, and had no means of teleporting/other long range travel.

Another player didn't bother looking at the limitations of their spells and kept trying to use spells incorrectly. (I.e. wanted to cast globe of invulnerability over a building)


Pirate wrote:

How concerned should I/we be with number crunching and combat effectiveness?

...or should I not worry about this level of number crunching/boosting and just stay with what works best flavor wise for my current concept?

i'm curious about this as well. I'm a bit of a power-builder, though I generally lead with story and concept.

My comment in the FAQ about templates was leveled at this issue, though. The advanced template used for pc's just feels like a power-grab. You lose very little for a +2 to everything in the game, a sizable boost to your HP pool, and then a +2 natural armor boost as well.

I've shamelessly taken that template, but mostly because I feel like other folks will be doing the same, and I don't want to feel like I'm behind the curve.

If we can all decide that we're more about team-play and self-regulating power – and above all leading from story and concept - then I can get behind that, but at that point, I'd be most comfortable if the Advanced Template were left as a banned option.

I'm debating whether the Celestial template would be cool for my character as well, though the -3 CR hit will hurt a monk's combat stats (though should provide some useful defensive benefits). Though, to be honest, it's mostly attractive for picking up a Fly speed of 180 with good maneuverability.

Love to hear other thoughts.


I don't think I'll be taking any templates, but I do hope that I can still stand in relation to everybody else for doing that sort of thing. I'd also like to know, Validk, what you think on an individual level. I tried to make a relatively well rounded character with his skills and with some spells. I was just hoping to make a character that could get along with people relatively well in this sort of scenario.


If it isn't related to the Atavism spell, I'm not messing with templates either. That whole CR business confuses me too much.


@acediamond Jacob Radigan? I'm not the DM. But here is what concerns me (and what I would be looking at as a DM).
You don't have any profiles, and I expect that nearly all your posts are in this thread. So your play style, experience, etc are very difficult to judge.

Since you are crafting, save the GM time, don't make him recreate everything. Use spoilers for each item and list out all required spells and break down the cost. Make it really easy for the GM to verify your information. List prices for your items, and total up what you have spent.
Since you can not take 10 on bonding an Ioun stone, and you only have a +13 to your charisma check, hitting the DC of 20 is not guaranteed and may not be allowed prior to game start (generally only things that are guaranteed successes are allowed). Ditto with the heal check, though you can make the arcana check. This is assuming that impanted ioun stones would be allowed as that comes from a setting book.
You're equipment for unusual situations is non-existent, suggest some wands, scrolls, cure/restore potions, etc
I see you have no mundane gear, like clothes, rope, etc.
I'd also suggest that you consider buying fewer tomes and maxing those out you do buy. Per RAW, you can't use a wish to top off the inherent bonus. Buying a +3 tome requires that you pay full price to buy a +4 or +5 tome later.

Helps to have lots of spoilers, provide a breakdown of where your attribute points come from, including bonus types (crown and headband cha bonuses don't stack) Same with skills, helps the DM if you have it broken out where the totals are coming from.

If you have defensive/utility spells that you cast every day, note them under defenses, offenses, or under offenses add a tactics section.


Templates only gets complicated if you are trying to mix players with templates with NPC's with templates.

The standard is that a party of 4 players will have an average party level of X. A CR of X is considered an appropriate level encounter. This is why the CR of players and monster's isn't directly translatable.

A single player character is given a CR of one under their total levels. Ignore this.

If you are using a core race (and only a few of them have CR's over 0, like tiefling and drow noble), and you add a template, then the CR of the template, plus class levels must equal 25.

A half-celestial(+3 CR) dwarf with 22 levels of paladin comes to a total of 25.

A monster race that has 4 HD and is CR 3, takes the higher of the two, and adds classes. So a doppelganger rogue would have 21 levels of rogue added to the 4 racial HD for a total of 25.

A CR 19, 25 HD ancient silver dragon (no offense), is already at 25 HD and doesn't get anything else. A mature adult silver dragon is CR 15 and 19 HD. This would leave six CR/HD of templates, class levels, or monster advancement available.


Validk Ghujod wrote:
A CR 19, 25 HD ancient silver dragon (no offense), is already at 25 HD and doesn't get anything else. A mature adult silver dragon is CR 15 and 19 HD. This would leave six CR/HD of templates, class levels, or monster advancement available.

I do indeed take great and mortal offense to this. I hate you forever. :-p

Seriously, I have quickly realized that I have more than enough with what I am looking for. I still may end up taking adult with class levels but I have not decided yet.


Validk Ghujod wrote:

@acediamond Jacob Radigan? I'm not the DM. But here is what concerns me (and what I would be looking at as a DM).

You don't have any profiles, and I expect that nearly all your posts are in this thread. So your play style, experience, etc are very difficult to judge.

Since you are crafting, save the GM time, don't make him recreate everything. Use spoilers for each item and list out all required spells and break down the cost. Make it really easy for the GM to verify your information. List prices for your items, and total up what you have spent.
Since you can not take 10 on bonding an Ioun stone, and you only have a +13 to your charisma check, hitting the DC of 20 is not guaranteed and may not be allowed prior to game start (generally only things that are guaranteed successes are allowed). Ditto with the heal check, though you can make the arcana check. This is assuming that impanted ioun stones would be allowed as that comes from a setting book.
You're equipment for unusual situations is non-existent, suggest some wands, scrolls, cure/restore potions, etc
I see you have no mundane gear, like clothes, rope, etc.
I'd also suggest that you consider buying fewer tomes and maxing those out you do buy. Per RAW, you can't use a wish to top off the inherent bonus. Buying a +3 tome requires that you pay full price to buy a +4 or +5 tome later.

Helps to have lots of spoilers, provide a breakdown of where your attribute points come from, including bonus types (crown and headband cha bonuses don't stack) Same with skills, helps the DM if you have it broken out where the totals are coming from.

If you have defensive/utility spells that you cast every day, note them under defenses, offenses, or under offenses add a tactics section.

Alright, seems like good advice. My main scope of experience is in RL games, with a few Roll20 campaigns under my belt, so I can see how you're concerned that I'm new on the boards. But I've just been craving a game and decided to step up here, and the rest, as they say, is history.

I still have to get around to getting the mundane gear, but as that usually is >1,000gp, I decided to make sure the rest of my goods were good to go before getting into that. Same with the defensive spells. I was thinking of using Overland Flight, Moment of Prescience, and Spellbane on myself each day, so I'll make a note of that somewhere or other. And I guess I'll skip the stone implantations for now.

If Herald wishes me to break down my shopping/crafting, I can get that all done for him in the space of about fifteen minutes at a moment's notice. The only thing I'm not entirely sure of the validity upon is the crafting of the manuals and tomes and then using them. But if it's cool, I like the picture it paints ("Did anyone else read this book? It turns out I'm an amazing author."). Speaking of which, the only tome I got the +3 for was for STR, which I only did to get a score out of the negative modifiers. But I may drop some money for the +5 CHA tome before the game begins.

Things are still in progress, admittedly, but I'm still very interested in what you think and any suggestions you have along the way. I'll look into scrolls and potions and see what's a good idea to have on hand. Thanks for the input so far, Validk!

Scarab Sages RPG Superstar 2013

I dunno how many folk are interested in this, but I'd be interested if there's room. I dig high-level play.

Having saud that, I think high-level play is best suited for courtly intrigue, world war, and adventuring other planets or plains. I'd want the chance to strut our stuff against entire armies or against the big beast of the Forbidden World. Or whatever.


As for my guy, he is a fighter, that immediately pidgionholes him a bit :P I am playing him as a pure mundane human in a world of dragons and archons. No advanced templates, no spells (well, he gets 2nd lvl extracts but that was unavoidable). This purposefully leaves him reliant on party members for things that he is unable to do, no independant gods and all that. In the other campaign I am in Goro the oracle can chuck out DC 35 spells without doing all the shinagins to boost DCs. To increase your chances of resisting Rorges intimidate you need at least a 50 will save. Sparky can see an invisible creature standing still with 20 pts remaining BEFORE rolling.
My point? Take a look at what you are good at and see what it would take to have a 50/50 chance of resisting/surviving to get a guage of your power.

As for the ioun stones, there is no real loss fore failure, you just try again next week. I like them because it is kind of like body art and prevents the swarm of ioun stones surrounding your head.


I think that Herald's going to have something at least fun to do for people past the capstone levels.

Plus, Gobo, how do you get those DCs so high on that other Oracle? I'm intrigued.


@Crash of the Hammer 38 feats, wow, but an AC of 15? 11 from fighter, 10 from levels, 3 from human, and a couple from alchemist, where am I missing he rest? (might I suggest that you note the feats by class/level? I.e. Skill Focus: Survival(1), TWF(F1), Brew Potion (A1).

8 implanted ioun stones. You haven't done your skills yet so I don't know if you can meet the requirements for implanting prior to a game start, I do know that taking 10 you can't make the first charisma check. (Unless you are using potions that give +6 to CHA, which would be part of consumed WBL)

STR 18, +2 human, +6 leveling, +6 size +6 from sorcerer bloodline = 38 where's the other 4 from? Note that the +6 from large size should be noted seperately since it is only 29 minutes per day.

Eye of Nymeth exceeds 250,000 cash limit. Each slotless item is 2x cost (those items already listed as slotless have this cost built in. Take the most expensive item, add 75% of the second most expensive, then 50% of the other items.)

Does eldritch heritiage change your subtype or add it? if it's changed then you have abilities of both human and orc. If it adds it, then you shouldn't need racial heritage orc.

why no armor?


I don't think Crash's page is updated yet. He seems to have only tracked a few key items to check where his desired offensive numbers wil be.


Yar!

Just so we're on the same page, there are many facets to the game at all levels of play, and because we're still in the pre-game figuring stuff out phase, I want to make sure we are all clear and understanding on as many facets of game play that we can be. That includes the combat side of thing, and the level of number-crunchiness.

I have played low level games that were all intense combat and numbers, and I have played low level games that were all intrigue and politics and no combat at all. And I have done both those extremes in mid levels and high levels and post 20.

Even though things are not yet 100% solidified, some of the suggestions and info we've confirmed so far suggests a mix of non-combat and combat, so my previous question about the level of number crunching I should expect is, in my opinion, still a relevant one.

I'm personally leaning towards keeping Sir Orrin as he currently is (baring the adjustments I need to make to his gear still), but if the majority here are doing otherwise and/or Herald says that squeezing every little bit may be a good idea, then I will reconsider.

My apologies if the above reads as somewhat ranty. Validk Ghujod's reply to my question above felt a bit dismissive (it may not have been, but it read that way... so pre-emptive apologies if I misinterpreted your intent), but I feel that this right now IS the time to be asking these questions. That way when this game does begin, everyone who ends up in it will have a clear understanding of the games expectations, GM to player and player to player.

As such, I'd still like to hear more input from others on if it is worth going the "extra mile" for a bit more combat edge or not.

As for picking apart Crash's strength stat... 18 base, +2 human, +6 levels, +6 inherent (strength of the beast), +6 enhancement (belt of physical perfection), +6 alchemical bonus (Rage Mutagen - 40 minutes per day), +6 size bonus (power of the giants - 29 minutes per day)... that's a potential 50 strength (38 most of the day though). (One might even argue that even with a combat heavy game, 29 minutes is plenty to cover most if not all combats, let alone a combat light game). Perhaps his strength didn't start at 18 and the missing 4 is from a 16 base and the 40 minutes of alchemical strength is included? Or perhaps there's another bonus not accounted for yet (Moral? Sacred?)

Still, I shouldn't speak for anyone else. Heck, my character isn't technically finished yet either.

~P


Pirate, tell ya what. You have a few characters to look at. I'll see if I can get my fallen archangel build up tonight. Then you can compare your current numbers with ours.

I don't see my submission matching Crash's raw melee damage output (I think that would be tricky), but I'm thinking he'll do fine and have his own unique roll to play in the group. :)


Yar!

aceDiamond wrote:
But if it's cool, I like the picture it paints ("Did anyone else read this book? It turns out I'm an amazing author.").

hehe, I like that mental image as well. ^_^

Though I will note that crafting manuals and tomes only save a tiny bit of gold, as most of the cost is in the spell component cost, which is paid in full. (for example, a +5 book has a market value of 137500, and the cost to create that same book, as listed in it's entry, is 131250. So you'd still save 6250 gp, but it's not the half or close to half of most other items).

~P


I understand, Pirate. I'd rather use Wish, but we aren't using those pre-game. Or was that Rizzen's idea? But still, Hedge Magician makes it less painful.


I have to resubmit myself. Originally templates on monster races were allowed, now they aren't.

So I am flipping back and forth between keeping the doppelganger and loosing the half celestial, or playing a base class with half-celestial.

@Pirate I never intend offense. I have been working to provide reasoned responses to a lot of inquiries both here and on the FAQ.

The question of crunch seems odd though. I have had too many bad experiences to play where the players don't need to make legal characters and can just wing it. So I would hope that crunch is required.

On the other hand, if you're asking about how optimized characters should be, that will depend on the rules, the more options allowed, the more optimization may be required to remain viable as the GM will be pressed to balance the bad guys against the party and having well optimized and/or well thoughtful characters... well that's a different story.


I for one always make the most combat effective character I can come up with for whatever game, unless it's been explicitly stated by the DM that it's going to be a nearly 100% social game (even then I usually build a combat effective social character). Since he said the easiest and most likely thing will be an "epic dungeon", I'm guessing the game will be heavily weighed towards combat. I've yet to play through a dungeon in all my years of RPGing that was more role-play than combat.

Edit:Where did DM state no monster races and templates? If that's true then I'll go ahead and withdraw.


I'm thinking the opposite, Validk. With what I'm thinking we'd face, I'm concerned anything less than amazing could end up a stain on the carpet. Ergo, the desire to boost saves and the like.

And Skulda, the DM said no monsters and templates. You can apply either, just not both.


Yar!

No worries. Text has a way of not always translating well. My intent behind the question was more to the later and staying comparable with everyone else.

Skulda/WW777/Jelani: I believe the most recent ruling was yes to monsters, but no to templates on monstrous races. However, what I've seen so far (from a brief glance at) of Skulda, I really like her so far. Honestly, I think that templates on monstrous races makes more sense than templates on base races with class levels. Perhaps Herald will reconsider after looking over your character and seeing that it's really not any more complicated than any of the non-templated characters.

At least, I'm hoping so.

In fact, just having 20 - 25 PC class levels is, in my opinion, significantly more complicated than a monstrous race with templates. Of course, this could simply be just me.

~P


...and even though I'm still in the process of adding crafting info, reducing overall gear to get in line with the 1505000gp limit, and adding background info, please feel free to look me over and give critiques or even inquiries. (the extra eyes are also useful for catching mistakes. They do happen. Heck, I myself just discovered an error about 5 minutes ago)

^_^


Yeah, I guess we'll see what Herald of Omens says about Skulda. I'd love than chance to play a level 25 synthesist, but no way I'm doing all that work without a guaranteed chance of playing it for a while.


Here's teh most recent iteration of my "Paladin".. a fallen angel monk seeking redemption.

Fallen Archangel, Student of Irori, Seeker of Good, Redemption, and Home:
?? is a fallen Movanic Deva. Born for the waging of celestial wars. Then… broken, shattered, cast down and lost. With only ghosts of nightmares as memories and a single remaining shard of a celestial greatsword for a blade, ?? was reforged at the feet of Irori. Now – more than a human but less than what he was born to – ?? and his Shard are dedicated to a search. For Good. For Redemption. For Home.

Unnamed Hero
Male Half-Celestial Human (Vudrani) Fighter (Weapon Master) 3 Monk (Weapon Adept, Qinggong Monk) 19
LG Medium Outsider ((humanoid), human, native)
Init +4 (always takes 24); Senses blindsense, darkvision 120 ft.; Perception +52
--------------------
Defense
--------------------
AC 43, touch 38, flat-footed 38 (+4 mage armor, +4 Dex, +1 natural, +5 deflection, +1 dodge)
---> can buff to 52 w/ Barkskin and Shield
hp 402 (3d10+19d8+220); regeneration 1
Fort +30 (+4 bonus vs. poison effects), Ref +23, Will +30
--> +4 vs. effects that cause you to lose your grip on weapons, +1 bonus vs. effects targetting a Temple sword held by you, +2 vs. enchantment spells and effects, +4 to avoid being knocked prone
Defensive Abilities evasion, fortification 75%; DR 10/magic; Immune bleeds, disease; Resist acid 10, cold 10, electricity 10; SR 35
--------------------
Offense
--------------------
Speed 90 ft., flight (180 feet, good)
Melee +5 Flaming, Ghost touch, Holy, Impervious Adamantine Temple sword +40/+35/+30/+25 (1d8+29+1d6 fire+2d6 vs. Evil/17-20/x2) and
. . Unarmed strike +31/+26/+21/+16 (2d10+13/x2)
Ranged +1 Adaptive Elysian Bronze Composite longbow (Str +1) +23/+18/+13/+8 (1d8+14/x3)
Special Attacks flurry of blows +17/+17/+12/+12/+7/+7/+2, ki strike, adamantine, ki strike, cold iron/silver, ki strike, lawful, ki strike, magic, smite evil (1/day), weapon training +3: temple sword
Spell-Like Abilities Aid (1/day), Barkskin (self only, 1 Ki), Bless (1/day), Charm Monster, Mass (1/day), Cure Serious Wounds (1/day), Detect Evil (1/day), Dispel Evil (1/day), Hallow (1/day), Holy Aura (3/day), Holy Smite (1/day), Holy Word (1/day), Ki Leech (0 Ki), Ki Shout (3 Ki), Neutralize Poison (1/day), Protection From Evil (3/day), Remove Disease (1/day), Restoration (self only, 2 Ki), Resurrection (1/day), Summon Monster IX (Celestials Only) (1/day), True Strike (self only, 1 Ki)
--------------------
Statistics
--------------------
Str 36 (base 16; +2 racial; +1 @ 4, 12, 16; +4 template; +5 inherent; +6 Belt)
Dex 18 (base 10; +2 template; +6 Belt)
Con 28 (base 14; +4 template; +4 Inherent; +6 Belt)
Int 20 (base 10; +2 template; +6 Headband)
Wis 32 (base 16; +1 @ 8, 20; +4 template; +6 Headband; +4 inherent)
Cha 16 (base 8; +2 template; +6 Headband)
Base Atk +17; CMB +37; CMD 68 (73 vs. Disarm, 73 vs. Sunder, 72 vs. Trip)
Feats Toughness +22 (1), Power Attack -6/+12 (Ftr1), Skill Focus (Sense Motive) (Focused Study 1), Combat Reflexes (mnk1), Improved Unarmed Strike (mnk1), Perfect Strike (3d20) (19/day) (mnk1), Deflect Arrows (mnk2), Weapon Focus (Temple sword) (mnk2), Snake Style (3), Outflank (5), Weapon Specialization (Temple sword) (mnk6), Dodge (mnk6), Snake Sidewind (7), Skill Focus (Stealth) (Focused Study 8), Snake Fang (9), Medusa's Wrath (mnk10), Hellcat Stealth (11), Dimensional Agility (13), Spring Attack (mnk14), Dimensional Assault (15), Skill Focus (Perception) (Focused Study 16), Dimensional Dervish (17), Improved Critical (Temple sword) (mnk18), Dimensional Savant (19), Critical Focus (Ftr2), Staggering Critical (21)
Traits Scholar of the Great Beyond (Knowledge [planes]), Wisdom in the Flesh (Stealth)
Skills
Acrobatics +31 (22 ranks)
---> Jump +55
Climb +19 (1 rank)
Diplomacy +27 (22 ranks)
Fly +35 (22 ranks, +4 maneuverability)
Intimidate +30 (22 ranks)
Knowledge: dungeoneering +11 (1 rank)
Knowledge: planes +33 (22 ranks)
Knowledge: religion +25 (15 ranks)
Perception +52 (22 ranks, +5 competence, +6 focus, +4 alertness)
Sense Motive +53 (22 ranks, +5 competence, +6 focus, +4 alertness, +2 Snake Style)
Stealth +53 (22 ranks, +10 competence, +6 focus)
Survival +17 (1 rank)
Swim +19 (1 rank)
Use Magic Device +27 (22 ranks)
Languages Abyssal, Celestial, Common, Draconic, Infernal, Sylvan, Vudrani
SQ +4 to fortitude saves vs poison, ac bonus +16, fast movement (+60'), fortification (heavy), ghost touch, ghost touch, impervious, ki defense, ki pool, maneuver training, purity of body, unarmed strike (2d10), uncanny initiative, weapon guard +1: temple sword
Gear (All purchased at full price, even custom items. And all three tomes/manuals have already been used and accounted for in stats above)
Shard: +5 flaming, ghost touch, holy impervious adamantine temple sword (168,030g)
+1 adaptive composite longbow (4400g)
Jingasa of the Fortunate soldier (5000g)
Headband of Mental Superiority +6 (144000g)
Eyes of the Dragon's Aerie (113,750g)
---> Eyes of the Dragon (110,000g) + Eyes of the Eagle (3,750g)
Ghost touch amulet of mighty fists (4,000g)
Unfettered shirt of the quick runner (11,500g)
---> Unfettered Shirt (10,000g) + Quick Runner's Shirt (1,500g)
Monk's Robes (13,000g)
Cloak of Resistance +5 (25,000g)
+1 heavy fortification bracers of armor (36,000g)
Gloves of dueling (15,000g)
+5 protective band of sophisticated ki mastery (81,500g)
---> Ring of Protection +5 (50,000) + Ring of Ki Mastery (15,000g) + Ring of the sophisticate (16,500g)
Enduring Chameleon's Tail (112,800g)
---> Ring of Regeneration (90,000g) + Ring of Sustenance (3,750g) + Ring of Chameleon Power (19,050g)
Belt of Physical Perfection +6 (144,000g)
Boots of Speed (12,000g)

Series of 4 ear-rings on right ear (re-flavored ioun stones):
Dusty rose prism (5,000g)
Iridescent spindle (18,000g)
Pale Green Prism (30,000g)
Dark blue rhomboid (10,000g)

Traveler's Pack (basically a masterwork backpack with cleverly sewn in magical bags)
---> Mwk backpack (50g)
---> Bag of Holding IV (10,000g)
---> Efficient Quiver (1,800g)
---> Handy Haversack (2,000g)

Luckstone (20,000g)
Ki Mat (10,000g)
2x Pearl of Power Lvl 1 (2,000g)

Wands (stowed in efficient quiver)
Endure Elements CL1 (750g)
Shield CL3 (2,250g)
Monstrous Physique I CL5 (11,250g)
Invisibility CL3 (4,500g)
See Invisible CL3 (4,500g)
Divine Favor CL6 (4,500g)

Scrolls (stowed in handy haversack)
3x Heal CL11 (4,950g)
5x True Seeing CL9 (5,625g)
10x Teleport CL7 (7,000g)

Manual of Gainful Exercise USED (137,500g)
Manual of Bodily Health USED (110,000g)
Tome of Understanding USED (137,500g)

--------------------
Special Abilities
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+4 to Fortitude saves vs Poison You get +4 to Fortitude saves against Poison effects.
Abundant Step (Su) Costs 2 ki points to activate, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level.
AC Bonus +16 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Aid (1/day) (Sp) Granted by Half-Celestial heritage: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Bless (1/day) (Sp) Granted by Half-Celestial heritage. Allies gain +1 on attack rolls and +1 on saves against fear.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Boots of speed (10 rounds/day) Affected by haste
Charm Monster, Mass (1/day) (Sp) Granted by Half-Celestial heritage. As charm monster, but all within 30 ft.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Critical Focus +4 to confirm critical hits.
Cure Serious Wounds (1/day) (Sp) Granted by Half-Celestial heritage. Cures 3d8 damage +1/level (max +15).
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deflect Arrows Deflect an incoming arrow once per round.
Detect Evil (1/day) (Sp) Granted by Half-Celestial heritage. Reveals creatures, spells, or objects of selected alignment.
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Dimensional Assault May use dimension door or abundant step as part of a charge action
Dimensional Dervish During full-attack action, you may cast dimension door or use abundant step as a swift action
Dimensional Savant Provide flanking from all squares you attack from when using Dimensional Dervish
Dispel Evil (1/day) (Sp) Granted by Half-Celestial heritage. +4 bonus against attacks by evil creatures.
Empty Body (Ex) The monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Eyes of the dragon See four times as well as a human in dim light, and twice as well in normal light.
Fast Movement (+60') The Monk adds 10 or more feet to his base speed.
Flight (180 feet, Good) You can fly!
Flurry of Blows +17/+17/+12/+12/+7/+7/+2 (Ex) Make Flurry of Blows attack as a full rd action.
Fortification (heavy) 75% chance to ignore critical hit/sneak attack.
Ghost touch Full damage against incorporeal creatures. (unarmed and temple sword)
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.
Hallow (1/day) (Sp) Granted by Half-Celestial heritage. Designates location as holy.
High Jump (+19) +19 to Acrobatics checks made to jump.
Holy Aura (3/day) (Sp) Granted by Half-Celestial heritage. +4 to AC, +4 resistance, and SR 25 against evil spells.
Holy Smite (1/day) (Sp) Granted by Half-Celestial heritage. Damages and blinds evil creatures.
Holy Word (1/day) (Sp) Granted by Half-Celestial heritage. Kills, paralyzes, blinds, or deafens nongood subjects.
Immunity to Bleeds You are immune to bleeds.
Immunity to Disease You are immune to diseases.
Impervious (temple sword) Double enhancement bonus to hardness, Hp, break DC. Immune to rust/rot.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ioun stone (iridescent spindle) This stone sustains the bearer without air.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Leech (0 Ki) (Sp) Costs 0 ki points to activate.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Shout (3 Ki) (Sp) Costs 3 ki points to activate.
Ki Strike, Adamantine (Su) If you have ki remaining, unarmed strikes count as adamantine to for DR and hardness.
Ki Strike, Cold Iron/Silver (Su) If you have ki remaining, unarmed strikes count as cold iron and silver to overcome DR.
Ki Strike, Lawful (Su) If you have ki remaining, unarmed strikes count as lawful to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Maneuver Training (Ex) CMB = other BABs + Monk level
Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Neutralize Poison (1/day) (Sp) Granted by Half-Celestial heritage. Immunizes subject against poison, detoxifies venom in or on subject.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Perfect Strike (3d20) (19/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Protection From Evil (3/day) (Sp) Granted by Half-Celestial heritage. +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
Regeneration 1 Heal HP quickly and cannot die.
Remove Disease (1/day) (Sp) Granted by Half-Celestial heritage. Cures all diseases affecting subject.
Restoration (self only, 2 Ki) (Sp) Self only. Costs 2 ki points to activate.
Resurrection (1/day) (Sp) Granted by Half-Celestial heritage. Fully restore dead subject.
Ring of chameleon power As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Stealth checks. As a standard action, she can also use the spell disguise self as often as she wants
Ring of ki mastery (2 at a time) Store up to 2 ki as swift action, if 1 then +2 to some CMDs, if 2 then reduce ki costs by 1 (min 1).
Ring of regeneration Heal 1 point of damage and 1 point of nonlethal damage per round.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Ring of the sophisticate (1/day) Know direction to nearest tavern in 20 mi. Activate to cast locate creature or locate object.
Scroll of Heal (x3) (CL 11) Add this item to create a scroll with spells on it.
Scroll of Teleport (x10) Add this item to create a scroll with spells on it.
Scroll of Teleport (x4) Add this item to create a scroll with spells on it.
Scroll of True Seeing (x5) Add this item to create a scroll with spells on it.
Smite Evil (1/day) (Su) +3 to hit, +22 to damage, +3 deflection bonus to AC when used.
Snake Fang If opponent misses you, make an attack of opportunity as an immediate action
Snake Sidewind Gain a bonus to avoid being knocked prone, and use Sense Motive check to confirm critical hits
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Spell Resistance (35) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Staggering Critical (DC 27) Critical hit staggers target
Summon Monster IX (Celestials Only) (1/day) (Sp) Granted by Half-Celestial heritage. Calls extraplanar creature to fight for you.
Tongue of the Sun and Moon (Ex) Costs 0 ki point to activate. The Monk can speak with any living creature.
True Strike (self only, 1 Ki) (Sp) Costs 1 ki point to activate.
Unarmed Strike (2d10) The Monk does lethal damage with his unarmed strikes.
Uncanny Initiative (Ex) Choose a number rather than rolling initiative.
Weapon Guard +1: Temple sword (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +3: Temple sword (Ex) +3 to hit and damage with your chosen weapon.
Wisdom in the Flesh (Stealth) Stealth becomes a Wisdom-based, class skill.

It's also spoilered in this profile page. :)


I'm not intimately familiar with half-celestials and monks, but I did see something worth asking, Eben. You say in your AC that you get +4 from Mage Armor, but don't state being able to use that spell anywhere else on your sheet. Probably an oversight, though, you can get a wand of that for cheap.


I picked up a pair of Pearls of Power... I'm banking on being able to cut a deal with a mage in our crew to keep Mage Armor on me in exchange for them getting to use the two pearls of power. :)

If there aren't any takers, then yes, a wand would work as well.


@Sir orrin Nice sheet! The others should look at his, lots of spoilers, neatly organized, detailed information making it very easy to look at and verify totals because sources are provided.

I am not seeing where a ride much higher than 25 is needed. Highest DC I see is 20 with a possible additional -5 for ill suited mounts or bareback. Jumping still requires lesser of your ride skill or creatures jump(acrobatics) skill. You may have more points than needed here.

You haven't provided a total on your gear.

You're paying crafting costs for your equipment but do not have the feats required to craft (or the spells). It was my understanding that paying the feat tax and skill ranks for crafting allowed for pre-start craft pricing on items. Otherwise it would not be necessary for anyone to take those feats unless they wanted to craft after the game started. While it is nice that you have the craft DC noted, how did you make that DC?

Please don't state it was the level 13 bard/4 cavalier cohort either. Even though he has two of the feats, his caster level may not be high enough to make some of these items.

I would also state that allowing a cohort to craft the magic gear of the player should be disallowed. It effectively means the player only need spend one feat (leadership) and no skills to have the benefits of custom crafted gear. I'd honestly be surprised if you found a GM that would allow this.

How is your bard getting an arcane bond?

Same advice for tomes/manuals, consider capping out instead of spreading across, these are one area where buying up later costs more, not the difference.


@Eben Another nicely done sheet, could use some spoilers. Keeps people from having to scroll and search. (I use google docs and embed the bold/spoiler coding then copy/paste)

You have +1 armor bracers. Mage Armor only gives you +3 more as they don't stack. You may want to think about just bumping up the bracers and forgetting about mage armor. Your UMD is high enough to use a wand on yourself.

Same advice on the inherent bonuses, if need be, reduce the belts and headbands and upgrade those later as you only pay the difference and buy full tomes/manuals now.

You have a nice +1 bow. For epic, I suggest getting some arrows that are +5 or higher. Arrow magical abilities may stack with bow abilities (except the enhancement bonus).

I'm only coming up with +198 HP for con/toughness.

5 rings?

Your embedded ioun stones have the same issue of not having skill ranks to meet the pre-start DC's for having them embedded.


Here is the alias: Katja

Since my dragon is working somewhat different than the other characters and I have not taken any class levels here it was not nearly as hard to choose what I wanted. Also, the stats are set based on age as are skills and feats. A lot less to have to work over.

Validk and any others, let me know what you think.


Thanks!

Preface to my replies to your inquiries: Sir Orrin was a real character played from level 1 to 20, then turned into an NPC for a post 20 game, all in real life (and my group rotates GMs after campaigns, so that last part I ran, with him as an NPC, based on a modified version of the old "A Paladin in Hell" module. Not as a GMPC, but actually spending most of the campaign dead and needing to be found). His career started when the APG Beta test first started, so he was what I played in order to contribute to the beta test of the APG.

Even into the late teens, the ability to fly as a martial character was limited at best. However, jumping was an available (and surprisingly useful and effective) option. Even enemies flying 30' up in the air were not safe from Sir Orrin, as a 10' high jump while on a mount 5' tall, with a reach weapon and the Lunge feat means I could still hit them, all without the need to fly (very useful when in anti-magic fields fighting things with wings, or things with spider climb hanging from ceilings, or... you get the idea). That is the primary reason for maxing out Sir Orrin's Ride and Carolinus' Acrobatics (keeping them as close to each other as possible)... for those instances where jumping is more viable than magical flight.

I have everything loosely in excel at the moment. Currently there is 2560446 gp in gear (total market values). Yes, I know this is WAY over. Like I said, I'm still working on this. Why so much? Because this character is several years old, and the old and final sheet I had of him from several years ago actually has over 3.5 million gp in gear spread between himself, Carolinus, Giles, and Aragh. So for no other reason than fondness of what he once was, I've been working backwards from what he used to have by slowly removing gear rather than starting from scratch.

Surprise time: I have seen GM's allow cohorts be primary crafters. However, in my RL group (which is where Sir Orrin came from), if one character took a crafting feat, he would do what he could within the time constraints of the current adventure to help the entire group out with his crafting skills, meaning even characters that didn't take the feats could benefit from it. Of course, we would often have multiple characters with crafting feats to share the load, including from Leadership if necessary. There is also the mentality that the current crafting setup only increases the martial/caster disparity in that casters rarely need that many items because they have their spells, yet martials often end up relying on their gear just to come close to keeping up, yet casters can craft to their hearts content, and martial can't. Master Craftsman helps a bit, but it is still a greater investment for a lesser result. Compounded if the characters are in a vacuum as they progress and won't/can't help each other out (but that's just mine and my RL groups thoughts). Again, this is where I'm coming from, not necessarily where I will be going (in regards to this game). Again, this is just a starting point. If cohort-no-crafting is the rule, then it shall all be changed to follow suit.

As for the caster level, as it currently stands, that is also something that can be bypassed by adding +5 to the DC. Related FAQ entry.

But again, this is still something I'm working out for this iteration of Sir Orrin. The sheet is definitely not the "final" version just yet. There is much still left to do!

Giles has an Arcane Bond because he is an Arcane Duelist (bard archetype). He got it at level 5.

Yeah, I was thinking about that with the manuals, but it felt to me to be more organic this way (I'm not reading this stupid book, it only makes me a [l]little bit[/i] stronger! I heard there's one that's better, but is super rare and costly. I'll wait for that one!" is a line of thought that have cost characters their lives), and despite not being better in the long run, is more effective for the now for having some things work out the way I envisioned him. Still, nothing is set in stone, so that may change, but I did put some thought into using the lesser manuals/tomes vs saving for a single +5 later.

"Seriously, I just love to read! Giles brought me a new book and I was all like wow! What's this? and couldn't put it down for nearly a full week! Felt good too, like I became a better person for it. Such books are simply far to tempting to resist. Truly!"


As for Crash, he is far from finished :)
I made a copy of Sparkys datasheet and have been using it as a guide to create Crash so things like the eye of nymeth is a holdover. As for feats while I do get a truely horrendous amount I do have to many, I just grabbed the ones that I liked and have yet to trim them down. I should still get 11 for fighter, 13 for levels, 3 for human, alertness from tumor familiar, throw anyhing and craft potion from alchemist, endurance from green cabochon ioun stone and weapon focus/profeciency from white pyramid in wayfinder, total of 32.
I have yet to add in armor so that number should jump up quite a bit when I add in +5 mithril breastplate and Ammy of natural armor/bracers of armor (whichever ones stack, I don't remember atm).
As for ioun stones, I get +5 comp bonus for fasting and +3 morale bonus for a total of +11 and since falure has no downside apart from starting over, enough retries and I will eventually get it. As for the heal check, I haven't decided if I will do that myself or pay someone to do it for me. I am also debating paying more for onyx rhomboids simply so I have more stones implanted accross my body :)
Sadly eldritch heritage does not change my type so racial heratige is needed, I still need +1 cha for greater eldritch heritage so I will probably have to get a tome for that.
Stats are a bit of a mess right now and probably innaccurate, once I am done fiddling with them I will go over them and finnalize/correct them. I currently have +12 inherent from orc bloodline progressing past 20 and robes of arcane heritage. If ruled that it doesn't progress I will change it and ditch the robes. I also have juggernauts paldrouns for always on enlarge person. Any temporary bonuses like mutagen have not been included in the numbers.
While I can deal significant damage I will be relying heavily on teamates to actually get to the enemy :P

All in all it is still very raw and only partially written but once finnished I will submit it for scrutiny and then check out your guys.


Callant Arakh

Sorry I'm late, but my posting is going to be light for the next couple of days as I get ready for a board meeting. I am posting my character here for you guys to pick apart/review, as I don't have much time atm to put my 2 cp in. Suffice it to say that, while I'm relatively new to the boards, I do have an extensive history of gaming. Take a look at the campaign that I'm running right now to see my play style.

Some people have already gone over the character, and I've made changes based on that. I'm not quite done, but I'm pretty close. I'll be back on tomorrow and will post as I can until Friday.


Oh ya, I imagine I will have a truly horrendous survival skill :) +12! Racial, +6 skill focus, +3 morale, 25 ranks + any other modifiers for a total of 46ish :) Total overkill but fun ^-^
I figure I can feed an army of 20 or predict the weather a week in advance. More fun then functional XP


Validk Ghujod wrote:
@Eben Another nicely done sheet, could use some spoilers. Keeps people from having to scroll and search. (I use google docs and embed the bold/spoiler coding then copy/paste)

This is just a temporary sheet kicked out (and modified for clarity) from hero labs. I don't want to do all the final formatting work until I know i'm in the game.

Validk Ghujod wrote:
You have +1 armor bracers. Mage Armor only gives you +3 more as they don't stack. You may want to think about just bumping up the bracers and forgetting about mage armor. Your UMD is high enough to use a wand on yourself.

I'm aware they don't stack. Given that he's a primarily melee combatant, I want him to be able to sport the best AC I can practically give him. And since I also very much want Heavy Fortification (which I can only get on bracers), the best AC boost I can get on those Bracers is a +3… and it's really expensive to do so (non-caster with no crafting feats means I actually have to be cost-conscious).

And yes, I could use a wand, but it can be a handful. If – when the group is selected for the game – there's not a caster willing to pop a 24 hour duration Mage armor on me daily (with me giving him a pearl of power or runestone of power in exchange), then a wand will likely be the way to go. I just don't want to deal with the bookkeeping, and I'm going to have to constantly be juggling the pre-buffs anyway, so an 'always on' 24 hour mage armor would be my preference, if possible.

Validk Ghujod wrote:
Same advice on the inherent bonuses, if need be, reduce the belts and headbands and upgrade those later as you only pay the difference and buy full tomes/manuals now.

The only manual i have that's not maxed out is the constitution one, and it doesn't' really seem like a good cost/benefit decision to make to pay for that extra +1 to the score. Given that I don't have access to crafting feats, I'm already squirming to make my money go further.

Validk Ghujod wrote:
You have a nice +1 bow. For epic, I suggest getting some arrows that are +5 or higher. Arrow magical abilities may stack with bow abilities (except the enhancement bonus).

This is something i'm on the fence about. I agree that it'd be nice to have, but I'd pretty much always prefer to be in melee if possible. His dex is so much lower with the bow, and I can't flurry with it, so my BAB is even lower, so it seems like i'm sinking cash into a whole that's simply not worth climbing out of.

Given his flight speed, ability to BAMF-flurry pretty regularly, and his access to Ki Shout for 2 ki per attempt, how often do you think I'll need the bow? And – in those situations – how often do you think the additional +4 will really make much of a difference?

Validk Ghujod wrote:
I'm only coming up with +198 HP for con/toughness.

Hmmm… not sure on this one. HeroLabs kicked out that number. I'll look into it.

Validk Ghujod wrote:
5 rings?

What can I say? I like rings. Actually, there are six… combined into 2. :D

I paid full price (plus the necessary +50% to have the less expensive ones crafted onto the most expensive ones). is there something mechanically illegal about doing so? Or do you just not like people stacking 3 rings into 1?

Validk Ghujod wrote:
Your embedded ioun stones have the same issue of not having skill ranks to meet the pre-start DC's for having them embedded.

I actually don't know anything about embedded ioun stones. I hadn't intended to create them. I just don't like the fluff of having stones orbiting my character… doesn't fit my mental image for this guy. A string of earrings in one ear, though, looks just right. Given that I"m not looking for any mechanical benefits, what's wrong with having them re-fluffed as earrings?

Secondarily, even if I want them embedded, can't I just pay for that? If so, what additional cost am I looking at? Surely one of you guys (or some other high-level crafter that my fallen angel could have befriended in his 22 levels of adventuring) could have implanted them if I wanted to go that direction, right?


Yar!

Eben TheQuiet wrote:
... is there something mechanically illegal about doing so? ...

No. Rules wise, so long as you pay the +50% additional cost to the lower values, it is perfectly legal to combine different magical effects like multiple rings into one. Balance wise, you did pay extra for it. It's a cost for a gain.

Eben TheQuiet wrote:
I actually don't know anything about embedded ioun stones....

I personally don't have issue with re-fluffing something, so long as the re-fluff doesn't change the mechanics. One of the drawbacks of ioun stones is that they float about your head, so they can be targeted by attacks or even grabbed by others if you're not careful (at least, more easily that other items).

If that vulnerability remains despite the refluff, I say go for it. However, there are two options available via game rules to change that.

One is implanting them, which is detailed in the soft cover book "Inner Sea Magic". The rules sans fluff is on d20pfsrd as well LINK Scroll down past the table. Heading "Implanted Ioun Stones".

The second is to use a Wayfinder, a Golarion specific device that is symbolic of the Pathfinder Society, and is a fantasy/magical equivalent to a modern day compass combined with a flashlight. There are even different versions of Wayfinders with different powers (basic is Know Direction and Light). All wayfinders have a slot that can hold Ioun Stones, granting it's powers to the owner without it floating around or even carried (a backpack full of wayfinders?). Some wayfinders can hold more than one, and some (with GM approval) can even react to the ioun stone, increasing it's power!

~P


Question, LM, why is the fly speed you have 70' instead of 60'? The elemental movement from eldritch heritage doesn't mean the fly speed is equal to his base speed. Though I might not have seen the right thing.


Eben TheQuiet wrote:
I paid full price (plus the necessary +50% to have the less expensive ones crafted onto the most expensive ones). is there something mechanically illegal about doing so? Or do you just not like people stacking 3 rings into 1?

I thought we had to pay double cost for any equipment we couldnt fit on? AKA the other 4 rings had to be double cost? I know that the regular rules is 150% but I thought we were doubling it here. Did that change?

As for hiring a doctor, an experienced doctor would cost 5-10gp/day per stone. He wouldnt be able to take 10 on the task so expect to have to pay for a few days worth of services and the necessary ability to remove con damage.
I am leaning toward making sure I can make the heal check myself :P Then I could do the whole thing literally for free at the cost of a lot of time :P (I figure 2-3 weeks or even a month per stone).

As for the bow, and I would have a similar problem, Even with a +5 bow, I would only have a to hit of 30-35 or so and would only do 1d8 +20 damage? Without the feats and extra resources a novice archer is just not going to cut it at these high levels. Especially once you add in say DR 10 or even 15 and the turns are wasted and completely ineffectual. I have thought about throwing my weapon, if I took the two-handed thrower feat I could even do it for more damage and only as a standard (so I could move). I would take -4 to hit and it would take a full round action (without the feat) but at least I could call the weapon back to me so I wouldnt be disarmed. Right now I am leaning towards just trying to jump :P


Crash of The Hammer wrote:
I thought we had to pay double cost for any equipment we couldn't fit on? AKA the other 4 rings had to be double cost? I know that the regular rules is 150% but I thought we were doubling it here. Did that change?

I do not recall this change ever coming up.


Yar!

Cosmic Dream Lord wrote:
Crash of The Hammer wrote:
I thought we had to pay double cost for any equipment we couldn't fit on? AKA the other 4 rings had to be double cost? I know that the regular rules is 150% but I thought we were doubling it here. Did that change?
I do not recall this change ever coming up.

It was brought up in the FAQ Doc (linked in my post at the top of this page for your convenience). It started off with the question: Can we do this. In the beginning, it was a definitive NO. Then it became a one time exception for x2 cost. Then Herald admitted that he wasn't to familiar with crafting, and would be willing to accept our council in the matter. (I think the original "no" was because Herald thought it was a money saving tactic, but it is actually the opposite... a potential money sink).

Personally, I think simply going by what's written in the rules is the best, simplest, and least complex option (other than going back to the original banning of the option outright), which is that it can be done, but each additional property added to the item cost an extra 50% more in addition to the highest costing property. Which I think is where we are at right now (though Herald should really confirm this, not me).

~P


Crash of The Hammer wrote:

As for hiring a doctor, an experienced doctor would cost 5-10gp/day per stone. He wouldnt be able to take 10 on the task so expect to have to pay for a few days worth of services and the necessary ability to remove con damage.

I am leaning toward making sure I can make the heal check myself :P Then I could do the whole thing literally for free at the cost of a lot of time :P (I figure 2-3 weeks or even a month per stone).

My dragon has a good heal skill as I am sure others may have as well. This combined with the dragon's healing magic will be most useful.


Yah, at the top of that FAQ doc in bold orange (which I assumed was Herald, though I could be mistaken) it says that we're using the Core method. Which is pay regular price for the most expensive item and then pay 150% for each additional item... which is what i've done for my guy's rings (and a few other items).

So, regarding implanted ioun stones, all I need is someone with a solid Heal and Knowledge: Arcana modifier and a bunch of time?

Basically, once the game begins, I could talk one of you guys into doing the implantation, and just take as much time is necessary to hit the DC 20 charisma check… no extra cash needed?

Heck, a level 5 expert with skill focus in those two skills (which shouldn't be impossible to find) could hit that DC at about a 50% success rate.

So for each ioun stone, pay that guy a couple thousand gp's to "do the thing right" for each implantable ioun stone, and he basically attempts it over and over until he gets it right. I guess by RAW, there is a bit of DM fiat/adjudication necessary to price out the expert,but that's somewhat minimal.


Or the very benevolent ancient silver dragon can do it. How does one get on an ancient silver dragon's good side? :D


Validk Ghujod wrote:
I'm only coming up with +198 HP for con/toughness.

WEnt back over this. Teh math is adding up for me.

19d8 (152) + 3d10 (30) + 198 Con + 22 toughness = 402


Eben TheQuiet wrote:
Or the very benevolent ancient silver dragon can do it. How does one get on an ancient silver dragon's good side? :D

Maaaaybe. Since she is a kind dragon she just might. You would have to ask very nicely though. :P


So we are going with 150% on doubled items? That will save me a few thousand (not much, possibly 10-20k?) Which is good as I am over right now :)
As for the stones, I am just going to take the ranks in heal and be done with it. I don't mind implanting them for you Eben :) just be aware of the time it takes. 8 days fasting, cha check or start over, 1 hour surgery then 1-2 days recovery, 1-6 days recovery on a failed check and have to do the surgery again :)


Unless you're an idiot, I'm thinking any request you maek of an ancient dragon be presented very nicely. ;P

What's the old saying? Be nice to dragons. You are tasty and go great with ketchup?

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