Befuddled by bats, the Dwarven Cleric cast Silence, ruining their echo location...the other party members tried to deal with the bats as the dwarf, seeing a body in the next chamber with a gold ring on it, went for the loot...ignoring the heads (and their effects) she pawed at the corpse greedily...never noticing the booted feet that were suddenly all about her...in the ensuing melee that followed after the dwarf had been downed, the occupants of the tomb and their master beat down the party savagly, the rogue being slain when the Wight decided to switch targets from the walking fortress of the Paladin to the less well armored rogue....splat...
Our Druid-ess in the group decided she'd bake a cake for our fallen female Paladin player, who got turned into a zombie by a Yellow-Musk Creeper in The Elephant;s Graveyard.... pretty damn amazing bake job:
oops found it... Northlands...sorry my post was misleading...I looked for a magic ring with a wolf and 'thought' I remembered it was in a book that had the Iron Bear (they were oof course, NOT)and all my looking for wolf ring was unfruitful...I figured someone here knew what book the bear was in as it was probably used more...(name of the ring is Warding Wolf). I did of course use the bear as well in Jade Regent. Thanks for your help, guys.
Anyone got good stats for these? The gang are finishing ruby phoenix and then its a reverse running of Hungry Storm where they escort a princess back. Lingshen is the first country they travel through and I need some good stats for terracotta warriors. Caryatids seem a little off. (They are Level 10-ish)
I believe you mean 'GUIDELINES as written, This ain't warhammer 40K. PC's can sell items to PC's for whatever their characters agree on.
And Im'a start charging you 5 gp for every hp of the monsters I defend you from. See? I can make profit with MY feats too :)
Or the wizard gets grappled by daemon. And the fighter leaves, because the wizard was too greedy to make him a magic weapon. Works both ways, eh?
Quantum Steve wrote:
I think an elegant solution is to charge full price, then split the extra money evenly between every member of the party. No one could possibly think they're getting robbed, EVERYONE gets money.
You're simply milking the party for cash. Every character for the most part uses all their various skills for the party. Crafting is just one skill you possess and they do not. Any items you make ultimatly benefit you as well as them. Looking at it otherwise is pure greed.
Quantum Steve wrote:
nd yet no doubt the gold the barbarian spent was presumably part of his share, same as the wizard's portion of same. So the barbarian is spending his profit to benefit the whole party. And the wizard is making a profit from it. In fact, the wizard is giving himself a latent bonus at the barbarian's share of treasure.
Exactly so. This nonsense about 'I paid with a feat to craft' is the same as a fighter paying with a feat to get weapon focus, which benefits the party every combat.
Two PC's sitting in a drow dungeon awaiting sacrafice:
Wizard: "That drow got his hand-crossbow shot off and poisoned me before we could teleport! Why didn't you stop him?"
Fighter: "Don't blame me. He was too far way. And you're the greedy *%&$* that decided not to craft the boots of speed I asked for back on the surface because I was short your bonus fee."
I had the quickling attack during the battle with her. In fact, our fighter is the only one to engage her (since two party memebers were fighting the quickling and the Paladin kept failing his climb check in fullplate 5 times trying to reach the upper floor....)The fighter beat her down handidly....
I'm not sure the DM related all the good things that are ins tore for those in Kingmaker. It does take a while to get to the more meaty bits, but one has to have the desire to master a kingdom, not merely dungeon crawl. Our group has one (who's the Baron) that really cares at all about improving th towns. The others like to kill things, and Kingmaker allows all. If the players above have no intrest in setting down roots and taming a wilderness, then they never will enjoy KM to its potential. A heavy handed DM might not be best for this...then again a power gamer player who likes to be evil despite his professed alignment won't do well here either...
I use the Critical Hit Deck regularly. I like the spice it brings to combat. It also has a way of making things like undead and constructs a bit more resistant to critical hits, as many of the effects caused do not apply to them. I rather like that.
We use both the crit hit and fumble decks. The only REAL problem I've encountered is where it regards single big monsters. For example, my Level 9 party ran into a froghemoth (CR 13) in the swamps. The opening dagger-toss of the half-orc dagger fighter resulted in a crit hit. The result was a stunned froghemoth, who suffred another crit round two that limited him to move or partial actions. It died in three rounds, getting one attack (when it would normally get 5 devastating blows each round). Beware of too-good results vs solo monsters (there are Fort saves for SOME critical hit/fumble effects, but many have no save).
I find my interest in AP's wanes around book 4. The farthest I've gotten (DMing for my group, as for the most part they are too lazy to run anything as a DM themselves beyond one night's session)was playing up to halfway through the Isle of Dread in Savage Tide (My favorite path so far), then the guy running it had GF issues and left us hanging for 3 months, where I took over. We made it to the Wells of Darkness and it petered as everyone did other things during the summer months.
Age of worms we started @ Spire of Darkness, because everyone had 14th level guys already they wanted to play. I did run Three faces of Evil as a one-off for their lower elvel guys (Too good a segment to not have them do it).
Our Kingmaker game is just starting Blood for Blood (We had a player start DMing Serpents Skull after book 3 so I could take a break and play a PC, but twice he just skimmed over the material from book 1 for two sessions and everyone got pissed because he never bothered actually reading it enough to DM it).
For me, it's a level thing. I get tired of DMing for PC's that hit level 9+. That's right when my group enjoys their answer-for-everything levels. So I made us use slow-xp track for Kingmaker. We've been going a good solid year (Averaging 10-12 hours a game, noon to 11PM-ish)....and now they are level 9 and my interest is waning like clockwork....
Benchak the Nightstalker wrote:
RAW disagree. For example adding invisibility to a +2 Ring of protection:Here's the quote:
Adding New Abilities
The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 longsword.
If the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.
I was using the argument that doing such would make the items almsot minor artifacts, but one player used a Rod of Lordly Might as an example. Another being Boots of the Winterlands or even any of the various staffs that can do multiple non-related things.
Michael Foster 989 wrote:
Alter some monsters chosen feats to include Eldritch Fang (all natural attacks count as magical and silver) and replace something useless like skill focus stealth, full attack the shadow once and its goodbye for it as it wont last against things with magical natural attacks, (limit Eldritch fang to magical beasts, aberations and other creatures one would expect to have magical natural attacks).
Hur was unaware of this feat. Thanks.
Eat the Fighter, shadow go bye bye
Not quite. In short order the Frog's str was such that the fighter could best its CMD. And it's fairly shadowy inside a Frog's throat, so an easy shadow jump out...By round 3, the Frog had a str 0f 5....The point is, I don't want to add non-drainable monsters to every other encounter. I have to wonder who play-tests these classes. One attack a round might be fine, but TWO? Or maybe a limited amount of time each day a shadow can be summoned....but that's not the case as written.
So I've got a player who's a fighter/shadow dancer. All the abilities of the Shadowdancer are fine...except the shadow. This thing is stealing the show in my Kingmaker game, because 90% of the creatures they are encountering have no way to deal with this thing. They fought a Froghemoth in the Hook Tongue Slough section....and the shadow ended up draining the monster of str COMPELETLY. They are a Level 9, and the Frog is a CR 13 and the shadow just totally gimped it. This happens in most encounters with BBEG's. You cant even really destroy it with its good hp and taking 1/2 damage from everything.I've thought about how it heals, and it seems it would be able to ehal itself with its own touch (Just as the lich in Varhold is noted as being able to do). It would also be rather obvious if I went out of the way to put this thing in check.