Goblyn

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Scarab Sages

Weables wrote:

Supressed for 10 minutes is basically the same as cured, as far as combat is concerned. So that being said, I think its a bit too cheap. a wand in that price range (50 charges, cures things) costs minimum 4500 gp, only cures one thing (where yours cures everything) and takes a spellcaster to weild, unlike yours.

I think the correct price, all things considered is around 6000gp. gut feeling, but more of a 33% surcharge on the wand.

Appreciate the feedback.

Remove sickness is a 1st level spell so a "wand of remove sickness" can be bought for 750 GP. The item should be more expensive than the wand though as it doesn't require a caster to use and doesn't require an action on the part of the possessor, but 6,000 GP is way too expensive for our current party level.

Scarab Sages

Blackstorm wrote:
That basically block any sickening effect, and 50 charges made this object a long lasting one. I suggest to change it a bit, maybe allowing the wearer to reroll the save vs the effect, and maybe you can develop a lesser, medium and greater version of the object, let's say allow the reroll 2/day with a +1 bonus for lesser, 4/day with +2 for medium, and at will with +4 for greater.

Thanks for the feedback. I like the scaling in power idea. If, instead of 50 charges, the item only functioned 2 or 3 times per day would that make the block of the sickening effect more...digestable <--see what I did there :D

Scarab Sages

My party had a great deal of difficulty with the nausea condition in a recent combat. I should hit level 3 soon and intend to take the "Craft Wondrous Item" feat.
Here's what I have in mind:

Sickstone

Aura faint conjuration; CL 1st
Slot - ; Price 2,000 GP; Weight -

Description

This small and unsightly lump consists of a handful of grey, brown, and yellow gallstones scavenged from tiny animals. It is sticky to the touch and occasionally secretes a green adhesive substance that binds its form.

Anytime the possessor of the sickstone fails a saving throw against a disease, nausea, or the sickened condition the sickstone will expend a charge and suppress the disease, nausea, or the sickened condition for 10 minutes. After 10 minutes the individual that failed the saving throw will suffer the effects of the failed save as normal.

A sickstone contains 50 charges. When a sickstone uses its last charge it falls apart and becomes useless.

Construction Requirements

Craft Wondrous Item, Remove Sickness; Cost 1,000 GP

I referenced the item "Ring of Counterspells" and "Brooch of Shielding" while making this in relation to items that prevent unwanted effects from happening to the possessor without the possessor actually having to do anything.
What do you guys think. Is this OP? Any advice, observations, or comments you can offer are welcome. Thanks in advance.

Scarab Sages

Looks like I'm resurrecting this old post.
Concerning ectoplasmic spells, would a mind-affecting spell work on a ghost (undead), overcoming the creature's normal immunity to such things, or is the "full effect" written in the feat description only meant to refer to full damage instead of half damage when it comes to non force spells. The posts in this thread would suggest that the feat applies to much more than just that.
By this same logic would a spell with both the meta-magic feats of ectoplasmic and merciful do non-lethal damage to a ghost (undead) or not and if so how would this work.
I can't seem to locate any errata on the subject. Any input you can provide would be appreciated. Thanks.

Scarab Sages

Although "Bestow Curse" wouldn't allow PCs to solve the problem of being eaten, there is also the option of allowing for spell research. The players could custom create a spell to produce the desired effect.
I remember that in the "Spell Compendium" for DnD 3.5 there was a spell called "Horrible Taste" which seems to be exactly what the PCs want.

Scarab Sages

wind and apologizing

Scarab Sages

z28camaro90 wrote:
Well I just found out that the party now also has a Paladin. So Iam really dont know what to take. Iam guessing something along the lines of the ranger. Man I hate when I have a great ideal and someone else has it. Thank you all for all the sdvice. I dont kow about a bard in 13 years of playinf i have never seen one played. Everyone kinda looks at them as a class that should be left alone. I dont know though.

If your party now has a fighter and a paladin, 2 classes with a good base attack, a bard is the perfect fit. He can use his song of courage to buffer both of them and he also has access to arcane cure spells for a backup healer to the backup healer.

If your not the type who likes to play support though you could make a bard/fighter, the buffer from your songs helping you on atk and dmg rolls almost as much as the other straight combat classes.

Scarab Sages

My party, after dismissing "The Turn Blades" and "The Soaring Eagles", settled on the name "The Rainbow Lions". I didn't like this name at first but in retrospect I realize we couldn't have asked for a better fit. This flamboyant and colorful name fit our party perfectly, which boasted an incredibly diplomatic half-elf bard, a talented and showman like halfling wizard, a smarmy halfling rogue, and an ass ugly half-orc barbarian (okay, so that one didn't fit in so well).
Unfortunately the only remaining original member of the rainbow lions is the ass ugly barbarian, my bard having recently been killed by a critting swinging door spike trap. Our new rogue failed to disable this trap (that ass), which instantly dropped my unsuspecting bard's full 28 hp to less than -20 as he crossed the door's threshold in an attempt to negotiate with a naked chick in a hot tub (i don't remember her name) for the safe return of cauldron's water wands and the door grew spikes, slammed and impaled him.
Ironically, the ass ugly barbarian loves the Rainbow Lion moniker and the name isn't likely to change any time soon.