Belkar Bitterleaf

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cheat.

Give him better then average stats - say 18,18,17,17,16,15. Magic mithral Breastplate armor +2 and ring of protection +2. with a potion of "shield" easy to get AC 27. and he moves at 30feet a round. Don't forget as a BBEG he has access to money and items the party shouldn't.


such a good feat! my party used it all the time after a fight to heal up and save spells and items. Really good choise for a feat


sounds good, just don't forget that a focus can be reused. and part of its high price could be the rarity of the item not just what it is made out of


wouldn't be cheaper just to have the wizard "cast" the spell for her? End result: down one daily spell slot per 1000gp cost of wand and no loss of scroll materials which cost more money


yep. page 113 in core rulebook. you just have to figure in the new cost value. it gets expensive real quick, but is a lot nicer to have then those week low level scrolls


I'd look at "Snake's Swiftness" in the Spell Compendium to get an idea on how to help balance it also.

As to the OP Circle spell idea, I think 60' is way to far. No more then 30' away. If the spell becomes one they "need" all the time, it might just be too powerful. An expensive focus or material component is also a great idea.


My most memrable begining was just that. "Your in a tavern..." We were all hired on as guards for a merchant caravan. The dm informed us of what was accepable backstory wise, then said, "Your in a tavern and the caravan doesn't leave for 3 days. What do you do now?" And then got up and left. We spent the next 2-3 hours just talking among ourselves (in character) and finding out obout each other. When we finally started up the session, the party was very much along the road to cohision.


true that. just thought i should include where it was at since i was trying to think of how to post when you beat me to it :)


complete arcane pg 72 and 73. pbs and precise shot can be applied to ranged spells.


a)3copper
b)2silver
c)5gold
d)30gold


a friend and i looked at this coulple years back. If you were to make a higher level "True Strike" the power should be cut as well. Say around +10. It's alot like the "Vigor" spells. Single vigor is 3hp/round; but mass is 1hp/round. (The spell compendium version)


nope different world entirely. I like the way the world is built. some areas compleatly open to explore, others known (mostly). That aside, why not play a dwarf "fighter" with anger issues? You know, certain things just make you so... MAD!


because it gives you cover. basicly it's a wall you can throw up and hide behind. problem is, it is now stable/set so facing applies. anything else you can whip around to take the hit...


i do apologise for the confusion. I've been up all night. sorry...
I ment a box for total class level of the creature, one for hit dice of creature. a box to check (and show) if there is a level penalty (like the ranger's -3 to effective level). A box for when the creature improves, at level 4 or 7.

In addition, i noticed that there is not much room for tricks the animal knows. Might want to add something for that. Hope that helps!


you'll can run through that wand really quick if your not carefull. I ran a party through Burnt Offerings that had one. Cleric kept rolling 1's on the d8. It went quick.
Can't the oracle get the healing burst effect of the cleric's? I'd get that. Maybe let them have an eternal wand of Cure Light Wounds. Say 1/day caster level 3ish?


i'd say class level of creature. maybe a check box for a -3 to level (think ranger. don't know who else has this) maybe a box for when it inproves, usually 4 or 7. HD is a must i think. A Bonus tricks box and a place for all of them would be nice also...


could just have them roll d100 vs you. if they win roll gold/silver/copper and award them that after so long of playing. it does require them to put up cash before hand and say how long they wish to play though...


A skill you might have used in addition with "intimidate" is "sense motive". I only mention this because I've run into problems like this myself. My dm has presented several RolePlay problems and we as a group would fail or not succeed as well as we thought we should. He would then mention one or more skills we could have used.

A "sense motive" check to see if you can get more money or a better deal from a merchant is always a good idea. Especial if they are being difficult with you. Plus I would think that the DC would be fairly low to at least notice something wrong with him. Allowing you to then move on to "intimidate" or "diplomicy" him correctly. (Maybe even giving you a bonus on your roll...)


11. gobin hops on a board and threatens the party. another goblin jumps down (from somewhere above) to help him, hits the other end of the board, and catapults buddy far far away.


Sadie, was going over your sheet again and saw that the barbarian's "Mighty Rage" str/con bonus is a 7. Isn't suppost to be 8?


tanglefoot bags can slow or stop someone, alowing you to get them. The entangle spell puts a barrier out there, making it hard to reach them. You might get stuck yourself if you're not carefull.
low level: tangle bags
level 5ish and up: entange spell followed by fireball. (hopefully getting more than one bad guy)


wow great work. asthethicly version 2. (but having hp up top to see is always a good thing for me as a dm)