Tordek

Tumatan's page

Organized Play Member. 15 posts (29 including aliases). No reviews. 1 list. 1 wishlist. 5 Organized Play characters.


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Grand Lodge

Thanks that's a good idea.

Grand Lodge

Hi I'm a little confused about pricing for this ring I see it as being 4k but my GM says that rings are "Premium Priced" not sure what that means. What I'm attempting to do in get the equivalent of a belt of Giant Strength (+2) in a ring to open up my belt slot for a Scabbard of Vigor. Thanks for your help in advance.

Grand Lodge

Dave Justus wrote:

There are not going to be any rules for that. This is an area that is just a GM call if they wish to allow custom magic items at all.

Personally, I have never seen anyone without weapon training buy these items, and they are a very frequent buy for anyone character that has weapon training, so I would place the bulk of the value of these gloves on the weapon training portion. Based on that, I would at a gut calls say 2/3 of the value is weapon training, so 5,000 gp.

One can also look for similar items that do what you want, but I don't know any right off the top of my head that are similar. Closest I can think of is gauntlets of the skilled maneuver, which gives a +2 bonus on any one combat maneuver for 4,000 gp. A bonus on a maneuver is of course more valuable than a bonus on defense against a maneuver, but your glove would provide twice that bonus against 2 maneuvers, plus the grease defense. If we follow the 'bonus squared' precedent for armor and weapons as the pricing for these gloves, and assume that line weapons and armor, the base price for offense is twice as much as defense, we would get a formula for the Gauntlets of skilled maneuver bonus being X * (2*2) which mean X is 1000 gp. That would make the formula for a defensive maneuver item 500 gp X bonus squared, so a single bonus of +4 would come to 8000 gp, which is obviously too high based on the price of the Gloves of Dueling. If we decide that defense against a combat maneuver is situational as well as being defensive (unlike AC which applies to most attacks) and half the base price again, we would get 4000 gp for an item that adds +4 against a single maneuver, which still seems high to me, but possible reasonable. Calling a second maneuver a similar ability and thus adding it for 75% would make it 7000, and call the grease defense add on worth 1000 gp gives us a value of 8000 gp for the item you describe, which I think is definitely a pretty good 'high side' value.

All that said though, this is 100% up to your GM. The above is...

Thanks exactly what I was looking for.

Grand Lodge

I'm a little confused. I need an item like gloves of Dueling for a paladin without the +2 weapon training bonus. So I need a pair of gloves which only grant the wearer a +4 bonus to disarm, sunder and grease attempts. what is the breakdown for pricing?
Thanks for your help.

Grand Lodge

The group is more interested in obtaining "lost" items for gold, more than righting the wrongs of the world. If they can do both that would be a bonus. Any suggestions?

Grand Lodge

Thanks for the advice. We are three days from everywhere, so it looks like some of us may have hair on their palms in the near future. I have a +10 on my fort save so I "should" be ok.

Grand Lodge

My party has had a bit of a scuffle with at least one Werewolf clan, and now feel the need for a drink made from Wolfs bane. what are the rules for searching for, and finding, a plant in the wild? We do not have a Ranger or druid in the group, I'm hoping survival skill will be enough. So far the only two bitten have the highest fort saves, but I fear others will be bitten soon.

Grand Lodge

I have found 2 prices. 1)on d20pfsrd says a combat trained Mammoth is 4500 gp. 2) If you look up Mammoth in the D20 bestiary is says a small Mammoth is 13k. I would think it is the 4500gp price.

Grand Lodge

In fact, maybe the punishment for character death is that they have to finish the dungeon playing an NPC of your choice until the party reaches a place where a stranger can be recruited.

I do like this idea!

Grand Lodge

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MeanMutton wrote:
Okay, here's a different, radical idea: Don't sweat it. Let them have fun and play the game. If characters they're bringing in are too optimized, feel free to have a chat with them when they're creating them and point out that they're being a bit meta-game and ask them not to.

This is probably what is going to happen. They are having fun and that is rule one. I guess I will praise survivors more, throw in a few re-roll token and a few boons and call it solved lol.

Grand Lodge

Mathmuse wrote:
Tormsskull wrote:
Do you do much in the way of role-playing? If so, then the major downside should be that the character's story has ended. By having a character's exploits matter, by forging connections between the PC and various NPCs, the player should care more about their PC.

I agree. Encourage the player to care about their characters by having the NPCs care about their characters. Reward them for living heroically by the adoration of the people they rescued. It is a roleplaying reward rather than a mechanical reward, but it is a reward.

For example, in Burnt Offerings at the beginning of the Rise of the Runelords adventure path, the characters help fight off a goblin raid. The town was thankful and gave them gifts. The leaders of the town respected the characters. The party earned its place. But a new member of the party? The town would respect the newbie only because of the respect they hold for the other party members. In their eyes, the newbie has not earned his place.

Also, every time a character does something unique a story is created. I don't mean getting the critical hit the deals the final blow to the big boss enemy. Anyone could do that. I mean something that reflects the style of the character. As a GM it is possible to set up events that could lead to these stories.

For example, in Night of Frozen Shadows in the Jade Regent adventure path, the local thieves' guild, led by a ninja, saw that one party member was a ninja. They hired the party ninja as new recruit, which allowed the ninja access to some secrets useful to the party. And that set up an iconic battle at the end between the party ninja and the thieves' guild ninja. If the party ninja died and was replaced, the replacement would no longer be the person who won that epic battle.

Ya, tried that, they were the Hero's of Sandpoint. Had the run of the city, little children would sing songs about them, their money was no good in town....Geeze the more I try and explain this the more I realize maybe I cant fix stupid :)

Grand Lodge

David knott 242 wrote:

Are they wanting to make tweaks to their characters but keep their established backstories? If so, being a bit more generous with retraining and rebuilds might satisfy players who would otherwise see retiring or killing the player character and replacing him as the only way to access goodies that they could not have anticipated when they first built the characters.

I was thinking along this same line. Problem is it was a 15 point buy to begin with and I'm not only penalizing the offender but I'm also penalizing the party who now has a 12 point buy mid level party member.

Grand Lodge

BretI wrote:

Reducing their Wealth level seems the most appropriate. Some restrictions on what they can buy would also be appropriate.

Might also want to stop killing the characters so many times. I tend to lose interest in a campaign that has too many character deaths. Why should I invest a lot of time coming up with a background and personality for a character that will not last through the night?

Well, the player attacked a boss with 1 hp left instead of stepping back and letting the Cleric heal him. That type of behavior is out of the hands of even the most fudge loving of GM's. He/they do not care about the death of his character. This style of play is not uncommon, from two players at my table. I just need them to be invested in their current PC's, not flaunting their "Alt" that they rolled up just in case this one dies....

Grand Lodge

I have a couple of people at my table who do not care if their PC dies. They feel that its no biggie "I will just roll up a better Character". This is somewhat troubling to others at the table but more so to me (the GM). This has become a way of power leveling for them, and an unfair advantage as the new build is custom designed for what is/has been happening in the AP. There is no real penalty that I can think of imposing that will not hurt the group as a whole. What have others done to prevent this type of behavior?

Grand Lodge

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trik wrote:

Here is Chapter 2, the latest addition to the prep sheets. Once again, enjoy!

RotRL Chap 2 ODT Documents
Part I - No Combat
Part II
Part III
Part IV
Part V
Part VI
Part VII
Spell Reference

RotRL Chap 2 PDF Documents
Part I - No Combat
Part II
Part III
Part IV
Part V
Part VI
Part VII
Spell Reference

I have continued to use the maximized monster health +50% per player above 4 system. I generally have all 6 there, but I give them a little break if 1 can't make it or is going to be late. It has worked very well and the Part VII fights were pretty challenging (and fun for both the GM and the players!). As always, comments, suggestions, criticism and praise are welcome.

Very cool, I'm running this tomorrow. This makes my prep much easier, thank you.