Rexx |
I was surprised not to find an existing thread on this subject already in the archives. So I may as well throw these observations out to those who will be playing this adventure in the future.
The following is from a player from another game that ran Arcane Auriga for me during the first round of the Champion's Games:
Auriga errata
1) The additional 1d6 for Rennida's frost damage is not listed
2) The +2 Reflex she gets from her familiar is not listed.
3) The whole non-stacking of magical ammuntion with the magical bow limitation in 3.5 makes the Arcane Archer PC useless. If this limitation is in place, I would recommend no level in Arcane Archer, and rather just take another level in fighter for the extra feat.Tactics
- Rennida's familiar is probably not with her. This would take away the Alertness feat, but would still allow her the + 2 to Reflex.
- Screw the memorization of Jump, Melf's and Ray of Enfeeblement. Useless in this situation. She should have memorized some more buff-type spells. There should also be some way to negate the armour failure rate for the pre-game buffs...maybe she doffs her breastplate, casts, and then the 3 other elves help her don her breastplate.
- Assuming they have made pacts with the other teams to go after the PCs first (which is probably going to be the case from a real-world perspective, as all the players are going to want to take on the PCs rather than the other NPC groups just for the sake of "ha-ha...I almost killed your character...") Their first round, all four elves should spend their entire action getting as far away as possible from each other, using a full run action. This way, it spreads out the PCs and makes them burn their high-lvl area effect spells on killing just a single NPC. The way I played it was just stupid, especially considering the area-effect spells I knew were coming. I think I was just putting too much confidence in the scroll actually working.....
- Once spread out as far as practicable, the elves should just take a full attack every round, plinking away.
For Badland's Revenge, Joren's spead should be 50-ft as his barbarian movement is already at 40-ft and the potion of longstrider gives him another 10-ft of movement.
If anyone has noticed further stat block errors in the rest of the scenario, would you please add to this thread. Thanks!
Russ Taylor Contributor, RPG Superstar 2008 Top 6 |
Rexx |
Actually, I don't believe you can make the spell "Longstrider" into a potion at all because it has range Personal.
As Joren casts longstrider on himself, his adjusted 40-ft. movement rate checks out then when the encumbrance of the hide armour is taken into account. Silly armour penalties...
The potions of longstrider listed under the gear of the gnoll halberdiers must then be a complete gaff on the Rules Lawyer Supreme's part of the editing. Obviously I can empathize...
Any other nuggets of error in the rest of the stat-blocks for The Champion's Belt?
LonePaladin |
Actually, I don't believe you can make the spell "Longstrider" into a potion at all because it has range Personal.
Correction. You can. The only thing you can't put into potions are spells that affect an area. According to the SRD, any time you drink a potion you are considered both the caster and the target of the embedded spell. Since you can cast longstrider on yourself, you can put it into a potion.
If the potion is actually an oil, then the spell has to be one that can legitimately be cast on an object, such as magic weapon. And even though they don't list it, align weapon is a perfectly valid spell to make into an oil. Especially in the Age of Worms campaign, stocking up on oil of align weapon (good) is a very smart move, along with more silversheen than anyone should have a right to carry.
Just 'cause it's not listed in the DMG's magic item tables doesn't make it a valid potion.
Russ Taylor Contributor, RPG Superstar 2008 Top 6 |
Correction. You can. The only thing you can't put into potions are spells that affect an area. According to the SRD, any time you drink a potion you are considered both the caster and the target of the embedded spell. Since you can cast longstrider on yourself, you can put it into a potion.If the potion is actually an oil, then the spell has to be one that can legitimately be cast on an object, such as magic weapon. And even though they don't list it, align weapon is a perfectly valid spell to make into an oil. Especially in the Age of Worms campaign, stocking up on oil of align weapon (good) is a very smart move, along with more silversheen than anyone should have a right to carry.
Just 'cause it's not listed in the DMG's magic item tables doesn't make it a valid potion.
True on the last, but the Create Potion in the DMG has the rule you missed. You can be forgiven for not hunting all over hither and yon to find it, though. I really hate how many D&D rules are buried like this one.
CREATING POTIONS
The creator of a potion needs a level working surface and at least a few containers in which to mix liquids, as well as a source of heat to boil the brew. In addition, he needs ingredients. The costs for materials and ingredients are subsumed in the cost for brewing the potion¡X25 gp xƒn the level of the spell x ƒnthe level of the caster.
All ingredients and materials used to brew a potion must be fresh and unused. The character must pay the full cost for brewing each potion. (Economies of scale do not apply.)
The imbiber of the potion is both the caster and the target. Spells with a range of personal cannot be made into potions.
Note that last line.
DarienCR |
Pitch Blade, as 10th level barbarians, should have 4 feats apiece. They have 5 listed. The simplest fix is to swap out the bastard swords for dwarven waraxes and dropping the exotic Weapon feat.
Also on Drusfan and Pharbol, they attack +11/+6 (or +13/+8 in rage). The atk calculation, however, tells us a very different thing:
BAB +10
Str +4
Potion of Bull's Strength +2
+1 sword +1
Weapon Focus +1
Power Atk -5
total: +13
Also, check damage bonus:
+4 Str
+2 Potion
+5 Power Attack
+1 Weapon
total: +12
Wrong again. And for the grapple....you guessed, wrong too!
In conclusion, the dwarves' attacks should be modified to +13/+8 (and +15/+10 in rage) with dmg 1d10+12/17-20 plus 1d6 fire (1d10+14/17-20 plus 1d6 fire, in rage), also correct the Grapple to +16 (and +18, respectively).
Hagen |
After comparing the Apostle of Kyuss' stats with those of the ulgurstasta in the Fiend Folio, I noticed that the Apostle's statblock already incorporates the changes from haste, shield of faith, and bull's strength even though the text fails to mention this (although the speed of 70 ft. and the 2 bite attacks should've tipped me off).
Also the Apostle's grapple check is incorrect. It should be +31 (+8 base attack, +11 strength, +12 size) instead of +29.
The unscrupulous Dr. Pweent |
The unscrupulous Dr. Pweent wrote:Pitch Blade, as 10th level barbarians, should have 4 feats apiece. They have 5 listed. The simplest fix is to swap out the bastard swords for dwarven waraxes and dropping the exotic Weapon feat.Also on Drusfan and Pharbol, they attack +11/+6 (or +13/+8 in rage). The atk calculation, however, tells us a very different thing:
BAB +10
Str +4
Potion of Bull's Strength +2
+1 sword +1
Weapon Focus +1
Power Atk -5
total: +13
The Potion of Bull's Strength is already accounted for in their stat block (their unmodified Str is 14). So the correct total is +11, as listed. Same for each of these other corrections you've listed.