| Ragadolf |
OK,... SECOND TRY
(I somehow slipped a finger while typing, and CLOSED the tab that had this post opened after a bit of work, and it all went bye bye) ;P
So I founds stuffs!
:)
My personal 'shopping list' and some other info.
WAY back on page 70 (last thanksgiving, actually) ;P I found the collected loot list, including claimed items. It is my understanding that The Great And Powerful And Extremely Generous Dungeon Monkey is allowing us to keep said claimed items, (as we are turning arrows into bullets) and we 'sold' the rest (Thank you Silver Rose contacts!) and we each have 20K to spend on toys. Erm, 'Survival Gear'. ;)
Claimed items-
-2x Scroll Cases scroll: spider climb, fireball Justin
-Potion-invisibility Justin
-Gold Ring - Pink Gem with Gold Flecks (Hamar) - this is a custom ring. Identify reveals it gives the wearer a +2 in STR and DEX & Infravision.(AND gives Hamar teh creepy feelings when worn!)
-Mummy Wrappings Justin, for study and possible magic item making
-Clear Bottle - bottle of air Nari
-5x Blue Potions CMW Justin(1)
-6x Scroll Tubes 6 scrolls: animate dead, fireball, lightning, wall of force, dimension door, gate Justin, will happily re-write more scrolls for others if he can add the new spells into his spellbook!
-Leather Holster Rig (elaborately tooled) - quickdraw holster. Allows gunslinger to switch between holstered guns as a free action Blayze
-Wand - magic missile Merle
-Hieroglyphic Book - We need to RP this guy out?. Who is investigating? (Justin, who else?) :)
-Quiver of Arrows - quiver is efficient quiver. The arrows are:
10 +1
10+2
5 +3
Arrow of giant slaying
Arrow of demon slaying
Arrow of devil slaying
Arrow of dragon slaying
Arrow of undead slaying
10 exploding arrows (add extra 2d6 fire damage to target)
Blayze- turned into bullets) (IF possible, Justin would LOVE to keep the quiver, to hold wands, swords, staffs, etc) :)
-Elaborate Breastplate +3 KArrin
-ring of protection +2 Merle
Cape (seemingly made of Spider Webs) 'cloak of arachnida', Didnt someone claim this? Sophie?
This is NOT the same list of previously claimed items, tiles of healing/harming, and the gold coin scrolls (Which Justin is hastily scribbling into his spellbook!)
:)
End part A
| David M Mallon |
| 1 person marked this as a favorite. |
Still here, still watching, just looking for a good place to jump back in.
The downside to playing a quiet character... almost makes me want to bring this chucklehead back.
| Patrick Curtin |
| 1 person marked this as a favorite. |
Oh and assume the bullets retained their original function. Remember that you had to fork over 50% of retail GP cost for the transformation. That will not be a trivial sum
Cost of transfer:
5 arrows of slaying : 5,000 gp
10 +1 arrows 400GP
10 +2 arrows 800 GP
5 +3 arrows 900 GP
10 exploding arrows 800 GP
TOTAL: 8,300 GP
| Ragadolf |
Oh and assume the bullets retained their original function. Remember that you had to fork over 50% of retail GP cost for the transformation. That will not be a trivial sum
Cost of transfer:
5 arrows of slaying : 5,000 gp
10 +1 arrows 400GP
10 +2 arrows 800 GP
5 +3 arrows 900 GP
10 exploding arrows 800 GPTOTAL: 8,300 GP
Add to that the swift/transfer holster that she found, and buy a Beneficial Bandolier (that auto-loads a round of ammunition for you each round) ,...
Well, Justin doesnt want to be standing in front of her! :)| Ragadolf |
Hey creative peeps!
First off, its past midnight here, so HAPPY THANKSGIVING!
:)
Second, (I cant recall if Ive asked this in a past year)
I am wanting to be 'creative', and have come up with an idea for an item enhancement.
Specifically for magic rods. ;P
In basis it should be simple enough, an item special ability that adds to the item cost, say a flat 1000 GP.
Special Ability: Rod/Staff- Allows 2 or more magical rods with this ability to be linked together into a staff. The wielder can then carry more than one magical rod ready to be used in his hand at once. He can still only choose 1 of the rod/staffs rods power to use per round though.
We need to have a limit of course, or there would be 10-part rod/staffs everywhere :P
So say 7 max? ;)
(Obviously you old-schoolers see where I got my inspiration from now?) ;P
Now honestly this just seems too overpriced to me. So I thought,
For every 2 rods attached together with this ability, the rod/staff becomes a +1 staff (or a +1/+1) NOW we have an interesting ability that makes me think of wizards wielding big magic sticks! ;)
And it is something besides the usual (overpriced) blasty-staff.
Its a work in progress. I just want to be able to buy/make a couple of metamagic rods, (and/or a minor rod, say frost) and carry them in my hand stuck together. And then hit someone with it if they get too close! ;P
My 'final' version looks something like this:
Item special ability- Rod/Staff: can only be applied to magical rods. This ability allows two or more magical rods with this enhancement to be linked together into a staff. (The magic merges the rods together into a standard 5'-6' length, no matter how many rods are added) This allows the wielder to carry 2 or more magic rods at once and have them ready for use. He can still only use ONE of the rods powers per round though. For every 2 rods attached, the staff becomes a +1/+1 weapon. No more than 6 rods can be attached together with this enhancement. So the max the rod/staff can ever be as a weapon is +3/+3. If one of the rods already acts as a magic weapon, it may still be used as such normally, But adding more Rod/Staves to it can never enhance it beyond +3.
Cost= 1000GP, Creation requirements: Craft Rod, (Craft Staff?), Magic Weapon spell,
Any thoughts are appreciated! And HAppY Eat Too Much Turkey Day!
YES! (Going to bed now, I need to be rested for my debauchery of food!)
;P
| Ragadolf |
Assuming that I both understood AND remember correctly, (And flipping through the posts I believe I do!) :)
We have a few claimed items, (noted a few posts above)
the rest we sold and the generous Simian GM said we each have 20K GP to our names.
Justin is ecstatic. He is rich by his current standards.
Although he will be poor once more when he finishes his shopping,...
;P
| Ragadolf |
| 1 person marked this as a favorite. |
Also,
Remember that depending upon the time allotted/allowed, Justin is willing (Eager, even) to use his fancy-schmancy new Create Wondrous Item feat to help everyone out! :D
BAsically, this means that (again ,time allowing) He can create those Belts, headbands, and Handy Haversacks at half the cost of buying them outright.
That was the original plan at any rate, but Justin cant take a month of down time to do everything by the rules. ;P
(At least, not until a couple of more levels, when he can temporarily create his own mini-demi-plane with the special attribute of a time difference between it and the 'real' worlds.)
O_O
Yeeeeessssss,....
It MIGHT be that Justin has dreamed of this for FAR too long now,... ;P
>_O
| Patrick Curtin |
Oh and if we want to let Justin play mad scientist, I’ll handwaive the month. Rags, if you want to build a Dresden lab under either the Silver Rose, the Copper Cauldron, or your apartment, we can make it happen. It’ll cost some gold, but I’m sure you’ll run across more ....
You could have fun writing that scene up I’m sure
| Ragadolf |
Heheheheheheheheheheheheheheheheheheheheheheheheheheheheheheheheheheheheheh ehehehehehehehehehehehehehehehehehehehehehehehehehehehehehehehehehehehehehe h,...(etc)
<AHEM> Sorry. Got a little,... yeah,...
:)
Justin would LOVE to play Mad Scientist!
(Oh who are we kidding?! Justin won't be PLAYING!) ;P
A Scene,... Scene,... Hrm,... Yeah, I might could come up with,...
something,...
:D
Most likely something stolen, erm BORROWED directly from the 'Source material', but yeah, something. :)
| Ragadolf |
Sorry folks. I blinked and it was a week past Thanksgiving :/
So, anyway. List shops (or Justins lab) that you want to visit and we can move forward
I’ll do a bit more color, then we’ll bury Rhiannon. Then on to Erelhi-Cinlu!
NO worries mate!
Same thing happened here! ;PSounds GREAT! Thankyouthankyouthankyou! :)
OK guys/gals/undead,... list your 'wondrous items' that you want to buy, (Basically almost anything that isnt a weapon, armor or wand/Rod/staff) Including Alchemical items thanks to his boneheaded friend, and Justin is gonna go all 'Pinky & the Brain/Dexter's Lab/Johnny Test/Etc' for ya and make some stuff up!
:D
(Thank you PAt!) :)
Oh yeah, sorry, not only did I blink too, but I DID start on my shopping list, thought I had it all figured out, THEN I discovered that Ioun Stones come in a weaker, 'cracked' version. Yeah, I had to start over,... ;P
Happy Weekend all!
| Ragadolf |
Ooo, Question, I havent found it in my research, (HAvent looked THAT hard, but I have been looking!)
CAN you use teleport spells in Sigil? (I realized that we dimensionally teleported back to Sigil using the amulet)
I know you cant use them to escape from being MAZED, but can you use Teleport, Dimension Door, etc just to get around the city faster?
Cuz WHOOO boy, Justin has his eye on a shiny new Teleportation spell for use in the future!
;P
| Patrick Curtin |
Yes. You can teleport, as long as it is to a location in Sigil itself. You cannot gate elsewhere, you must find a portal to take you to your destination. One ‘lesser’ punishment than being Mazed is being Anchored. Basically no portal will activate for you. You’re stuck within the city. Not as bad as being Mazed, but definitely a crimp in your style.
| Ragadolf |
Yes. You can teleport, as long as it is to a location in Sigil itself. You cannot gate elsewhere, you must find a portal to take you to your destination. One ‘lesser’ punishment than being Mazed is being Anchored. Basically no portal will activate for you. You’re stuck within the city. Not as bad as being Mazed, but definitely a crimp in your style.
Coolio!
Thx,
| Ragadolf |
Where do you want your lab?
Well,
I dont really think that the Copper Cauldron wants to risk me being beneath their kitchen. ;P
And while I would love to stay true to the source material, and do it at the apartment, It really would be more convenient (Writing wise) to have it at the Silver Rose offices. (As much as I LOVE talking, I mean writing, too much, Not sure a page of script just to get Justin to his apartment each time is what my fellow adventurers want to read. ;)
(ALthough, TEleport will make this much easier too) :)
UNLESS,... YOU like the story possibilities of having it under my basement apartment? Relatively unguarded? ;P
Entirely up to you.
Otherwise, for general ease I think the Silver Rose offices would work best?
| Ragadolf |
That’s what I was thinking as well. Plus, considering the enemies you are collecting, you wouldn’t want your elderly landlady threatened constantly. Jim Butcher kind of lets Dresden’s lab be, but I’m not as nice as him.
HAH!
Honesty. How refreshing.
>_>
<_<
O_o
(Justin invests heavily in home-protection-magics.)
(And big, beefy Meat Shields. IE= Bodyguards)
;P
Yep. I figure the Rose offices are at least better built, and a lot better protected than his little apartment. Lets leave the little old cat (witch?!?) lady landlord alone! :)
Silver Rose please. ;)
| Ragadolf |
Well if Justin is offering make it a headband of charisma +4 and a belt of dexterity +4,
<Justin grins maniacally, rolls up his sleeves, closes door to lab. Sounds of cutting, sawing, hammering, chipping, pounding, cursing, and occasional (small) explosions are punctuated by flashes of eldritch light and puffs of smoke from under the door,...>
;)
| Storyteller Shadow |
Storyteller Shadow wrote:I'll research something that will improve Will save and get back to you:-)I have an interesting side quest in mind. A unique place I’ve wanted to explore with a party. When we get more into the grit of things I’ll drop the seeds of it b
OK. :-)
In the meantime, I believe I found something...
Aura moderate abjuration; CL 6th; Slot wrists; Price 9,900 gp; Weight —
DESCRIPTION
This slender silver bracelet is worked in an intertwined design of three flowers.
A DC 20 Knowledge (nature) check identifies the flowers as acacia, apocynum, and bilberry, symbolizing concealment, treachery, and falsehood.
The bracelet grants the wearer a +5 competence bonus on Sense Motive checks, and a +5 resistance bonus on Will saves against enchantment effects. If the wearer makes a successful Will save against an enchantment, the caster of that spell incorrectly senses the effect has succeeded. Additionally, the bracelet’s wearer knows an enchantment targeted him and the enchantment’s source. Seducer’s bane creates an aura on its wearer, visible to detect magic, matching the failed enchantment spell or effect, and lasting as long as the intended enchantment’s duration. However, if the bracelet’s wearer attacks the caster or its allies, or otherwise acts in a way that’s contradictory to the failed spell’s effect, the caster of that spell immediately realizes the enchantment was ineffective.
CONSTRUCTION REQUIREMENTS
Feats Craft Wondrous Item, detect magic, magic aura, resistance; Special creator must have 3 ranks in Sense Motive; Cost 4,950 gp.
| Ragadolf |
That is cool SS.
Very cool item for RP purposes, especially in an intrigue-type game!
(Makes note for future use.)
Still probably doesnt help against confusion-type effects though. (Depends on if your using the broad or narrow definitions. They DO get picky with the fine details at times. Like Transmutation effects in general, vs Polymorph effects specifically.)
;)
OOH! before I forget (again) I found a great item for the front-liners!
Blood Reservoir of Physical Prowess
Aura faint necromancy; CL 3rd; Weight —; Slot none; Price 2,000 gp
This blown-glass vial has a chain for attaching it to the handle of a weapon. When filled with the wearer’s blood, it gains powerful magic. Filling the reservoir takes a full minute, deals 4 points of Constitution damage (which can be healed normally), and imbues the reservoir with 4 charges. Charging the reservoir changes the blood to magical fluid, which does not clot or decay with time.
The wearer can speak the first command word to draw 1 or more charges from the reservoir, curing 1 point of physical ability score damage per charge used.
The wearer can speak the second command word to imbue herself with a great burst of physical prowess, depleting all remaining charges and gaining an inherent bonus to one physical ability score equal to twice the number of charges used. This bonus lasts until the end of the wearer’s next turn.
The bearer can only use the reservoir if it is held in hand or attached to a held or wielded weapon. A bearer can safely carry only one charged reservoir at a time; any others spontaneously drain their charges in 1d10 rounds, leaving only the highest-charged reservoir intact. A reservoir has no effect if not charged with the wearer’s blood, and cannot be charged by bloodless creatures or those that cannot take Constitution damage.
Construction: Feats Craft Wondrous Item, death knell; Cost 1,000 gp
SO: Take a little CON dmg, then heal up before the next adventure. (so a pain to recharge, so not TOO overly-useful) And you can either Heal any physical ability stat dmg as needed in an emergency, AND/OR get a boost to your most needed physical stat for one round. (FOr Nukeing with a melee attack, or making that all-important bow shot) ;)
Not so good you can afford to use it ALL the time, but affordable enough for you to carry and use when needed. :)
| Storyteller Shadow |
That is cool SS.
Very cool item for RP purposes, especially in an intrigue-type game!(Makes note for future use.)
Still probably doesnt help against confusion-type effects though. (Depends on if your using the broad or narrow definitions. They DO get picky with the fine details at times. Like Transmutation effects in general, vs Polymorph effects specifically.)
;)
+5 versus Enchantments and technically Confusion is an Enchantment spell :-)
| Patrick Curtin |
Well, I actually did a bit of book study to try to find out what Justin’s lab would cost .... and I’m stumped. I’m not good at rules, but Ultimate Campaign uses some weird system I’m having issues deciphering. Plus there’s an alchemy lab, but no real wizards lab. So, in the interest of chivvying things along
Justin’s Lab:
The Silver Rose does have a basement. Technically, several basements, leading down into UnderSigil, as many basements do here. The second basement down is currently clean and ready to occupy. The first has stored items of Renkar’s, and the third is rather damp, with a locked grate leading to a sewer tunnel that leads to the Grand Bazaar Sewer that runs beneath Copperman’s Way and terminates in the Great Drain far below the Bazaar.
Renkar will allow you to have the space, and will keep an eye on it while you are out. I am going to say a top-notch lab will run you about 20K in supplies. If anyone knows of some readable rules on this, I can amend the amount. If you don’t have the cash, Renkar is willing to loan it to you ... as long as you pay him back.
| Ragadolf |
Yeah, I found a alchemists lab, for 200, (so presume an additional 300 for masterwork?) But no where can I find a Wizards lab, or workshop.
Although,.... waitaminute,....
There WAS one listed, in 3.#E somewhere, I found it once. I liked it because next to it was listed a traveling workshop as well. And it specifically mentioned how you could work on magic items on the road if you had one.
HRM,......
Going book diving.
;P
| Ragadolf |
OK!
Geez, this research stuff is for the birds! ;P
Finally found it, and figured out where my confusion was.
There is :
Alchemist's Lab, 200GP, 40lbs, provides +2 bonus for Alchemical creations
Alchemist's Lab(Portable), 75GP, 20 lbs, Provides +1 Bonus for alchemical creations
ARTIFICERS Lab (Portable), 300GP, 40lbs, Allows 3 hours of work to be made on the creation of a magical item while out adventuring, (Instead of the usual 2 hrs while traveling)
No other wizards/artificer lab I can find.
All notes seem to indicate that the wizard's 'home' is his lab, and can be used to make magic items. (?!?)
So basically, we can make it as expensive/extravagant or cheap as we want. ;P
Based on the Alchemist's lab example, the portable lab is a little less than half the cost of a the 'good' lab, (Again, all notes indicate that an alchemist can make his creations freely, but the lab provides the +2 bonus. Which may be why they do not list an Artificers Lab/ The portable only gives you extra hours per day towards the project, not a bonus?)
ANYway, a solid guess is that a 'Good' Artificers lab is at least twice the price of a portable one, so 600 GP(+) for a 'complete' 'basic/good' workshop where an artificer/wizard can make cool toys. :P
And yet once again, my brain started going full blast, and I figured that you can make it as detailed as you want, or not.
For example, a wizard who specializes in creating magic arms/armor and clockworks or metal golems has a complete forge. As opposed to a shop for making wands and staffs, which would have a lot of carving tools. ;)
Yeah,.... I'm gonna stop now. I've confused myself enough for one day!
Another side effect to a system that HAS tons of cool magic items, but at best basic (And still confusing) rules for MAKING them! ;P
PS- I luv magic! ;D
| Ragadolf |
Ragadolf wrote:+5 versus Enchantments and technically Confusion is an Enchantment spell :-)That is cool SS.
Very cool item for RP purposes, especially in an intrigue-type game!(Makes note for future use.)
Still probably doesnt help against confusion-type effects though. (Depends on if your using the broad or narrow definitions. They DO get picky with the fine details at times. Like Transmutation effects in general, vs Polymorph effects specifically.)
;)
Ah. yes. Also true.
As I said, the devil is in the details! :)
| Ragadolf |
LOL,
Yeah, he'll get there.
Eventually.
IF he can NOT spend every GP he ever earns on new shiny magical toys! :)
(Yeah. Nevermind. Not likely.) ;P
When I get done with the singing nuns tonight, (yes, I have the REAL LIVE 'Sister Act' (Sisters of St Paul) on my stage tonight, doing their Christmas Concert tour) I will TRY to finish updating my ever-changing shopping list. And I'll include the 1,000GP for the lab.
:)
Guy Humual
|
Oh yes, almost forgot,...
"I'll take 'Karrin's Rambling Monologues For the Win' for $100 Alex!"
;)
Keep up the good work guys! :D
Aww, thanks! Justin is doing way more talking than Karrin is these days, even Hamar is talking more, guess we're starting to rub off on him.