Chris Mortika RPG Superstar 2010 Top 16 |
Magic item compendium..I will consider items on a case by case basis much as I do anything from outside the core book..mind you the book of Exalted Cheese and the book of Vile Dorkiness are closed to you forever.
I'm particularly interested in Gashelle making "weapon augment crystals", described on page 221, and listed on pages 64 - 66. (She'd like to improve her glaive, but the axiomatic property it now enjoys makes it prohibitively expensive. Just adding, say, flaming to it (moving from +3 to +4) would cost (32,000 - 18,000 =) 14,000 gold to purchase, or 7000 gold to make.
The Exalted / Vile campaigns are a completely different kind of play experience than the standard "open door, defeat monster, take treasure" paradigm that Goodman's DCC espouses. I wouldn't say they're "cheesy" or "dorky". I'd say they appeal to the same niche as the folks who like a good Ravenloft campaign.
Chris Mortika RPG Superstar 2010 Top 16 |
Also, Layjiani would like to store her extra quiver of arrows in the Bag of Holding if none of the party mind.
Would it make more sense to buy an efficient quiver? Rooting around in a bag of holding for the quiver you ant, and then the arrow you want out of it, strikes me as a recipe for hilarity during a big fight.
Khaladon |
Khaladon wrote:Would it make more sense to buy an efficient quiver? Rooting around in a bag of holding for the quiver you ant, and then the arrow you want out of it, strikes me as a recipe for hilarity during a big fight.
Also, Layjiani would like to store her extra quiver of arrows in the Bag of Holding if none of the party mind.
Not sure she can afford one right now. And this is her extra quiver. She's got tons o arrows in her 'super-sized' quiver so this extra's just used to refill the main one when necessary.
PS Anyone get a chance to take a peek at Layjiani's craft results? Do they look right?
Dabbler |
Yes, they are right as far as far as I can see.
Gashelle, don't hold your breath - I know what Wellard thinks of augment crystals. I'm planning on taking Craft Wondrous Item at 7th level, and when I do an Ehlona's Quiver or it's Pathfinder equivalent is on the cards if you want (as well as some more enhancement to your bow).
Wellard, I would like to buy some scrolls (ie get some more spells):
1st level:
Alarm
Colour Spray
Whelm*
Repair Minor damage*
2nd level:
Resist Energy
Glitterdust
Invisibility
Sonic Weapon*
Life Bolt*
For the record, the Book of Exalted Cheese and the Book of Vile Dorkness really mess up a Ravenloft campaign. The former totally detracts from the horror element, and the latter isn't horrible enough.
Wellard |
Chris asked about Gashelle making the parties good clothing magical ..by my reckoning it would cost a fair bit
Command word= Spell level x caster level x 1,800 gp. Mending is level 0(effectivly 1/2) so a flat 900 will cover it.
Multiple different abilities(to allow for the prestidigitation) = Multiply lower item cost by 1.5..so that makes it 1350 gp
Charges per day = Divide by (5 divided by charges per day)As I understand it the clothing would only have 1 charge a day so divide the price by 5
Total 270 Gp per suit..the cost of the materials is subsumed into that
Chris Mortika RPG Superstar 2010 Top 16 |
Chris asked about Gashelle making the parties good clothing magical ..by my reckoning it would cost a fair bit. ...
Total 270 Gp per suit..the cost of the materials is subsumed into that.
Thanks, Wellard. Is that the price to have the work done, or for Gashelle to do it herself? Is there any savings based on the limitation that the object of the mending and effect of the prestidigitation are fixed, rather than letting the wearer mend anything within range?
In any case, Gashelle will do the work. It would be a shame to make such nice outfits and have them ruined after one bout against party-attacking ninjas.
Dabbler |
Perhaps the Assassin vines, strategically placed, could make good guards of certain areas as well?
Oh I have thought of that too ... but I don't want them around the walls while we are rebuilding them. Later we can transplant them along the walls if we can find a way to keep the tendrils from invading the loopholes. Currently Eltariel doesn't have sufficient control over plants, but she'll get there.
A more viable idea is to wait until I can use plant growth on the areas surrounding the keep to make them difficult to pass, and then adding the assassin vines to keep out infiltrators.
Khaladon |
Chris your mention of the Apparatus of the Crab suddenly reminded me of this awesome apparatus from D&D 1st or 2nd edition I think. It sounds, kinda similar to the 'crab' but I seem to remember it being capable of doing a whole bunch of things...and also being affordable to characters under 15th level...maybe it was exactly the same and my memory is just off, but does anyone remember what's I'm talking about?
Chris Mortika RPG Superstar 2010 Top 16 |
Bill Lumberg |
Yes, in the continuing quest to strip proper nouns out of D&D, the apparatus was renamed.
And yes, I think it is now ridiculously overpriced. By the time characters can afford a klunky little two-man submarine with a tight limit on breathable air, the wizards are casting 7th and 8th Level spells.
Yes, but the Aparatus of Kwalish was an artifact. It could have all sorts of unexpected and potentially unwanted powers.
Dabbler |
In the original drafts of the silmarillion the elves were gnomes..i use Finnish for Gnomish as a sort of tribute.
Speaking of artifacts we once found the machine of Lum the Mad..now that was one crazy session
The Noldorian elves - the Deep Elves, known for their skill at crafting both mundane and magical items - were the 'Gnomes'. I guess I still let Prof T influence me even without realising ...
Any word on the availability of those scrolls, Wellard?
Khaladon |
Wellard, did Rasheem or Farah leave us any specific means or instructions to be able to contact them?
Oh, and btw gang, what are we doing about the imp? Are we just going to leave it there to insult us and build up resentment? Not sure if freeing it is a good idea, but not sure what else is one either...
Dabbler |
A Question of Leadership
I'd like to throw this one into the general discussion, as I think it concerns all of us. With Eltariel, I am considering taking Leadership at 11th level, so that we can have a permanent presence at the tower. I was wondering if anyone else was planning on taking Leadership or other feats of a similar nature? I think we may need them at some point ...
Khaladon |
Looking at the kinds of damage most of our party can dish out
Gashelle= max 47 (on the that last attack anyway)
Holgur= Max 26
Avinar= (not sure, but I know it's pretty impressive)
Elterial= varies greatly buy also the critical ability to control the battlefield
Layjiani= Max 13...
I'm wondering if there's anything that can be done to make our ranger/rogue a little deadlier? I know there's her +1d6 sneak attack bonus , when she gets to use it (which is not all that often, with a bow)
But what else is there??
PS: No offense meant by not including Aude in this list, but from what I can recall of the game so far, it seems that Aude has been more of a non-combatant? Forgive me if this is an incorrect impression.
Dabbler |
I could stack you +1d6 from an energy type by enchanting your bow, or give the spell-storing capacity when we level; I could also enchant your ammunition for +1d6 of a different energy type - remember, your ammunition and bow bonuses will stack! It has to be said, though, that no-one is matching Gashelle's awesome output - that glaive + blade of blood + shocking grasp is just off the scale.
Another possibility I would suggest is if Wellard is open to you swapping your rogue levels for scout levels. It should not materially effect your skills, and a number of things are pretty much the same - you will lose evasion, but gain battle fortitude. The reason I suggest this is that although [b]skirmish[/i] is not as high in damage output as sneak attack, it is easier for your character to engage against enemies, as you are often on the move in combat. Every time you move ten feet+ you gain +1d6 damage at your level. With the Improved Skirmish feat you can up it by +2d6 and +2AC when you move 20 feet.
Other possibilities:
Vital Strike can be used with missile weapons, doubling your bow's base damage dice.
Rapid Shot and Many Shot would increase your number of attacks, but you'd have to stand still in order to achieve it.
So in a few level's time:
Bow, +1 Flaming (+1+1d8+1d6)
Arrows, +1 Shocking (+1+1d6)
Deadly Aim, +2
Vital Strike, +1d8
Totalling: 2d8+4+1d6(flaming)+1d6(shocking)+strength+sneak attack/skirmish = 20 + Str +sneak attack/skirmish damage on average
Khaladon |
Thank you Dabs, there's some great points in there. And you obviously took a bit of time with it. I very likely would have chosen scout in the beginning, as it fits in much more with Layjiani's character concept, but as it was the Beta stages of Pathfinder still, I hadn't known that it was available.
If Wellard will allow it, I'll certainly at least consider a switch now.
There are points both for and against though. The Rogue's sneak damage goes up much faster than the scout's skirmish, for example. And Evasion can be Really handy once we start facing enemy casters and the like... but, well, actually I really can't make any proper comparisons as I have no idea what the Pathfinder version of the Scout is like...
Anyone have the book?
Thinking about it a bit more, with the other improvements you suggested, I really may be better off sticking with rogue. Because that damage is just for one arrow, with multiple arrows in should be much more, and with invisibility, greater invisibility, swift invisibility or something similar, she should be able to get sneak almost all the time.
Dabbler |
I have the book right here :D and the Scout was recently the subject of a discussion on another site I was involved in. It almost doesn't need changing, as it already has d8 hit dice and 3/4 BAB, something at every level and a good capstone ability. The only downside is that it's no longer as tough as it was compared to the rogue. For that reason it was suggested that the Scout gain Toughness as a bonus feat at 1st or 2nd level. Their good save is Reflex, as the rogue.
The first five levels would give you the following abilities:
1st: Skirmish (+1d6), trapfinding.
2nd: Battle Fortitude +1, uncanny dodge.
3rd: Fast movement +10 ft, skirmish (+1d6, +1 AC), trackless step.
4th: Bonus feat (from a list)
5th: Evasion, skirmish (+2d6, +1 AC)
Skill points are as the rogue, skill list is almost the same as the rogues but with some wilderness skills (it was errata'd to include Disable Device).
Best bit ... there is a nifty feat called Swift Hunter (Complete Scoundrel) that allows you to stack Ranger and Scout levels for purposes of determining favoured enemies and skirmish bonus ...
Dabbler |
They have, but there are other bonuses instead:
Special: If you have 3 or more ranks in Acrobatics, you gain a +3 dodge bonus to AC when f ighting defensively instead of the usual +2, and a +6 dodge bonus to AC when taking the total defense action instead of the usual +4.
Khaladon |
Hey Wellard, in making another character I just now realized a silly mistake I made when selecting Layjiani's last Feat.
When you had suggested the Agile Maneuvers feat, I went for it as I had been thinking it would help improve Layjiani's Defense or her cmD. But it doesn't. It only improves her cmB, which she will almost certainly never have need to use, and cmD already uses Dexterity.
If you'll allow me to correct this mistake, I'd still like to hear your ruling on Dabbler's suggestion regarding a 'Elf Heritage Feat' I was thinking perhaps it could give her Low-light vision, Elf Blood, Elven Immunities and Keen Senses? (basically the elven part of the racial benefits a half-elf gets)
If not, then I will either go for a skill feat or a combat feat.
Dabbler |
I can't recall what I originally suggested, but I think 'Elf Heritage' should give 'Elven Blood' and 'Elf Immunities' availability of getting low light vision for another feat; Keen Senses you could just get with Alertness.
Khaladon |
Re your last post: Gracias Wellard
Present: As a related note to my last IC post, I have always been of the opinion that as knowledge checks are something that the PC already Knows...they too should always be DM rolled and the DM then gives relevant info to whichever players made the check. Just my 2 cp.
Chris Mortika RPG Superstar 2010 Top 16 |