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Author Topic: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)  (Read 30667 times)

Flying Dice

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #135 on: October 21, 2014, 10:21:34 am »

Yep, you have Power Attack in every sense except the one regarding spending a feat slot on it.

A lot of the stuff that would normally be good for a Frenzied Berserker build will be markedly less good because you didn't take the ACF that gives you Pounce (CC p. 46, Spiritual Totem: Lion). Likewise, a lot of the feats commonly used for that sort of charger are also good for you like this (though less so), but you don't have the pre-reqs.

Blind-fight is an obvious general-purpose way to cover your ass for bad situations.
Spoiler (click to show/hide)

That said, literally just adding one feat? Extra Rage. If you were willing to take the ACF and swap Fast Movement for Pounce, I'd tell you to take Leap Attack in a heartbeat. Heck, even without Pounce it could still be worthwhile (though less so). Tripling your Power Attack damage is nothing to sneeze at, and even less so when you've got Pounce and you can still full attack after your charge/leap attack.

On a related note, while Lightning Reflexes and Iron Will are certainly better than in core, your base saves aren't high enough for the extra stuff, so apart from +2 to the saves (which, while not nearly as bad as a lot of feats, isn't great either), all you get is not-autofailing 5% of the time. This is just my opinion, but it's better to have things which help you eliminate threats than things which slightly reduce the odds of threats eliminate you. A wizard can't make you roll saves if he's got an axe where his head used to be, after all. Not to say that defenses aren't important, but that's the sort of thing you rely on items for; proper enchantments should eliminate most of the save-or-x possibilities you'll encounter.
« Last Edit: October 21, 2014, 01:31:38 pm by Flying Dice »
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Tawa

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #136 on: October 21, 2014, 02:58:48 pm »

Still waiting on word from Tawa about this
Can we get a ruling on whether the MiC rules apply, Tawa?
Go for it.
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Harbingerjm

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #137 on: October 21, 2014, 03:00:20 pm »

Hey, Tawa, would using the alternate Psionic requirement adaptation of Mindbender be acceptable?
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Tawa

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #138 on: October 21, 2014, 03:03:20 pm »

I... guess.

Enjoy your one-level dip.
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Nerjin

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #139 on: October 21, 2014, 03:05:07 pm »

Harbinger proceeds to take 2 levels in Mindbender to prove Tawa wrong.
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Tawa

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #140 on: October 21, 2014, 03:08:30 pm »

And loses an entire caster level as a result.

Never worth it. Much easier to just take Dominate Monster as one of your level 9's and then research Enslave or Soul Dominion when you get to the epic tier.
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Harbingerjm

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #141 on: October 21, 2014, 03:09:31 pm »

And loses an entire caster level as a result.
I'm not a caster, though.
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Tawa

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #142 on: October 21, 2014, 03:10:44 pm »

Oh.

Reminds me that I still haven't seen your sheet.
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Flying Dice

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #143 on: October 21, 2014, 04:31:37 pm »

Okay, here are a couple custom items I've drawn up for approval:

Quote from: Sandals of the Aerialist
Base: Sandals of the Vagabond (CC p. 143): +2 luck bonus to initiative, immunity to exhaustion (if character would become exhausted, they instead become fatigued). 4k gp.
+
Bonus Spell: Aerial Alacrity (RotW), level 4 spell, CL7:
(4 * 7) * 2,000 = 56,000 gp
56,000+4,000 =62,000 gp with multipliers.

These cloth bindings criss-cross the wearer's calves and feet, holding them to flexible leather soles. They are magically-enhanced versions of traditional garb both among many humanoid species of natural fliers as well as acrobats and urban thieves who adopted them in the hopes of emulating their agility and staying power in the air.

Your fly speed increases by 30 feet, and your maneuverability increases by one step, to a maximum of perfect.

You gain a +2 luck bonus to initiative. While flying, you gain a +1 dodge bonus to AC and on Reflex saves.

You gain immunity to exhaustion. You can still become fatigued normally, but any spell or effect which would cause you to become exhausted instead makes you merely fatigued. If you're already fatigued, effects which would cause you to become exhausted instead extend your fatigue for the number of rounds which the exhaustion would have applied for.

Quote from: Cloak of Minor Displacement and Resistance +5
Simple. 24k for the Minor Cloak of Displacement, MiC lists the cost for adding a +5 resistance enchantment at 9k. 37,500k total cost with multipliers.

I think I remembered how the multiple-ability multiplier works.
« Last Edit: October 22, 2014, 12:05:51 am by Flying Dice »
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tryrar

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #144 on: October 21, 2014, 10:38:48 pm »

I didn't have complete champion, so I didn't even know about those options! I'm only hesitant to take the ACF only because my 30ft speed IS from my fast movement(remember, speed for a medium creature wearing medium armor is 20ft)....ah screw it, I have buttloads of cash leftover, I can pay for a 10ft enhancement to my speed added to my boots.

Edit: Speaking of which, what WOULD be the price for an enhancement bonus to movement?
« Last Edit: October 21, 2014, 10:47:42 pm by tryrar »
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No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Nerjin

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #145 on: October 21, 2014, 10:42:32 pm »

Everyone likes speed. You can be with me when we do the charge. Well... Slightly behind me because I'm faster than you. Mwahahaha!
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My Name is Immaterial

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #146 on: October 21, 2014, 11:26:59 pm »

I could always push him further with Reversed Eldritch Attraction.

Flying Dice

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #147 on: October 22, 2014, 12:03:51 am »

I didn't have complete champion, so I didn't even know about those options! I'm only hesitant to take the ACF only because my 30ft speed IS from my fast movement(remember, speed for a medium creature wearing medium armor is 20ft)....ah screw it, I have buttloads of cash leftover, I can pay for a 10ft enhancement to my speed added to my boots.

Edit: Speaking of which, what WOULD be the price for an enhancement bonus to movement?

The nice part about charge-attacking is that you get to move double your speed.

That said, here are the costs for 10' and 30' land speed increases:
10': Boots of Striding and Springing derive their +10' from the spell Longstrider (CL1, SL1). Ergo it's (1 * 1) * 2,000 = 2,000gp
30': Derived from Expeditious Retreat (Likewise CL1, SL1). 2,000gp * 2 (min/level duration of base spell) = 4,000gp
« Last Edit: October 22, 2014, 12:15:19 am by Flying Dice »
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tryrar

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #148 on: October 22, 2014, 12:07:40 am »

Speaking of custom items, what would be the cost for a pair of bracers that grant immunity to fatigue and exaustion, and would that be an item that would be approved Tawa?
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Flying Dice

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #149 on: October 22, 2014, 12:30:08 am »

One way to find out would be to reverse-engineer Armor of the Unending Hunt from CW.

[+2] [Mithral] [Chainmail] [Immunity to Fatigue and Exhaustion]

The armor itself is 300gp + 4,150gp + 4,000gp. The listed market price of the armor is 21,500gp. Therefore, according to that item, the cost for enchanting armor with immunity to fatigue and exhaustion is 13,050gp.

A vest or whatever with the same enchantment would be (4 * 7) * 2,000 = 56,000gp; the spell which is listed in the components is Restoration, which is SL4 and CL7, and the immunity is continuous.

That said, the enchantment doesn't include any of the other effects of continuous Restoration (curing temp. ability damage, removing magical maluses on ability scores, dispelling negative levels, &c.), so it's probably safe to assume that that's part of the disparity between the armor enchantment and the theoretical cost of it on a wondrous item. Incidentally, the effects of the spell are roughly divisible into four areas: remove temporary reductions of ability scores; restore permanent reductions to an ability score; remove fatigue and exhaustion; counter minor level drain. 56,000 divided by four is 14,000, or just off the cost of the armor enchantment.

Granted, that's a lot of potentially meaningless number-wrangling, but if I were a DM I'd probably call it at 12,000-14,000gp.
« Last Edit: October 22, 2014, 01:38:27 pm by Flying Dice »
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