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Author Topic: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)  (Read 30712 times)

Nerjin

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #105 on: October 18, 2014, 10:57:20 pm »

So... I was thinking of getting a Ring of Major spell storing. How would that strike everyone? Apparently anyone can use it. Furthermore, I changed some items.
Quote from: So far
760,000 gp to start.

+5 Mithril Breastplate of Spell Resistance (+5): -54,500 gp

+5 Large Falchion with +5 Special Abilities: -200,375 gp

505, 125 GP left after weapon and armor are gotten.

Ring of Freedom of Movement: -40,000
Ring of Sustenance: -2, 500
Ring of Protection +5: -50,000

412,625 GP after rings

Belt of Giant’s Strength +6: -36,000
Hand of Glory: -8000
Ioun Stones: Pink Rhomboid (+2 Constitution): -8,000
Gloves of Dexterity +6: -36,000

289,025 GP as of the above items.
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Flying Dice

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #106 on: October 19, 2014, 12:03:29 am »

Eeh. I wouldn't. 200k for the ability to carry around 10 levels worth of spells is sort of a waste; you need to find a caster to charge it, and it would presumably be just as easy to buy scrolls/wands with the spells we need for much lower prices, and that's discounting the number of useful spells we already have covered through various means.

Hm. Well, you didn't build a traditional charge-based barbarian, or a grappler or tripper, and you seem to be focused on critical hits.

With that in mind, here's my suggestion:

Weapon:
Shocking is shit. Paying (and using the space) for a +1 for +1d6 alone is questionable even at lower levels. Drop it.
Speed is a good way to deal with Dragon Shaman wrecking your BAB progression. Keep it.
Keen is practically required for a crit build. Keep it.

Keen + Speed is effectively +4. House Rules make Vorpal behead on any confirmed critical, not just nat 20s. Add Vorpal, along with the base +1 enhancement. You're now beheading every headed mortal enemy you crit on that isn't immune to instant death effects, and you crit slightly less than 50% of the time you hit. Naturally it's still somewhat useless, because of things without heads, and because a bunch of stuff will have Death Ward or an equivalent.

Alternatively, pick something other than Shocking. Anything at all, really. Something like Doom Burst (+2) which synergizes with crit, maybe; it imposes a no-save 5-round shaken on anything you crit, even if it is immune to crit damage; most of the other Burst enchantments in the MiC are also decent and cheap. Ghost Strike (+1) makes it function as a ghost touch weapon, and allows you to deal normal crit damage to undead. Weakening (+1) is a no-save -4 to Str for 10 minutes on hit.

Another thing you can do to help is pick up a couple Augment Crystals and swap them in when necessary. A Greater Demolition Crystal (10k): Allows you to crit normally on constructs + treats your weapon as adamantine for overcoming their DR + does an extra +1d6 to them. A Gr. Fiendslayer Crystal (5k): +1d6 vs. evil outsiders, weapon is treated as Good for overcoming DR, crits prevent them from teleporting for one round. Gr. Truedeath Crystal: +1d6 vs undead, functions as a ghost touch weapon, crits normally against undead.

At the very least, pick up the trio of greater augment crystals. They'll let you crit normally against constructs and undead, as well as giving extra damage and a range of bonuses against fairly common enemy types. No luck with amorphous creatures, though.

--

Greater Resiliency and Leap of the Heavens are just... man, no offense, but those are feat slots. You could be using them for just about anything else. Just for starters, Improved Initiative is always useful.  :-X

If you're really that concerned about Jump checks, pick up some Boots of Springing and Striding, they'll give you +5 to your Jump checks and an extra 10' of movement speed. You've already got Jump as a class skill, with a +36 modifier. That lets you auto-pass a 15' long jump, or make a 20' long jump with a 4 or higher. Boots of Jumping reduce the running start to 10' and let you expend charges for +10/+15/+20 to your check. See if Tawa will let you add the costs of the two pairs of boots to include all the effects in a single pair, maybe.

--

Incidentally: Tawa: How would you price Boots of Expeditious Retreat (+30' to land movespeed)? RAW says 4k, extrapolating from Springing and Striding would put it at 21k.
« Last Edit: October 19, 2014, 12:13:49 am by Flying Dice »
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Nerjin

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #107 on: October 19, 2014, 12:19:08 am »

Eeh. I wouldn't. 200k for the ability to carry around 10 levels worth of spells is sort of a waste; you need to find a caster to charge it, and it would presumably be just as easy to buy scrolls/wands with the spells we need for much lower prices, and that's discounting the number of useful spells we already have covered through various means.

Works for me!

Quote
Hm. Well, you didn't build a traditional charge-based barbarian, or a grappler or tripper, and you seem to be focused on critical hits.

Eh... Don't really feel that stuff would be fun.

Quote
Weapon:
Shocking is shit. Paying (and using the space) for a +1 for +1d6 alone is questionable even at lower levels. Drop it.
Speed is a good way to deal with Dragon Shaman wrecking your BAB progression. Keep it.
Keen is practically required for a crit build. Keep it.

With you so far.

Quote
Keen + Speed is effectively +4. House Rules make Vorpal behead on any confirmed critical, not just nat 20s. Add Vorpal, along with the base +1 enhancement. You're now beheading every headed mortal enemy you crit on that isn't immune to instant death effects, and you crit slightly less than 50% of the time you hit.

Hm... Excellent point. That shall be done.

Quote
Another thing you can do to help is pick up a couple Augment Crystals and swap them in when necessary. A Greater Demolition Crystal (10k): Allows you to crit normally on constructs + treats your weapon as adamantine for overcoming their DR + does an extra +1d6 to them. A Gr. Fiendslayer Crystal (5k): +1d6 vs. evil outsiders, weapon is treated as Good for overcoming DR, crits prevent them from teleporting for one round. Gr. Truedeath Crystal: +1d6 vs undead, functions as a ghost touch weapon, crits normally against undead.

At the very least, pick up the trio of greater augment crystals. They'll let you crit normally against constructs and undead, as well as giving extra damage and a range of bonuses against fairly common enemy types. No luck with amorphous creatures, though.

What are augmentation crystals from?

Quote
Greater Resiliency and Leap of the Heavens are just... man, no offense, but those are feat slots. You could be using them for just about anything else. Just for starters, Improved Initiative is always useful.  :-X

Yeah, those were basically placeholders for now. I'm swapping them for Improved Initiative and Font of Life which is... Good right? Not so sure on the latter.
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Harbingerjm

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #108 on: October 19, 2014, 12:30:45 am »

Ring of Freedom of Movement: -40,000
Ring of Sustenance: -2, 500
Ring of Protection +5: -50,000

Hand of Glory: -8000
You're paying 8K for a Hand of Glory so you can wear three rings, burning up your neck slot. Stack Sustenance and FoM on the one ring, paying 1.5 times as much on the lower... so 43750 for a Ring that has Sustenance and FoM, rather than 50500 and a Neck Slot for the same effects on two rings (oh, and See Invisibility and Daylight once a day, hooray).

What are augmentation crystals from?
Magic Item Compendium, which I highly recommend to, well, everyone. If nothing else, the Augment Crystals help with Golf Bags so much.

Yeah, those were basically placeholders for now. I'm swapping them for Improved Initiative and Font of Life which is... Good right? Not so sure on the latter.
Font of Life? When you're getting some form of Death Ward? You are getting some form of Death Ward, right?

Quote
Hm. Well, you didn't build a traditional charge-based barbarian, or a grappler or tripper, and you seem to be focused on critical hits.
Eh... Don't really feel that stuff would be fun.
It is a lot less fun when you don't get to actually pick up and roll the dice.
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Nerjin

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #109 on: October 19, 2014, 12:34:35 am »

Ring of Freedom of Movement: -40,000
Ring of Sustenance: -2, 500
Ring of Protection +5: -50,000

Hand of Glory: -8000
You're paying 8K for a Hand of Glory so you can wear three rings, burning up your neck slot. Stack Sustenance and FoM on the one ring, paying 1.5 times as much on the lower... so 43750 for a Ring that has Sustenance and FoM, rather than 50500 and a Neck Slot for the same effects on two rings (oh, and See Invisibility and Daylight once a day, hooray).

Can... Can I do that? Sustenance is probably getting dropped soon.

Quote
What are augmentation crystals from?
Magic Item Compendium, which I highly recommend to, well, everyone. If nothing else, the Augment Crystals help with Golf Bags so much.

Do not have it, will not steal it. So I'm sorta out of luck on that unless someone's willing to specifically state as much info as they can about it.

Quote
Yeah, those were basically placeholders for now. I'm swapping them for Improved Initiative and Font of Life which is... Good right? Not so sure on the latter.
Font of Life? When you're getting some form of Death Ward? You are getting some form of Death Ward, right?

Fun fact: I don't know why but I had the idea that it WAS a form of death ward. Blah...
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Nerjin

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #110 on: October 19, 2014, 01:13:40 am »

Is that elemental ring a poor choice? It seems cool but... Just wondering.

Quote from: So far
760,000 gp to start.

+5 Lightly Fortified Mithril Breastplate of Soulfire: -54,500 gp
+5 Moderately Fortified Animated Heavy Mithril Shield: -51,020 gp
+1 Large Falchion with +5 Special Abilities: -200,375 gp

Ring of Freedom of Movement: -40,000
Ring of Protection +5: -50,000
Ring of Elemental Command Fire: -200,000

Belt of Giant’s Strength +6: -36,000
Hand of Glory: -8000
Ioun Stones: Pink Rhomboid (+2 Constitution): -8,000
Gloves of Dexterity +6: -36,000

Immovable Rod x2: -1,000
Handy Haversack: -2,000

Sundark Goggles: -10
Boots of S&S: -5,500
Hat of Disguise: -1,800

65,795 gp Left
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Harbingerjm

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #111 on: October 19, 2014, 01:28:44 am »

You're paying 8K for a Hand of Glory so you can wear three rings, burning up your neck slot. Stack Sustenance and FoM on the one ring, paying 1.5 times as much on the lower... so 43750 for a Ring that has Sustenance and FoM, rather than 50500 and a Neck Slot for the same effects on two rings (oh, and See Invisibility and Daylight once a day, hooray).
Can... Can I do that? Sustenance is probably getting dropped soon.
Yes, by the DMG rules, though if Tawa decides to use the rules from MiC about adding common effects to things you could instead slap Protection +5 on either the Ring of Sustenance or the Ring of FoM for a flat 50K price increase to the base ring price. Or indeed to a Body or Shoulder slot.

Magic Item Compendium, which I highly recommend to, well, everyone. If nothing else, the Augment Crystals help with Golf Bags so much.
Do not have it, will not steal it. So I'm sorta out of luck on that unless someone's willing to specifically state as much info as they can about it.
These seem slightly contradictory...

BTW, Taw, I don't suppose there's any chance of the campaign going to 31 rather than 30? *Puppy dog eyes*Nevermind.
« Last Edit: October 19, 2014, 01:49:36 am by Harbingerjm »
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Nerjin

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #112 on: October 19, 2014, 01:33:05 am »

Getting a single item thing seems to be permissable to me. Taking an entire book seems a bit less okay.

As for the other stuff I'll look at that in the morning.
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Harbingerjm

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #113 on: October 19, 2014, 01:39:39 am »

Getting a single item thing seems to be permissable to me. Taking an entire book seems a bit less okay.

As for the other stuff I'll look at that in the morning.
*Shrug* It's a copyright violation either way. OGL aside, of course.
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Flying Dice

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #114 on: October 19, 2014, 02:20:31 am »

Do realize that I didn't mean the bit about Vorpal entirely seriously. At this level of play, there's going to be lots of things that'll no-sell it, and most of the stuff that'd die to it will get one or two-shotted anyways. It's a cool mental image, but you're probably better off with a full +5 enhancement or a different enchantment.

--

On a side note, I agree with you about trippers and grapplers, and with Harbinger about chargers being much more fun when you get the satisfaction of rolling out that massive, massive damage by hand.

]
Font of Life? When you're getting some form of Death Ward? You are getting some form of Death Ward, right?
Fun fact: I don't know why but I had the idea that it WAS a form of death ward. Blah...
Yeah, you're good. Soulfire is total immunity to all magical death effects and spells, energy drain, and negative energy effects, all day every day. The feat's still open.
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Nerjin

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #115 on: October 19, 2014, 11:21:19 am »

So… Ghost Touch, Anarchic, and Holy were added to my sword where Vorpal used to be. Also… Can someone suggest a Level 18 feat. I’m plain out of ideas for what I should use.

Quote from: So far
760,000 gp to start.

+5 Lightly Fortified Mithril Breastplate of Soulfire: -54,500 gp
+5 Moderately Fortified Animated Heavy Mithril Shield: -51,020 gp
+1 Large Cold Iron Falchion with +9 [Speed (3), Keen (1), Ghost Touch (1) Anarchic (2), Holy (2)]: -202,450 gp

Ring of Freedom of Movement: -40,000
Ring of Protection +5: -50,000
Ring of Elemental Command Fire: -200,000

Belt of Giant’s Strength +6: -36,000
Hand of Glory: -8000
Ioun Stones: Pink Rhomboid (+2 Constitution): -8,000
Gloves of Dexterity +6: -36,000

Immovable Rod x2: -1,000
Handy Haversack: -2,000

Sundark Goggles: -10
Boots of S&S: -5,500
Hat of Disguise: -1,800

63,720 gp Left
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Flying Dice

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #116 on: October 19, 2014, 11:44:44 am »

You've got high enough Dex to try something. You could drop Improved Initiative and pick up Combat Reflexes, then take Robilar's Gambit for your 18th level feat. You're certainly tanky enough to handle RG without much risk.
« Last Edit: October 19, 2014, 11:53:55 am by Flying Dice »
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Nerjin

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #117 on: October 19, 2014, 12:06:14 pm »

I shall do just that.
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Nerjin

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #118 on: October 19, 2014, 02:36:25 pm »

So I finally got his personality and such set up.



« Last Edit: October 19, 2014, 03:02:42 pm by Nerjin »
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Flying Dice

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Re: Quest for Immortality: D&D 3.5 Epic Campaign (5/5)
« Reply #119 on: October 19, 2014, 02:58:33 pm »

Awesome, that's four of us done.
« Last Edit: October 19, 2014, 03:04:02 pm by Flying Dice »
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