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What day should regular sessions be on?

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Author Topic: D&D 3.5- Western Marches: dead and gone (RIP)  (Read 304029 times)

Heron TSG

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Re: D&D 3.5 - Western Marches (session on Saturday) (always recruiting)
« Reply #930 on: February 06, 2011, 11:07:45 pm »

RAM was right, that was kind of out-of-character for Maelrigar. Oh well, it's not a major thing. That reminds me... I'm going to make me a backup character. I just realized how dangerous this character is going to get (to himself) in a few levels.
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The Fool

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Re: D&D 3.5 - Western Marches (session on Saturday) (always recruiting)
« Reply #931 on: February 06, 2011, 11:12:53 pm »

@Red: I see your reasoning, if it comes up again in-game I may have to mention it. A bit of a player/character knowledge hang-up on my part.

On a completely unrelated note I kind of want to use a garrote (1d6 non-lethal, has a locking variety) wielding grappler who strangles everyone to death. It would be fun to RP that, but I kind of need a bit of continuity with characters. Maybe it can be Van's back-up in case of DF fun.
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RedWarrior0

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Re: D&D 3.5 - Western Marches (session on Saturday) (always recruiting)
« Reply #932 on: February 06, 2011, 11:21:41 pm »

Speaking of backups, I need to get Shoruke to OK Celadrin as a race (DR 350, pages 52-53) but can't post it (as he said that he would need me to) or anything without breaking forum rules.
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RAM

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Re: D&D 3.5 - Western Marches (session on Saturday) (always recruiting)
« Reply #933 on: February 06, 2011, 11:34:04 pm »

DOUBLE EDIT: Also, could someone explain to me how the enchanted items system works?
There is a list of magic items here.
There is a list of basic items and special materials here.
Some of the magic items are based upon mundane items and/or made from special materials, and simple being made from a special material can put items in the magic item range.

Basically, if you can find someone in the game with an item, typically a merchant, and convince them to part with the item, typically by trading for it, then you can have the item.

If you cannot find the properties that you want in a specific item, then you can look at this. Bear in mind that the D.M. will need to individually approve any item that you design yourself. Typically new items are designed by finding a spell and having an item duplicate its effects. For example, take a belt of permanent Tenser's Tranformation and Righteous Might with a caster level of 12. I go down the list to "Use-activated or continuous". The Spell levels are 6 and 5, the caster level is 12, so the spells cost 144000 and 120000. According to note 3, spells with durations measured in rounds have their costs multiplied by 4, so we review the costs to 576000 and 480000. Then note that there is an entry titled "Multiple different abilities", it isn't exactly clear what 'different' means when one notices the paragraph about similar abilities, so it may not apply, but to err on the side of caution I am multiplying the lower cost by 1.5, bringing the costs to 576000 and 720000. Finally, a potion of bull's strength is required for tenser's transformation, the potions costs 150 so 100 of them would cost 15000 bringing us up to 591000 + 720000 = 1311000gp for a belt that increases your size category by one, grants +10 to strength, +6 to constitution, +4 to dexterity, +6 to armour class(not counting the size increase), +5 to fortitude saves, DR 6/good(probably Evil...), simple and martial weapon proficiency, base attack bonus = character level, and takes away your spellcasting ability. At that price it is looking more like an epic magic item, but still looks like a good deal to me... Almost makes me want to make a melee mystic theurge...

As for characters creating their own magic items, there are feats for that. Look for item creation feats and match them up with magic item lists, a few rare items require more than one feat... The usage of the feats is described here. In brief, you take the market price of the item, say, 1800gp for a hat of disguise. You lose half that amount in gp, 1 twenty-fifth that amount in xp, and one one thousandth of that amount in days spent at a workshop instead of adventuring. So the hat of disguise would cost 900gp 72xp, and, umm, probably two days, does D&D always round down?

Of course, the D.M. is always right, so if they disagree with any of this, or have some addendum, such as needing to research an item before making it, then that will also apply...




P.S.
 Why do you need Celadrin approved? is it just to get a charisma bonus or something? The D.M. could always just make something new up, like happy tree elves that replace their low-light vision, dexterity bonus, and secret door sense for a charisma bonus, the ability to detect the presence and direction of trees within 100 feet and fast-healing 1 whenever they are grappling a plant... Long story short, can you provide a list of properties that you need from a race in order to make your character work and submit it to the group for new race ideas?
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RedWarrior0

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Re: D&D 3.5 - Western Marches (session on Saturday) (always recruiting)
« Reply #934 on: February 07, 2011, 01:25:21 am »

Eh, it's a backup just in case schist goes south for Ethan. I just need the +2 Charisma, but the +4 racial bonus to perform(sing) and 1/day scorching ray aren't exactly drawbacks. LA of 1 is, though. Basically, for a somewhat optimized bard who starts with 22 Charisma and +17 to perform (sing) with one class level, one feat.
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Shoruke

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Re: D&D 3.5 - Western Marches (session on Saturday) (always recruiting)
« Reply #935 on: February 07, 2011, 12:50:12 pm »

Arg! I missed another session. >:(  I need to write the next date down on a sticky note and tape it on my monitor or something....
Saturday, 11:00 PM GMT. There's another session this Saturday, too.

Anyways Shoruke take a look at this homebrew prestige class I found. It's very versatile and I have a plan as to how to adapt our current sandship into a bonafided Airship. It will be some interesting rp but I think you will like it.

http://www.dandwiki.com/wiki/Airship_Pilot_%283.5e_Prestige_Class%29

Of course by the time I am able to take the prestige class I will be of effective level 7 or so.
Hmmm... the class looks fine to me. Bear in mind, however, that making an airship is BITCHIN' TOUGH. The current pinacle of magitech in the world is boats that fly on sand; even with a high caster level and a lot of int and some really well-paid NPCs to help with the crafting, an airship would take a long, long time to design and build. Probably more than a year. Possibly several years. Besides, if you go far enough east... goddammit spoilers. *sigh*

1) Bracer of (continuous/use-activated) True Strike [(CL 1) x (SL 1) x (2000) = 2000gp]
2) Gauntlet of (command word) Enlarge Person [ (CL 1) x (SL 1) x (1800) = 1800gp ]
3) Adding the Death Ward effect to my +1 chainmail- 3000gp
4) An item that adds +2 to an ability score - 4000gp
5) Bully Chains (+4 intimidate, demoralization lasts an extra round. Great for fear stacking.) - 2600gp
First off, items of always-active True Strike items are not going to ever happen. ("Say, DM, can I have +20 to attack whenever I want for cheap? Like, 2k?" "yeah sure sounds great NO YOU MAY NOT")

From the Magic Item Compendium: Truestrike Gauntlets, 3,500 gp, standard action to activate, get +20 attack to the next attack you make, lasts until the end of your next turn, usable one per day.
    Also, I think I'll make a ruling here... I'm going to distinguish between "duration measured in rounds" and "duration is until the end of your next round or less", and multiply the cost for the latter situation by 6. Note that I'm still not allowing you to buy continuous/use-activated True Strike items for 12,000 gp.
The Enlarge Person gauntlets are fine.
The Death Ward effect will function once per day, and yeah it'll cost you 3,000 gp (and take 3 days to get enchanted). Protects against all death effects and negative energy effects. (and energy/level drain etc. etc.)
Ability score items can be purhased normally, and yeah they're 4,000 gp.
As for Bully Chain, I'm not sure what kind of encyclopedia you take me for, but you'll have to provide a reference  :P. I can't even tell if this is supposed to be a Wondrous Item of some kind, a whip, or a chain mail armor.

On to my wish list:
 1st level pearl of power, at 1000 gp they are worth it., I may need to take craft wondrous items on the strength of those little guys alone
 lesser metamagic rod of rapid spell, 3000gp if it existed, which it doesn't seem to, would let me cast three 1 round spells of third level or lower per day as standard actions instead. Great for summoning, but also good for enlarge person...
 Wand of cure light wounds... 750gp
 +2 ghost touch heavy fortification mithral chain shirt of greater acid, cold, electric, fire, and sonic resistance, 191000 gp
 immovable rod, 5000gp if we ever find ourselves being chased by another ship, or, if I get swallowed whole, I can leave a present behind...
Pearls of Power are fine, 1,000 gp for a level 1 one.
I'll okay the Metamagic Rod of Rapid Spell.
the chain shirt... you bugger, making me do arithmetic with a calculator. And it'll cost you 380,000 gp. (I don't know how you got anything less than 300,000 gp after adding 5 enchantments that each cost 66,000 gp to something)
Immovable rods are fine, but to avoid the idiocy that resulted in a meme, I'm going to rule that they stay perfectly still in relation to the planet.

could someone explain to me how the enchanted items system works?
Some good reading on the subject.
Basically, an item has levels of enchantment; to give a weapon +1 to attack and damage, or armor +1 to AC, costs a certain amount (given on the table in the link). There are also properties you can add to your equipment; for instance, you can sheathe your sword in fire to do +1d6 fire damage for a price equivalent to giving your weapon another +1 bonus.

Also, couldn't recognition of his armor taken a Know(nature) check?

Two questions, though: how old was the shopkeeper and what happened after I left?
(You could have just said "I have three questions" :P)
I asked for a spot check; not to identify what kind of wood it was (most "special" woods are available in the Civilized Lands, because the forest the elves live in has all kinds of funky trees), but more of a "general perceptiveness" check to notice that he was wearing wooden armor as though it were metal, albeit light. Although I suppose a low-DC Knowledge(Nature) check could have revealed the attributes of the wood (-1 AC, less ACP, lighter than metal, wearable by druids, etc. etc.)
The shopkeeper was in his late twenties/early thirties... you know, average fantasy human storeowner age...
After you left, it was basically "Hey guys, wanna go shopping" "uhhhhhhmmmm nyeeeaahh..." "...Let's just do the shopping in the thread." "Kbai"

That merchant who refused me the water, what kind of a diplomacy DC would it have been to get a 25gp object for free?
To get free stuff from people requires at least a DC 30 diplomacy check to get them into Helpful mode, and then you'd have to win an opposed diplomacy check against him to beat his conflict of interest.

Eh, it's a backup just in case schist goes south for Ethan. I just need the +2 Charisma, but the +4 racial bonus to perform(sing) and 1/day scorching ray aren't exactly drawbacks. LA of 1 is, though. Basically, for a somewhat optimized bard who starts with 22 Charisma and +17 to perform (sing) with one class level, one feat.
Explain to me how you intend to get 22 cha at level 1 with less than 1000 gold, a maximum point-buy of 18 cha, and +2 racial bonus... even if I do approve the race?


Also... Van, Araph, Nael, Maelrigar, and Ethan receive their journal experience. You guys are getting better about writing these... although it may have something to do with having recently encountered the damn plot.
« Last Edit: February 07, 2011, 01:49:18 pm by shoruke »
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RedWarrior0

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Re: D&D 3.5 - Western Marches (session on Saturday) (always recruiting)
« Reply #936 on: February 07, 2011, 12:52:36 pm »

Simple. Age bonuses to mental stats.
« Last Edit: February 07, 2011, 12:54:55 pm by RedWarrior0 »
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mission0

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Re: D&D 3.5 - Western Marches (session on Saturday) (always recruiting)
« Reply #937 on: February 07, 2011, 02:51:16 pm »

I know it's going to be unbelievably tough, and Nael is just the guy to do it because he doesn't care about the normal restrictions... if he sees something he wants and will be useful to his goals then he will take it. ^_^

As you have seen with the Spider Venom it is not always very effective but it does have it's uses. Also Exp bonus added in.
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The Fool

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Re: D&D 3.5 - Western Marches (session on Saturday) (always recruiting)
« Reply #938 on: February 07, 2011, 04:52:20 pm »

My back-up character is ready for approval. But there are a couple of feats that need to be approved still, I'll PM them to you.

Grappler McPainspikes (No really): http://www.myth-weavers.com/sheetview.php?sheetid=273758

I'll add a story, personality, and items later. The melee bonus is being used as the grappling bonus for ease of use.

EDIT: Shoruke, are planar travellers generally permitted in your setting? Or can a Spiker be from the southern deserts?
« Last Edit: February 07, 2011, 06:47:47 pm by The Fool »
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Shoruke

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Re: D&D 3.5 - Western Marches (session on Saturday) (always recruiting)
« Reply #939 on: February 07, 2011, 08:31:38 pm »

Planar travellers show up in Rivershire, albeit infrequently. The people of the Civilized Lands generally stay on their home plane.

And... just what the spork is a Spiker?
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The Fool

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Re: D&D 3.5 - Western Marches (session on Saturday) (always recruiting)
« Reply #940 on: February 07, 2011, 10:16:39 pm »

A Spiker (Planar Handbook p.15) is a humanoid outsider who is covered in 5-6 inch spikes, in other words built in armor spikes. He also happens to be a sneaky siege weapon engineer who hugs people to death. Gotta love strange sounding combinations.

EDIT: I think Van is going to live a VERY long time, so I think I will transfer this one to another D&D game.
« Last Edit: February 07, 2011, 11:11:28 pm by The Fool »
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Heron TSG

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Re: D&D 3.5 - Western Marches (session on Saturday) (always recruiting)
« Reply #941 on: February 08, 2011, 01:50:11 am »

As for Bully Chain, I'm not sure what kind of encyclopedia you take me for, but you'll have to provide a reference  :P. I can't even tell if this is supposed to be a Wondrous Item of some kind, a whip, or a chain mail armor.
Waist slot item. I'll PM you a scan of the source tomorrow. It seems balanced enough to me, but it's your call in the end.
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Lord Shonus

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Re: D&D 3.5 - Western Marches (session on Saturday) (always recruiting)
« Reply #942 on: February 08, 2011, 07:38:48 am »

So, dispersion of the loot from last session:
Nael got the Dust of Dryness and the magnifying glass...
Corina has been given the Gloves of Dexterity...
and the rest of it was sold, the funds dispersed evenly throughout the party as it existed at the time.
I wanted to melt those weapons. Did you decide whether that would be allowed in future?
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Shoruke

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Re: D&D 3.5 - Western Marches (session on Saturday) (always recruiting)
« Reply #943 on: February 08, 2011, 02:54:40 pm »

So, dispersion of the loot from last session:
Nael got the Dust of Dryness and the magnifying glass...
Corina has been given the Gloves of Dexterity...
and the rest of it was sold, the funds dispersed evenly throughout the party as it existed at the time.
I wanted to melt those weapons. Did you decide whether that would be allowed in future?

I haven't been able to find any rules pertaining to the subject of melting stuff down... but, since common weapons aren't exactly game-breakers, I'll cale Rule of Fun on this one and allow it. Here's how it works...

Melting an item takes one hour of time. If melting metal ammunition or something similarly small, you can melt 10 objects in 1 hour. At the end of an hour, make a craft (metalsmithing, armorsmithing, or weaponsmithing) check; any of those can be used for any metal item. If you beat the craft DC required to make the item you're melting down, you receive usable metal sufficient to create one third of the item's worth (or, in other words, equal to one ninth of the original item's listed price). If you beat the original item's craft DC by 5, you receive two thirds of its material, and if you beat the DC by 10, you receive enough material to make a new version of that item.
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Heron TSG

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