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Author Topic: D&D 3.5: Alternative Energy: Dead but Dreaming  (Read 41453 times)

Haika

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ok right. I'm missing the flaw, and the level 3 one. Just added my psion feats.

But I'm still a bit lost on how to calculate prices on things. Like psionic tattoos, Grek has 20 tattoos only costing 1000g. Is that a truenamer thing, or is there a price guide on that. Can they be any level power? etc.

Really what I need is a formula for pricing per +.
How much per +1 to stat on an item?
How much per +1 to hit on weapon?
How much per +1 to damage on weapon?
How much per psionic power level put into an item(as in tattoos or items that cast power charges)

And then how much, if possible for those potions, or the +2 manifester level thing I wanted above.





edit: And have a new question. Overchannel increases a power's manifester level by 1. Talented lets me spend a psionic focus to do so without taking damage. If I took the Psicrystal Focus feat, could I theoretically spend 2 focuses and raise my level by 2?

Edit2: aha! In this Unearthed Arcana, there is a trait called Spellgifted. Where you can focus on a school of magic, and raise the spellcasting level by 1. While lowering the level on every other school. So it seems entirely reasonable to be able to focus on constructs, raising the manifester by 1, while lowering the manifester levels of all my other powers by 1. Like a Powergifted feat of some sort. What say you GM?

Edit3: Another GM question. I'm looking at the trait called Nightsighted in the Unearthed Arcana book, and it says for darkvision only. I was wondering if we could homebrew up a similar type of thing for my elf(who only has low-light vision). I'm thinking of roleplaying her with glowing or unusual colored eyes, and was thinking that a preference for sight in the dark would make a bit of sense. Mechanics being negatives to spot checks in normal light. I could even take it as a full flaw, if you like. I took vulnerable as my current Flaw, but something related to her eyes seems to make more sense.
« Last Edit: August 20, 2011, 12:51:37 pm by Haika »
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RedWarrior0

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Psionic tatoos. A first level power tatoo costs 50 gp, because it only works once.

Enchanted weapons. "They apply these bonuses to both attack and damage rolls when used in combat." The table shows the costs.

Tatoos are remarkably similar to potions, in a few ways. Power stones are close to scrolls in some ways. Dorjes are flat out stated to be wands. Psicrowns are essentially runestaves. Universal items are, more or less, wondrous items.

Psigifted (metacreativity) is fine, though all powers of other disciplines will be delayed one level, since you can't use more power points than your manifester level.

Talented and using your psicrystal's focus would not let you overchannel twice, because overchannel limits you to increasing by one until later on.

I'm thinking about what to do with the darkvision thing.
« Last Edit: August 20, 2011, 01:12:51 pm by RedWarrior0 »
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Haika

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Ok, that makes little sense to me. a magical +1 costs 2k gold, while a masterwork +1 is only 300g? depending on weapon. That seems a bit... wrong. What am I missing there?
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The research assistant couldn't experiment with plants because he hadn't botany
Don't expect a bonsai tree to grow the miniature planting it.
Trust your calculator. It's something to count on.
Pencils could be made with erasers at both ends, but what would be the point?

King_of_the_weasels

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Ok, that makes little sense to me. a magical +1 costs 2k gold, while a masterwork +1 is only 300g? depending on weapon. That seems a bit... wrong. What am I missing there?
Master work only grants a +1 to hit, a magic +1 adds +1 to damage, and allows you to then buy other magic effects.
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RedWarrior0

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And ignores DR/magic.
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The Fool

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I'll just be posting what is relevant right now about enchanted weapons. This is from the magic weapon section of the DMG, but it is a rather heavy read.

To enchant a weapon you must have a masterwork weapon first.
+1 enchantment costs 2,000g. This can only ever be +1 to hit and attack, and it does not stack with masterwork bonuses.
+2 enchantment costs 8,000g. This can be any +1 effect (ie flaming or shocking) in addition to the +1 to attack and damage.
+3 enchantment costs 18,000g. It can have either a +2 effect, or two +1 effects in addition to the +1 attack and damage.

Magic weapons require a +1 enchantment before you can start adding effects. This means that a shocking longsword must be at least +2. They are worth it in the long run, but difficult to start up. And yes these count as magic weapons for overcoming damage reduction.
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RAM

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huh I always though it was every two levels since you get one at level 1 then 3, guess I'll have to take a flaw.
It is one every 3rd level, the 1st level one is a bonus, like the maximum hit points and the skill points x 4.

I'll just be posting what is relevant right now about enchanted weapons. This is from the magic weapon section of the DMG, but it is a rather heavy read.

To enchant a weapon you must have a masterwork weapon first.
+1 enchantment costs 2,000g. This can only ever be +1 to hit and attack, and it does not stack with masterwork bonuses.
+2 enchantment costs 8,000g. This can be any +1 effect (ie flaming or shocking) in addition to the +1 to attack and damage.
+3 enchantment costs 18,000g. It can have either a +2 effect, or two +1 effects in addition to the +1 attack and damage.

Magic weapons require a +1 enchantment before you can start adding effects. This means that a shocking longsword must be at least +2. They are worth it in the long run, but difficult to start up. And yes these count as magic weapons for overcoming damage reduction.
The +'s mentioned above are the bonus relative to cost, not the bonus to hit and damage. You could think of it as levelling the weapon, but with gold instead of xp. Every starting weapon that wants to grow up into a legendary adventuring tool needs to be considered master-work. Some special materials include master-work in their costs, others you need to spend 300 gold on. Special materials, base weapon costs, and master-work do not count towards levelling your weapon, they are more like the a 1st level adventurer starting with 25 point-buy instead of the crummy stat arrays that most N.P.C.s are stuck with...

Weapon levels cost 2000gp multiplied by the level of the weapon multiplied by itself. A level 1 weapon costs 2000 x1 x1 =2000, level3 =2000 x3 x3 =18000gp.

A weapons first level must always be an enhancement bonus. An enhancement bonus makes the weapon stronger, giving it extra DR and HP. It also grants it a bonus to hit and damage, of the same type as master-work, so they don't stack, but if the weapon's magic is suppressed its master-work bonus is still effective...

For levels after first it can take levels in other abilities. Many abilities are equivalent to more than one level, so you need to take multiple levels at once to get them. Vorpal, for example, is a +5 ability, so to get a +1 Vorpal weapon you would need to go straight from level 1 to level 6 without using the intervening levels.

Weapons have a maximum level of 10, normally...
You generally cannot take the same ability twice...
Specific weapons, such as shatterspike(a longsword designed to break objects, that forgot to get itself updated to 3.5th edition...) generally require a D.M.'s approval before being further enchanted.
There are a maximum of 5 levels of enhancement bonus, and while +5 enhancement is a pretty good deal for a two-handed weapon, a weapon that you really don't want to see break, someone who has trouble hitting their opponent, or a weapon with an ability such as defending with effects based upon enhancement bonus, there are spells that can grant a temporary enhancement bonus, so people generally assume that they can get that from somewhere, but those spells are, well, spells, so they may not come up in this party...

As for masterwork being wrong, it is a starting point for a magical weapon, it is a cheap way for a low-level character to get a weapon bonus, and considering that a +2 weapon costs 8000, it really isn't much off of the scale...

I completely missed that talented requires focus, I will need to look into rejigging my feats...
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Haika

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Alright, I think. And I stress THINK. I am done with this character. All I'm missing is official rolls for hp in maptool.

http://www.myth-weavers.com/sheetview.php?sheetid=321524

Assuming everything is alright there, and the Nightsighted thing is approved.
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The research assistant couldn't experiment with plants because he hadn't botany
Don't expect a bonsai tree to grow the miniature planting it.
Trust your calculator. It's something to count on.
Pencils could be made with erasers at both ends, but what would be the point?

Grek

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I assumed average rolls for my character's HP. Is that ok?
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RedWarrior0

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Yes, average is fine.

Nightsighted: I suppose you can have LLV at, say, 2.5x range, instead of 10 feet extra darkvision (which you lack).
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Haika

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Yes, average is fine.

Nightsighted: I suppose you can have LLV at, say, 2.5x range, instead of 10 feet extra darkvision (which you lack).

I really only want it for the negatives in bright light. For roleplaying purposes, so that's fine.

And what are average rolls again? I suppose I don't care about rolling all that much, if I can figure out the hp amount. I assume since I'm a 1d4 hit die, average is 2, +2 per level from con. Making my hp 20?
« Last Edit: August 20, 2011, 10:48:49 pm by Haika »
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The research assistant couldn't experiment with plants because he hadn't botany
Don't expect a bonsai tree to grow the miniature planting it.
Trust your calculator. It's something to count on.
Pencils could be made with erasers at both ends, but what would be the point?

Dwarmin

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Welp, I think I'll join this now, assuming theres spots.

Think I'll make a Warlock char. Seems confusing...anybody have suggestions on that?

Here's my as of yet unfinished sheet.

http://www.myth-weavers.com/sheetview.php?sheetid=322927
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Grek

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And what are average rolls again?

your average HP would be 24: 4+2 for the first level, and 2.5+2 for the next 4.

The mean for any 1dX roll is (X+1)/2. 1d20 has a mean of 10.5, 1d12 has a mean of 6.5, 1d10 has a mean of 10.5, 1d8 has a mean of 4.5, 1d6 has a mean of 3.5, and 1d4 has a mean of 2.5.

@Dwarmin: You should add a +3 bonus to your chosen save in the misc bonus space from your Dark One's Own Luck ability. You'll also probably want to take max ranks in Intimidate, as you CAN stack the shaken condition from normal, non-invocation intimidation with the magical "doesn't stack with itself" sort.
« Last Edit: August 21, 2011, 10:21:47 am by Grek »
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Dwarmin

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Thoten looses a roaring laughter, fell and terrible!

Thanks for the tip Grek.
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The Fool

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Is it sad that I have the highest AC in the party? :) It might just be the tower shield, but we still need more beefy armor for everyone.

Anyways, I need to know how many powers I can start with so I can change my character sheet accordingly. It's funny of how I would be able to cast only 3 unique spells per day, but have access to over 100 when I start.
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