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 Re-equipping

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PostSubject: Re: Re-equipping   Tue Jan 26, 2010 6:38 pm

Going back over some earlier stuff I missed.

Korm'akhan wrote:
I assume you're talking about magic items or spells here. Korm has one attack maneuver, Emerald Razor, which uses a touch attack.

As a maneuver, it's fine.

Quote :
Because Shil's not tracking items under 1000gp, scrolls of fly with a caster level of 13th level or lower would be effectively free, assuming that Shil says you can find them.

For the free stuff, I'll generally assume it's the more easily available variety, i.e. minimum caster level, but things like Fly scrolls with longer durations should generally be fine.

Quote :
Edited to add a quick question: Can Limited Wish be used to duplicate the effects of artificer infusions?

Nope. I'm gonna make you take a bunch of artificers wearing red shirts to the Mournland. It'll be ... fun.

Six of Six wrote:
Is Shadow an elemental force in Shil's Eberron?

Nope. It's an, um, flavor source Smile

Korm'akhan wrote:
Luna should consider getting a byeshk aberration-bane weapon with the Sizing quality. Sizing, for an additional +5000 gp, makes the weapon change its size category to any other size you desire. So Luna could turn into an earth elemental (which are able to wield weapons) and the weapon would change size along with her. She could also give the weapon to an Elemental Monolith, and it would turn into a Gargantuan weapon suited to it.

That's a good idea, but I'll say it needs to be custom-made, so it won't be available as soon as we pick up next session.

Nameless wrote:
Can Nameless gate in a Monolith with a Barbarian level?

Heh! Nah. He's summoning scary enough stuff as it is, and I don't want the other PCs to be totally irrelevant.
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PostSubject: Re: Re-equipping   Tue Jan 26, 2010 6:41 pm

Gareth wrote:
Necklace of adaptation 9000
Byeshk Greatsword +1 4000
Adamantinte Scimitar +1 5000
Greater Counterspell Ring 4000
Ring of Evasion 25000
Boots of Big Stepping 5000
Wings of flying
Greater Bluring armor 8000 giving +1 armor enhancement, 10min/use unlim use/day?
Retributive amulet

All looks fine.

Quote :
So why not on moving items to other slots, you let it before.

Ah, what the hell. Sure, go for some other slots, but I won't allow a few of them. No "eyeglasses of evasion", for example Smile

Korm'akhan wrote:
Shil, would it be possible to magic a magic item that doesn't take up an item slot by paying double the price, according to the guidelines?

Generally, no. Did you have anything particular in mind?
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PostSubject: Re: Re-equipping   Thu Jan 28, 2010 5:17 pm

Admin wrote:
Ah, what the hell. Sure, go for some other slots, but I won't allow a few of them. No "eyeglasses of evasion", for example Smile
I did this too, marking the item with an asterisk.

Here's Korm's items.

36,000 Darkleaf Breastplate (+6 total)
+3 Moderate Fortification (75%)
+2 Greater Blurring: Swift, at will. Blur (20% concealment) for 10 minutes.

2,000 Bracers* of Retributive Healing: Swift, 3/day. When you heal another, you heal the same amount.
5,000 Vampire Torc: Swift, 2/day. Your next melee attack heals you half the damage dealt.
8,000 Belt of the Wide Earth: Spontaneously cast Teleport 2/day, and your carrying capacity is doubled.
1,400 Steadfast Boots: +4 to avoid being tripped, overrun, or bull rushed. If you wield a two-handed weapon, you are always considered to have readied it against a charge.
1,400 Cloak of Predatory Vigor: Swift, 2/day while raging. Heal HP equal to your level.
2,000 Gloves of Fortunate Striking: Immediate, 1/day. Reroll an attack roll.
2,000 Headband of Conscious Effort: Immediate, 1/day. Make a Concentration check instead of a Fortutude save.
8,000 Third Eye Penetrate: +2 bonus on spell penetration checks.
6,000 Robe of the Vagabond: +1 luck bonus to AC and all saving throws.
16,000 Ring of Greater Counterspells
4,000 Ring of Counterspells

2,500 Lesser Crystal of Arrow Deflection: +5 to AC against ranged attacks.
3,000 Greater Crystal of Screening: Incorporeal creatures take a -10 penalty to touch attacks.
8,000 Talisman of Undying Fortitude: Swift, 2/day. For 3 rounds, gain immunity to poison, sleep effects, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, physical ability damage, ability drain, energy drain, fatigue, exhaustion, death from massive damage, and any effect that requires a Fortitude save.
45,800 Prayer Beads with two Beads of Karma.

Meteoric Sword, Amulet of Centering, Petrified goblin arm backscratcher
Oil of Bless Weapon and Silversheen
Scrolls of Sheltered Vitality and Freedom of Movement

Quote :
Generally, no. Did you have anything particular in mind?
I did at the time, but I completely forgot what it was.
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PostSubject: Re: Re-equipping   Thu Jan 28, 2010 7:29 pm

Korm'akhan wrote:
36,000 Darkleaf Breastplate (+6 total)
+3 Moderate Fortification (75%)
+2 Greater Blurring: Swift, at will. Blur (20% concealment) for 10 minutes.

The Darkleaf Breastplate is actually 2,450 gp before you enchant it, so add on another 2.5k to the cost.

Quote :
2,000 Bracers* of Retributive Healing: Swift, 3/day. When you heal another, you heal the same amount.

I'm going to nix this one. If you remember, I'd actually bounced the price for these up to 20,000 gp when I allowed them earlier, and I don't want to be changing prices for MIC items in order to allow them. And even 20k is low for being able to get three free Heals a day out of one item. So I'm just not allowing it.

Quote :
6,000 Robe of the Vagabond: +1 luck bonus to AC and all saving throws.

I couldn't find it in the MIC, but I'm not allowing it anyway. BTW, robes take up the same body slot as armor.

Quote :
8,000 Talisman of Undying Fortitude: Swift, 2/day. For 3 rounds, gain immunity to poison, sleep effects, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, physical ability damage, ability drain, energy drain, fatigue, exhaustion, death from massive damage, and any effect that requires a Fortitude save.

Nope.

Quote :
45,800 Prayer Beads with two Beads of Karma.

A standard Strand of Prayer Beads (which is the cheapest one with a Bead of Karma) costs 45,800 gp, and you can't buy the beads separately, so for 2 beads of Karma you'd need to spend 91,600 gp!
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PostSubject: Re: Re-equipping   Thu Jan 28, 2010 9:12 pm

Admin wrote:
I'm going to nix this one. If you remember, I'd actually bounced the price for these up to 20,000 gp when I allowed them earlier, and I don't want to be changing prices for MIC items in order to allow them. And even 20k is low for being able to get three free Heals a day out of one item. So I'm just not allowing it.
Mad

Quote :
45,800 Prayer Beads with two Beads of Karma.

A standard Strand of Prayer Beads (which is the cheapest one with a Bead of Karma) costs 45,800 gp, and you can't buy the beads separately, so for 2 beads of Karma you'd need to spend 91,600 gp!
A standard strand costs 25,800, not 45,600. The SRD writeup lists the bead of karma as being worth 20,000, so that's what I added for the second bead. Still, it may be worth it to buy two.
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PostSubject: Re: Re-equipping   Thu Jan 28, 2010 9:20 pm

Korm'akhan wrote:
A standard strand costs 25,800, not 45,600. The SRD writeup lists the bead of karma as being worth 20,000, so that's what I added for the second bead. Still, it may be worth it to buy two.

Which SRD are you looking at? I know the DMG had a major typo where the strand prices were concerned, so I don't know if that's what you ran into.

I just checked http://www.d20srd.org/ and here's what it has (I bolded the relevant parts):

Quote :
A lesser strand of prayer beads has a bead of blessing and a bead of healing. A strand of prayer beads has a bead of healing, a bead of karma, and a bead of smiting. A greater strand of prayer beads has a bead of healing, a bead of karma, a bead of summons, and a bead of wind walking.

Each special bead can be used once per day, except for the bead of summons, which works only once and then becomes nonmagical. The beads of blessing, smiting, and wind walking function as spell trigger items; the beads of karma and summons can be activated by any character capable of casting divine spells. The owner need not hold or wear the strand of prayer beads in any specific location, as long as he carries it somewhere on his person.

The power of a special bead is lost if it is removed from the strand. Reduce the price of a strand of prayer beads that is missing one or more beads by the following amounts: bead of blessing -600 gp, bead of healing -9,000 gp, bead of karma -20,000 gp, bead of smiting -16,800 gp, bead of summons -20,000 gp, bead of wind walking -46,800 gp.

Faint, moderate or strong (many schools); CL 1st (blessing), 5th (healing), 7th (smiting), 9th (karma), 11th (wind walking), 17th (summons); Craft Wondrous Item and one of the following spells per bead, as appropriate: bless (blessing); cure serious wounds, remove blindness/deafness, or remove disease (healing); righteous might (karma); gate (summons); chaos hammer, holy smite, orderís wrath, or unholy blight (smiting), wind walk (wind walking); Price 9,600 gp (lesser), 45,800 gp (standard), 95,800 gp (greater).
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PostSubject: Re: Re-equipping   Fri Jan 29, 2010 12:03 am

Weird.

I use http://dndsrd.net/magicItemsWI.html#strand-of-prayer-beads

It looks like the one you're using is right, since the costs of the individual beads add up.

Nevertheless, according to the SRD it's quite possible to have a strand of prayer beads that's lacking the beads of smiting and healing, which costs 20,000 gp.
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PostSubject: Re: Re-equipping   Fri Jan 29, 2010 12:30 am

Korm'akhan wrote:
Weird.

I use http://dndsrd.net/magicItemsWI.html#strand-of-prayer-beads

Ah, yes - that's the old messed-up pricing from the DMG. According to those prices, you could buy a regular strand with the beads of smiting and healing missing for 0 gp Razz

Quote :
It looks like the one you're using is right, since the costs of the individual beads add up.

Nevertheless, according to the SRD it's quite possible to have a strand of prayer beads that's lacking the beads of smiting and healing, which costs 20,000 gp.

You're right, since technically you can buy it for cheaper with beads removed. I'll restrict you guys to one bead of karma each (playing the "you must attune with it to use it, so that you don't use too many and mess up my poor NPCs" card), but you can get it for 20k without having to get the other beads.
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PostSubject: Re: Re-equipping   Fri Jan 29, 2010 9:17 pm

Assuming Shil is OK with all this is what I chose. I also grabbed a bunch of potions/scrolls for situations where we didn't realize that is what we needed (e.g. an extra deathward):
Name Cost Total
Counterstrike bracers 2,500 149850

Third Eye Clarity 3000
Boots of Big Stepping 5,000
Gauntlets of Elusive Action (armbands) 800

Ring of Counterspell 4,000
Ring of Evasion 25,000
Angel Wings 54000
Necklace of adaptation 9,000
Retributitve Amulet 9,000
Formless Vest 3,200
Belt of Growth 3,000
Greater Blurring 8,000
Healing 8,000
Greater Ironward diamond 4,000
Greater Crystal of Energy assault (cold) 3,000

Sending Stone 1,400
Adamantinte Scimitar +1 5,300
oil of bless weapon x 20
Scroll of Heal 1,650
Prot from Energy Pot x5
Neutralize Potion x 5
Fly Potion x5
Cure Serious Wounds Pot x5
Scroll of Break Enchant x5
Scroll of Cure Critical x5
Scroll of Deathward x10
Scroll of Freedom of Movement x5
Scroll of Restoration x5
Potion of Gaseous Form x5
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PostSubject: Re: Re-equipping   Sat Jan 30, 2010 11:49 am

Gareth wrote:
Assuming Shil is OK with all this is what I chose.

That's all fine.

So I/we have a record of it, here's what Luna and Nameless are getting:

Quote :
LUNA:

Byeshk +1 Aberration-Bane Scimitar with Sizing enchantment (13.315k)
Dusty Rose Ioun Stone (5k)
Bead of Karma (20k)
Tome of Understanding +4 Ė used (110k)

Quote :
NAMELESS:

Tome of Clear Thought (+4) 110k
3rd Eye Penetrate (+2 Spell Pen) 8k
Robe of Mysterious Conjuration (3x sub Summon spell for another spell) 10k
Torc of Heroic Sacrifice 6k
Transposer Cloak 6k
Braces of Arcane Freedom (still spell x2/day) 2.3k
Gloves Fortunate Striking (re-roll 1 attack/day) 2k
Quicksilver boots (extra move x2/day) 4k
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PostSubject: Re: Re-equipping   Sat Jan 30, 2010 3:07 pm

No rings of counterspells? That's risky.

I wish I had the gold for both a Tome of Understanding and Korm's armor.

Here are Korm's (assuming that Shil's okay with the couple of additions).

Darkleaf Breastplate +1 (66.5k)
Heavy Fortification: Immune to critical hits and sneak attacks.
Greater Blurring: Swift, at will. Blur (20% concealment) for 10 minutes.
Healing (+8k): 1/day, heals 2d8+5 hp when you drop below 0 HP.

Vampire Torc (5k): Swift, 2/day. Your next melee attack heals you Ĺ the damage dealt.
Belt of the Wide Earth (8k): Spontaneously cast teleport 2/day, and your carrying capacity is doubled.
Steadfast Boots (1.4k): +4 to avoid being tripped, overrun, or bull rushed. If you wield a two-handed weapon, you are always considered to have readied it against a charge.
Cord of Favor (3k, arms slot): Spontaneously cast divine favor 3/day, and gain +5 competence bonus on Sense Motive checks.
Dispelling Cord (1k, torso): Swift, 5/day. +2 competence bonus on dispel checks.
Cloak of Predatory Vigor (1.4k): Swift, 2/day while raging. Heal your level in HP.
Gloves of Fortunate Striking (2k): Immediate, 1/day. Reroll an attack roll.
Headband of Conscious Effort (2k): Immediate, 1/day. Make a Concentration check
instead of a Fortutude save.
Third Eye Penetrate (8k): +2 bonus on spell penetration checks.
Ring of Greater Counterspells (16k)
Ring of Counterspells (4k)
Prayer Bead of Karma (20k)
Lesser Crystal of Arrow Deflection (2.5k): +5 to AC against ranged attacks.
Least Crystal of Return: Draw weapon as a free action.
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PostSubject: Re: Re-equipping   Sat Jan 30, 2010 3:18 pm

I took ring of counterspells, but I am/surpeised to not see more.

I like your gear choices btw, wish I could afford a few more of those.

The healing one is hot.

There was a cool tabarfd I saw where if an ally grfabs it they get a heal spell useable 1/day

What do you guys think of the wings?
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PostSubject: Re: Re-equipping   Sat Jan 30, 2010 4:39 pm

Where are the Angel Wings from?
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PostSubject: Re: Re-equipping   Sat Jan 30, 2010 5:50 pm

Renamed wings of flying dmg.
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PostSubject: Re: Re-equipping   Sat Jan 30, 2010 6:54 pm

Korm'akhan wrote:
Here are Korm's (assuming that Shil's okay with the couple of additions).

They're all fine.

Looks like some of you guys (mainly Korm and Gareth) are going to be making lots of decisions for swift & immediate actions during a fight. That's going to add a major tactical component. Should be interesting.
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PostSubject: Re: Re-equipping   Sat Jan 30, 2010 10:02 pm

Admin wrote:
Looks like some of you guys (mainly Korm and Gareth) are going to be making lots of decisions for swift & immediate actions during a fight. That's going to add a major tactical component. Should be interesting.
I'm curious how it's going to work too.

Could we treat swift actions like 4e minor actions? That is, can we substitute a move action for an additional swift action?



Edited to add:

Here are Korm's non-core spells known. It includes a few PHB spells that Korm learned through the gatekeepers.

0: Dawn
1st: Lesser Vigor, Protection from Evil, Wood Wose
2nd: Kelpstrand, Zone of Natural Purity (Eberron)
3rd: Blindsight, Dimensional Anchor, Girallonís Blessing, Lionís Charge
4th: Arc of Lightning, Renewed Vigor (PH2), Sheltered Vitality
5th: Greater Blink, Panacea, Phantom Stag, Rejuvenation Cocoon
6th: Dimensional Lock, Dinosaur Stampede, Fires of Purity
7th: Brilliant Blade
8th: Brilliant Aura, Mind Blank
9th: Tsunami
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PostSubject: Re: Re-equipping   Sat Jan 30, 2010 11:19 pm

Korm'akhan wrote:
Could we treat swift actions like 4e minor actions? That is, can we substitute a move action for an additional swift action?

Nope. These items (and the Bo9S abilities) weren't designed with that premise, plus I'd rather that the choice(s) be tougher.
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PostSubject: Re: Re-equipping   Sun Jan 31, 2010 12:24 am

1 : Sign,Updraft,Incite,Blade of Blood

2 : Ghost Touch Armr,Stabalize Wounds,Close Wounds,Mark of Judgement

3 : Atune Form,Fell The Greatest Foe,Invest Moderate Prot,Holy Storm

4 : Castigate,Sheltered Vitality,Recitation,Healing spirit

5 : Life's Grace,Righteous Wrath of the faithful,Revivify,Magic Covalance

6 : Zealot Pact,Energy Imm,Bolt of Glory,Ice Flowers
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PostSubject: Re: Re-equipping   Sun Jan 31, 2010 12:27 am

Could we review the actions?

Swift

Immediate

How will smite/divine might be counted? Because if i can only do smite, OR divine might OR one of those others I am seriously gimped (and we know it). Plus we have always done smite/divine might together.

Bad enough going to 1 attack a round
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PostSubject: Re: Re-equipping   Sun Jan 31, 2010 9:05 am

Gareth wrote:
Magic Covalance

Heh! Considering how many casters you have in the group, Gareth should cast this spell at the start of each fight.

GARETH: Heal me!

KORM: No, I have to blast this guy! *zap* I can't heal you right now.

GARETH: But you just did.

Quote :
6 : Zealot Pact,Energy Imm,Bolt of Glory,Ice Flowers

I checked the SC and I'm not allowing the Pact line of spells. And no Energy Immunity.

Bolt of Glory (which is brilliant for damage) and Ice Flowers are fine, but I'll be applying the same rule for Ice Flowers which I've been doing to all the conjuration damage-dealing spells (such as the Orb spells). It doesn't ignore SR, but instead gives you a bonus equal to its spell level (in this case, +6) to penetrate SR.

Quote :
Could we review the actions?

Swift

A swift action takes only a tiny amount of time to complete, being almost like a free action, but you can only take one of them per turn. You can only take swift actions on your own turn. A quickened spell is a swift action.

Quote :
Immediate

An immediate action is much like a swift action, but you can take them at any time, even on someone else's turn. If you take one on your turn, it counts as the swift action for your turn. If you take one on someone else's turn, you can only take your next swift/immediate action after your next turn has passed.

One important note to keep in mind - if you have potions or scrolls of spells that take swift/immediate actions, using the potion or scroll takes a standard action.

Quote :
How will smite/divine might be counted? Because if i can only do smite, OR divine might OR one of those others I am seriously gimped (and we know it). Plus we have always done smite/divine might together.

Bad enough going to 1 attack a round

No worries. I'm going to do smite and divine might by the book, i.e. they don't take an action of any kind to activate. So Smite + Divine Might away. They do, however, need to be activated on your turn, so you (for example) can't activate it on an AoO.
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