[Sealed in Blood-V.2] OOC Thread

CURRENT LIST OF RULE CHANGES
Spell Power=3.5e version
Extra PHB spells from 3.5e
Haste=3.5e version
Epic Spell System=n Epic Spells, I'm ruling that you can only have as much -penalties to the spell DC = to 1/2 the spell's total DC before - penalties
No leadership
95% 3e, ask me if you want anything from 3.5e (all the things that I like from 3.5e that I can think of so far are here on this list)

REFERENCE
Old Rogue's Gallery: http://www.enworld.org/forums/showthread.php?t=46237
Old OOC Thread (Good Party): http://www.enworld.org/forums/showthread.php?t=55599&highlight=Sealed+Blood
Old OOC Thread (Evil Party): http://www.enworld.org/forums/showthread.php?t=46846&highlight=Sealed+Blood
Old Prologue: http://www.enworld.org/forums/showthread.php?t=52264&highlight=Sealed+Blood

More to come soon, feel free to post questions/requests/whatever here for the time being :)

Oh yes, I'm thinking that each character will be recruited by one alignment force, so far the list are as follows:

Chaos-Liriel, Lyseeri (Kalanyr's character)
Evil-
Good-Minotaur... (Hafrogman's character)
Law-
Neutrality-Jack of Spades, Rogue 21/Void Incarnate 5 (Lichtenhart's character)

Serpenteye has the option of Law or Evil, one of which I imagine will suit him just fine (If not, tell me and we'll work something out). Characters only need to share one alignment aspect with the force they represent. After Serpenteye chooses, I'll recruit the 5th character.
 
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My character was a bit closer to Evil than to Law at this point in his life, having no actual political power. So I guess he'll be the Champion of Evil.

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Do you use the common house-rule of automatic success at a roll of 20 and an automatic failure at a roll of 1?
Do you use the rule of multiplying the cost of epic items with 10?

SRD said:
MARKET PRICE
Use the guidelines for nonepic magic items to determine the market price of an epic magic item, with one addition: If the item gives a bonus beyond the limit allowed in for normal, nonepic magic items, multiply the portion of the market price derived from that characteristic by 10. Some epic characteristics, such as caster level, don’t trigger this multiplier.
 
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20/1 auto success/failure roll applies only to attacks, saves, and ability checks whereas with skill checks and the like it doesn't apply.

And yes to x10 multiplier for epic items. I'd prefer to not do it that way, but give less gold to characters in general, but I'm afraid I don't have the time to calculate such a system.
 

Actually by the default rules ability checks aren't autosuccesses or autofailures (they are effectively untrained skill checks).
 

Sollir Furryfoot said:
And yes to x10 multiplier for epic items. I'd prefer to not do it that way, but give less gold to characters in general, but I'm afraid I don't have the time to calculate such a system.

I was asking because quite a few of the items in the RG cost a lot less than they should according to that rule, particularly the rule about items with a market-price of more than 200'000gp being considered Epic items. Since it looked a bit weird to me I wanted a ruling so that I will know how to construct the items for my character.
 
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Licht is correct as to how we did it, if there were epic bonuses they were probably us abusing use-activated spells. *heh*. There were a couple of people with epic items that included the x10 multiple though inside there less than 200 k items. (eg Bracers of Armour +9 for 810 000 inside an item that was largely non-epic, with the other stuff not being multiplied.)
 

My mistake, ability checks should go along with skill checks on non auto success/auto fail.

I think the others explained the nuances of the item costs well enough, we're just going to do that methinks.
 

Sollir Furryfoot said:
I revised the Paragon template completely, not just for your use, but also for mine as I found it a bit over the top as it stood in the ELH (which looked about ECL 14 or 15 with a little bit of cuts anyways). I started from there and I hope you find that it still works with your character idea.

PARAGON CREATURE
CREATING A PARAGON CREATURE
“Paragon” is a template that can be added to any creature (referred to hereafter as the base creature).
The base creature’s type remains unchanged. The paragon creature uses all the base creature’s statistics and special abilities except as noted here.
HD: A paragon creature always has maximum hit points. Paragon creatures also gain an additional 8 hit points per HD.
Speed: A paragon creature’s speed triples, for all movement types.
AC: Paragon creatures gain a +6 insight bonus to AC and a +6 luck bonus to AC. They also gain a +6 natural armor bonus (if the creature already has natural armor, use whichever is better).
Attacks: A paragon creature makes all its attacks with a +12 luck bonus on the attack roll.
Damage: A paragon creature gains a +10 luck bonus on Damage rolls for all melee and thrown ranged attacks.
Special Attacks: A paragon creature’s special attacks, if any, all gain a +8 insight bonus, if applicable. The +8 insight bonus may only be applied to a given special ability once. (applies to spell DC's of a paragon's spellcasting ability, if any)
Spell-Like Abilities (Sp) or Psionics (Sp): If the base creature has spell-like abilities, it gains +12 to its caster level to use those abilities (applies to caster level of a paragon's spellcasting ability, if any, as per 3.5e spell power). A paragon creature also gains the ability to use greater dispel magic, haste, and see invisibility three times per day, even if it did not have spell-like abilities before, at a caster level = to 12 + paragon's HD.
Special Qualities: A paragon creature retains all the special qualities of the base creature and also gains the following.
Fire and cold resistance 10. If the creature already possesses such resistance, use whichever is better.
Damage reduction 10/epic. If the creature already possesses Damage reduction, use whichever is better.
Spell resistance equal to the paragon creature’s ECL +11. If the creature already possesses spell resistance, use whichever is higher.
Fast healing 10. If the creature already possesses fast healing, use whichever is better.
A paragon creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Saves: The paragon creature gains a +8 insight bonus on all its saving throws.
Abilities: All ability scores are 15 points higher than those of the base creature.
Skills: The paragon creature gains a +8 competence bonus on all its skill checks.
Feats: Same as the base creature, plus one bonus feat.
Climate/Terrain: Any land and underground.
Organization: Same as the base creature.
Challenge Rating: As base creature +12.
Treasure: Standard for a creature of the adjusted CR.
Alignment: Same as the base creature.
Advancement: Same as the base creature.

ECL: +12

Give your opinion in the main thread, if you don't mind.

You've weakened SR, attacks and AC quite a bit, which I suppose is a good thing since I could easily gain an AC of 78 and a SR of 51 with the earlier version. My character would have been nearly invulnerable, only affected by his enemies at a roll of 1. That would probably have been unplayable for you and the rest of the group.
Overall, you've weakened pretty much everything about the template, except the ability-score bonuses for which I am grateful. I don't really see any glaring weaknesses, though, except for a Huge vulnerablilty to level-based spells such as Holy Word. Any cleric of an equivalent CR has a 50% chance of killing him outright with a 7th level spell, but I guess I can compensate for that by buying plenty of items of immunity.
Defensively the template seems ok, but offensively there's not really that much he can do to affect the outcome of a battle at our level. The original template gave him a considerable bonus for beating SR compared to his CR and a nice bonus to physical attacks. Within a few more levels of Ur-Priest he will be quite powerful though, and in another ten levels or so he will totally dominate, I guess.
It does seem a little bit weak for it's Ecl, though it is still playable.

I'd like to add a few more abilities to the template, to balance it out a little. Most of it is purely RP, and the rest can be replicated by spending a few thousand gold on magical items, so it won't really have any effect in battle.

*A Paragon does not need to eat, sleep or breathe.
*A Paragon does not age physically after having reached adulthood and is not affected by any magical aging-attacks or -effects.
*A Paragon is immune to all poisons and disease from non-epic sources (Non-epic spells, items that replicate non-epic spells and creatures and hazards with a CR beneath 21).
*A Paragon is immune to all level- and ability-draining attacks and spells from non-epic sources.
*A Paragon is immune to Death-effects from non-epic sources.
*A Paragon is filth-repellant, he and the items on his body never becomes dirty and never needs cleaning.

A handful of items would do the same thing, mostly, and better in some cases. But making the traits innate just feels better. I think they suit the template quite well, exalting it above the base needs and weaknesses of mortal flesh.
It's not an all-or nothing deal, I'd be quite happy for just a few of these traits. :)
 

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