Airwalkrr's Greyhawk D&D 3.5 - Maure Castle OOC


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The weapon and armor/shield enhancements are on the list, a +1 A/S Enh is lvl 4, +2 is 8th, +3 is 12th, +2 weapon enh is 11th.

MIC Items:

I'd like a set of strongarm bracers (10th).

The item add-ons that cost cash instead of +s still aren't on the list though. I'd still like to know about blueshine/everbright.

Wishlist: (Item lvl)
Force (11) ability for my bow.
Lesser elemental assualt (7) or life drinking (5) crystal for my lance.
Greater Ironward Diamond and restful crystal for my armor.
Impaling (7) and the Implacable (14) abilities for my lance.
A lesser arrow deflection crystal (7) for my shiled.
Inqusitor bracers (5).
Healing Belt (3).

SC:

As I only have access to lvl1 spells (and won't be getting access to lvl 2 for another for 6 lvls) I'll choose Rhino's Rush (pg176), Divine Sacrifice (pg70) and Silverbeard (pg190) for now.

As a DM I've found a neat thing to do in really long, out-of-the-way dungeon crawls is to have "Upgrade pools" every once in a while where items can be enhanced with new abilities.
 

Thanee
I'll allow the spells you requested with the following modifications on these two spells.
Conviction: Change the duration to 1 minute per level.
Superior Resistance: Change the duration to 1 minute per level and the bonus to saves to +5.

RC magic item identification: IMC I use the Magic Items Vary By Appearance option given in DMG 212. Approximately 30% of most magic items can be identified by the RC method of a Knowledge (arcana) check, although this gives only function, not command words. The other 70% of most magic items appear mundane and require other methods. Unique magic items, legendary items, and artifacts can always be identified with Knowledge (arcana), although the DC and information gained may vary.

Magic Item Creation: I'm still not allowing the MIC rules from page 233 for character creation. You still have to use a cloak if you want charisma, you still have to use a ring if you want deflection, etc. However, you may spend time (using Knowledge (arcana) and gold) during the campaign to research unique magical items in which case the rules on 233 will apply.

Armor/Weapon Enhancements: Use the caster level of the enhancement as the magic item level and treat each enhancement as an individual magic item for the purpose of magic item selection.

Your Magic Items: Most of the items and enhancements you selected are fine (although you must decide which ones you want since you only get 12 levels worth of items). The artificer's monocle is only usable by artificers from the ECS so it will not be used in this campaign. I would allow you to add the effect of an anklet of translocation to boots of speed at +50% but only if you somehow had access to the dimension door spell, which you do not. Adding magic item effects is only allowed for those capable of crafting said items.

Vertexx69
Strongarm bracers are fine, but bear in mind you are unlikely to find a lot of large weapons that you are likely to want to use. So you will be pretty much limited to your starting weapons (which may be upgraded in the future, see below).

Blueshine and everbright are both fine. Just bear in mind both are 12th-level enhancements, so picking one of the other would count as your only MIC choice.

Force: fine.
Lesser elemental assualt crystal fine.
life drinking crystal: all versions (least, lesser, greater) are fine.
Greater Ironward Diamond: fine.
restful crystal: fine.
Impaling: yes, with reservations. If you pick this item I reserve the right to take it away at a later date if I decide it is too overpowered, at which point I will either refund your expenditure or let you swap it for another +1 enhancement.
Implacable: fine.
lesser arrow deflection crystal: fine.
Inqusitor bracers: fine.
Healing Belt: fine.

That's a lot of items to pick from. Just remember that you only get 12 levels worth of items.

Spells: These are fine with one exception. Divine Sacrifice scales by level. You deal 1d6 per caster level (max 5d6) and take 2 points of damage per caster level (max 10). You may also select additional spells for future access if you wish. But once your choice is made, it cannot be changed, and you lose this ability after character creation. Learning additional spells will be possible during the campaign as a result of research and/or favor with certain organizations.

Upgrades: If you are incapable of crafting magic items yourself, upgrading will be possible through the gaining of favors with certain organizations, such as a church, the Wizard's Guild of Greyhawk, or the Circle of the Eight. Such favors can be earned by selling or donating (the latter of which grants extra favor) items or information of interest to said organization.
 

Oh I'm definatiely going for strongarm bracers as 10 of my lvls. What do you think of the mechanus plate (Planar Handbook) for the other 2 lvls of non core gear? It is from the plane of law after all. :lol: I think it would be very fitting for a paladin of Lendor, the infintinely patient one to be wearing the clockwork plate.

The wishlist stuff is for down the road when your deciding on random treasure drops and the like. Just a few ideas of stuff that would be useful to the tank of the group.
 

Ok..... with pre-approval of the Warlocks Scepter.. I submit only one item for approval....

Gloves of Eldritch Admixture from the MIC (7th) (2,500 gp), Have to add them to my gloves of dex that I have now so I just have it now as a crafted item to get both abilities on there....

The rod is 8,305 gp to purchase I will update my character sheet later...


The two invocations I would like to be considered for approval from Complete Mage are Binding Blast (7th, Dark) and Caster's Lament (8th, Dark) now I realize I can't take them now but having them later would help us out alot....
 
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No Mechanus plate. Too Planescape-themed IMO. The Planar Handbook is practically a Planescape 3.5 campaign setting.

The gloves of eldritch admixture are fine. So are the invocations. We'll say that you have come across arcane formulae describing the invocations and how to develop them so as part of your equipment you have a tome of warlock secrets that you can use to learn the invocations at a later date.
 

Can I create a custom item that would give me a +2 Profane Bonus to Charisma at all Air?... I'd call it a Warlock's Crown giving me a +2 profane bonus to Cha for the crafted cost of 3000 gold and 240 xp? it's a made up item but follows the item creation rules and such... as it was said before warlocks tend to run into issues with SR rolls so I was hoping to get this little item off the top of my head approved... I still have my head slot open and was hoping to fill it with this....
 

Thanee
I'll allow the spells you requested with the following modifications on these two spells.
Conviction: Change the duration to 1 minute per level.
Superior Resistance: Change the duration to 1 minute per level and the bonus to saves to +5.

You are aware that the 1st level spell is then effectively better than the 6th level spell, right?

I can certainly understand Conviction (was a bit surprised by the duration there myself; at least for a 1st level spell... maybe bumping it up to 2nd level and keep the useful duration would be another option?), and at least the Mass variant is definitely still a good spell even with a low duration like that (if it's only good for a combat - rounds or minutes really make little difference there, usually - it better be worth the action spent on casting it, so the Mass version sounds a lot more appealing), but Superior Resistance really is no more than a below average 2nd level spell with such a short duration (compare it with Nightshield, for example, which is 1st level). Even with 10 minutes/level it isn't worth a 6th level spell (about 3rd or maybe 4th).

Another comparison would be a Cloak of Resistance vs. Pearl of Power (of appropriate level; i.e. a 6th level spell slot and spell known isn't a neglectible cost at all for a similar effect).

Also, what about the Greater Resistance then?


With duration in minutes, I will look for new spells, since the duration is really the primary reason to take them (might still end up with Conviction, though, as it is still a useful spell that way, and it's just 1st level... but from a 6th level spell I expect a 6th level spell effect... don't have enough of those, both known and per day, to not be a bit picky there :lol: ).

Here is the rest of the list (including Mass Conviction and Greater Resistance for completeness sake, and also three non-PHB/SC spells and some 7th level spells for later, but it would be good to know at this point already, whether those are generally acceptable choices):

[SBLOCK=Spells to consider]1st - Resurgence [SC]
2nd - Divine Insight [SC], Ghost Touch Armor [SC], Benediction [CC];
3rd - Blindsight [SC], Mass Conviction [SC], Mass Lesser Vigor [SC], Channeled Divine Shield [PHB2];
4th - Greater Resistance [SC], Panacea [SC];
5th - Revivify [SC], Surge of Fortune [CC];
6th - Energy Immunity [SC], Planar Exchange [SC];
7th - Greater Plane Shift [SC], Mass Spell Resistance [SC], Renewal Pact [SC].[/SBLOCK]

Magic Item Creation: I'm still not allowing the MIC rules from page 233 for character creation. You still have to use a cloak if you want charisma, you still have to use a ring if you want deflection, etc. However, you may spend time (using Knowledge (arcana) and gold) during the campaign to research unique magical items in which case the rules on 233 will apply.

Ok. That's unfortunately too late for the cloak then, though, as starting out without the attribute enhancers makes as little sense as does making them again entirely from scratch. Will be useful for other stuff, of course. :)

Another crafting/item question in this context... since MIC items are ok now, we can get the vest of resistance now, right? It's only limited to be part of the 12 levels for now, obviously, but could be enhanced later.

That would at least make one of the major item slot (and spell) issues a bit easier. ;)

Armor/Weapon Enhancements: Use the caster level of the enhancement as the magic item level and treat each enhancement as an individual magic item for the purpose of magic item selection.

Looks like (see Vertexx post above) they actually are on the list (havn't seen them myself, but will take a closer look later :)).

Should we go by that (i.e. 4th level for +1 equivalent; 8th level for +2 equivalent; etc.) or by caster level then?

Your Magic Items: Most of the items and enhancements you selected are fine (although you must decide which ones you want since you only get 12 levels worth of items).

Yeah, of course.

The artificer's monocle is only usable by artificers from the ECS so it will not be used in this campaign.

Since that makes it effectively useless for us, that's one item off the list. ;)

What about the Monocle of Perusal for a similar item (also allows to use identify; we don't really have much options there apart from buying scrolls/wands for the Warlock, maybe ;))?

Wouldn't get that now (it's 10th level), but maybe for later.

I would allow you to add the effect of an anklet of translocation to boots of speed at +50% but only if you somehow had access to the dimension door spell, which you do not. Adding magic item effects is only allowed for those capable of crafting said items.

That's the opposite of what you said last time, though, when I asked about having others help (with appropriate payment) with the spellcasting (especially of non-cleric spells) during item creation (which is definitely possible according to the DMG).

Right now, I would probably go with the following...

Anklet of Translocation (5th; merged with boots, paying someone to cast Dimension Door, which pretty much negates the cost savings, but since I have to craft the item, in order to get the two merged in the first place, that is fine; and it's not that expensive, really)
Vest of Resistance +1 (4th; to be improved later) -or- Death Ward armor property (4th; if it is that level)
Healing Belt (3rd) -or- Wand of Lesser Vigor (3rd)

Bye
Thanee
 
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I'd like to change my Combat Reflexes and Deft Opportunist feats to Ancestral Relic (BoED) and Armor Specialization (CWar). This will allow me to enhance my weapon whenever I get enough money without the need for spell casting or item creation feats (but only that one weapon) and give me a little DR.
 

If you end up getting some DR later on Vertexx... I remember Jemal pointing out to me in his legends epic game that there is a feat.. I think it was in one of the dragon magizines that was called Thick Skinned... was an awesome feat that basically added a good amount of DR to your existing DR each time you took it....... I think it added +2 to your existing DR IIRC... I wish I could remember exactly where it was though....
 

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