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


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Favored Souls get Basic + 2 weapon groups plus the weapon group for their deity's favored weapon. In the case of Mayaheine, you get Weapon Group (Exotic Weapons: Heavy Blades) as your bonus weapon group. In this case you bypass the normal prerequisites for Weapon Group (Exotic Weapons).

Ok. Will take Heavy Blades as one of the two choices then, to round things out. :)

If you want a flaw from UA, I will have to approve it on case-by-case basis in order to make sure it is actually a flaw and not something that you selected because it will probably never come into play or never affect your character negatively.

The options I would consider would be... Frail, Unreactive and/or Vulnerable.

Feats I would like to have in addition to what I got now (of which I do not want to lose any, hence the question ;)) would be... the already mentioned Craft Wand and maybe Extend Spell (if two are ok, too; otherwise this will most likely be my 15th level feat... didn't fit in anymore at this point, since I consider Touch of Healing too useful being the only healer).

Bye
Thanee
 

disregard.... has a frustrated moment with calculations and had a rant but I deleted it because I got the jist of what I needed to.....
 
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Hey Air.... where would I find where the hardness and HP of my studded leather armor, warlock's scepter, and +1 cold iron dagger would be my friend?..... I don't know where to find this information....

also... seeing as how I channel my eldritch blast through my scepter... and it is technically a +1 mace..... does that still count for damage against it as my blasts do 8d6 dmg.... which would result in damage of the weapon pretty much EVERY time I use it heh... which doesn't seem very fair to me heh
 

...and you would be surprised at how quickly an adamantine dagger can rip a hole in a 10-foot thick wall according to the RAW. 72 minutes assuming a Strength score of 10. And that's for an ENTIRE 10-foot section of 10-foot deep wall. Granting my rule doesn't do anything to prevent such an abuse, but it does keep a character from using power attack to make quick work of a wall with a simple morningstar (which I have also seen).
 

Ok, Justine should be up to date then, with all the changes worked in. :D


Rathan, most of the hardness rules are found in the combat section under special attacks (Sunder).

Bye
Thanee
 

The charts for item hardness and hp are in Chapter 9 of the PH plus Chapter 8 under Sunder. Special materials are described in the DMG. Leather or hide has a hardness of 2. All armor has a number of hp equal to the base AC x 5. So studded leather has base hardness of 2 and hp of 15. Since it has a +3 enhancement it gains +6 to hardness and +30 to hit points for a grand total of hardness 8 and 45 hp. It won't be ripped to shreds anytime soon.

Cold iron has the same hardness and hp as steel.

And no, using a warlock's scepter to enhance your eldritch blast does no more damage to the scepter than casting magic missile from a wand. Now if you make a melee attack with the warlock's scepter... well, that would be foolish of you.
 

Just read this post here...

You can research a new magic item by spending 10% of the expected market value of the item in research costs. The resulting item may be cheaper than expected (but no refunds for research cost), the same value as expected, more expensive than expected (requiring additional research at another 10% of the new, greater value) or the item may be impossible to make (IOW not something I will allow into the game). If you are willing to pay the research costs for crafting such an item first, I will let you know the results of your research. Research requires no XP costs, just gp. We will assume the research has taken place prior to the campaign's beginning of course.

Also, pointing out a similar magic item might help make my decision easier.

Would this allow us to change the slots of some items in a reasonable manner (I know you said you are not using the synergy stuff, but it just makes sense for these types of items)?

Because I would really prefer to have a Headband of Charisma and a Belt of Health, instead of cloak and amulet. :)

If you don't answer this without trying, I will just start (at some point in the past, obviously) with a Headband of Charisma +2 (spend 400 gp on research) and if that turns out not working consider it a final no and just leave my items as they are. ;)

Apart from that, I would like to spend 120 gp to research a Travel Cloak (it's an existing item, actually, but from FR and from 3.0; price is 1,200 gp in Magic of Faerûn; it doesn't do anything game-breaking at all... just a convenience item). It offers protection against the elements (like Endure Elements; in 3.0 it was Endure Elements (cold)) and keeps you dry where it covers your body. It allows you to create limited amounts of food and water (enough to feed one or two persons, IIRC), and it can be transformed into a tent for one person and back. :)

Bye
Thanee
 

And this here...

Contacts, page 179: For this variant, determine how many contacts you have and then indicate to me what kind of contacts you would like (arcane, divine, mercenary company, arms dealer, guild, etc.). I will then provide you with a description of each contact, as well as where they are located. If you know of a particular organization within the World of Greyhawk with which you would like to have a contact, you may request it specifically (although I cannot guarantee I will honor the request; it depends on the group, your character's alignment, etc.).

I suppose I use the cleric column (B)?

One contact would be arcane/skill; a moderately powerful wizard who happens to be the one who helped me with some of my item creations (so must know up to 3rd level spells).

For the others I will have to think a bit... probably one divine/influence, and the other two being information and skill persons (or groups). Will concretize this a bit more when writing down my background.

Bye
Thanee
 

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