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

Does that mean I have to choose between my Warlock's Scepter or the chasuble?..... if so I feel the combined chasuble item is the better of the two.... but I'd like to have both as they make sense for me lock.... will you allow both?... or do I have to choose?
You have to choose one or the other. Depending on how the party is doing, I will consider allowing more items from other sources. But I want to get a chance to feel out things first. And it is easier to add things later than it is to take them away.
 

log in or register to remove this ad

I understand... I will be keeping the amulet of health/Chasuble item them and ditch the Warlocks Scepter and find something else to purchase.... thanks...
 

I was really careful with the weights and costs. The only thing I wasn't sure about was the new carrying capacity of the worm with 5 more str, since its multiplier seems to be something on the order of 3.2ish. I gather that this is because the worm is sliding along on its belly instead of on legs. That would make other things like being tripped irrelevant as well yes?

But I used the standard light loads for a normal being with 21 str (153) and a 26 str (306) as the basis for my calculation. Its double so the base of 500lbs for a textbook ashworm with a 21 str gives my worm with a 26 str, a 1000lbs light load. Does that sound about right to you?

The illuminated lance was good idea, thx. I keep forgetting magic items can do that. :p
 

Ok... well.... I have alot of gold left but I guess if we can create things later on it would be nice to save some for later use....

However... if someone else has another suggestion of a nice magic item I seem to be missing.... now would be the time to speak up!

Once again I'll post my character and see what people think..

[sblock=Kal-fen]Name: Kal-fen
Race: Human
Class: Warlock
Align: Chaotic Neutral
Level: 12
XP: 64,160

Str: 8 -1 (0pts)
Dex: 18 +4 (6pts)[+4 Enhancement]
Con: 14 +2 (3pts)[+1 from level increase, +2 Enhancement]
Int: 12 +1 (4pts)
Wis: 10 +0 (2pts)
Cha: 22 +6 (10pts)[+2 from level increase, +4 Enchancement]

HP: 68 / 68
AC: 22 [+4 Dex, +6 Armor, +2 Protection]

Initiative: +4 [+4 Dex]

Fort: +8 [+4 Base, +2 Con, +2 Resistance]
Refl: +10 [+4 Base, +4 Dex, +2 Resistance]
Will: +10 [+8 Base, +0 Wis, +2 Resistance]

BaB: +9/+4
Melee Attk: +9/+4 [+1 Cold Iron Dagger]
Ranged Attk: +13/+8
Special Attk: +14 (+15 within 30 feet) Ranged Touch Attack [Eldritch Blast]

Gold: 15758

Skills:
Concentration 17 [15 Ranks +2 Con]
Knowledge (Arcana) 16 [15 Ranks +1 Int]
Spellcraft 16 [15 Ranks +1 Int]
Use Magic Device 21 [15 Ranks +6 Cha]


Feats:
Point Blank Shot[1st]
Precise Shot [1st]
Craft Wonderous Item [3rd]
Weapon Focus (Ray) [6th]
Spell Penetration [9th]
Extra Invocation (Eldritch Chain) [12th]


Invocations:
Eldritch Spear [Least] (Blast has 250 ft range)
Frightful Blast [Least] (Will Save DC 22 or become shaken)
Seen the Unseen [Least] (Grants see invis. and darkvision for 24 hours)
Eldritch Chain [Lesser] (Grants arcing of blast to 2 additional targets within 30 feet of the first)
Fell Flight [Lesser] (Grants flight w/ good manuv. for 24 hours)
Voracious Dispelling [Lesser] (As Dispel Magic spell w/ 1 point of dmg per level of spell dispeled)
Voidsense [Lesser] (Grants blindsense 30ft. for 24 hours)
Vitriolic Blast [Greater] (Acid Dmg, Ignores SR, 2d6 Acid dmg for 2 rounds after if hits)

Special Abilities:
Eldritch Blast 8d6 [6d6 Base, +2d6 Magic Item]
Detect Magic at Will
DR 3/Cold Iron
Energy Resistance 5 (Acid, Fire)
Fiendish Resilience 1 (Fast Healing 1 for 2 mins/day)
Imbue Item

Magic Items:
Weapon: +1 Cold Iron Dagger [2,317 gp]
Hands: Gloves of Dex +4 [16,000 gp]
Shoulder: Cloak of Charisma +4 and Resistance +2 [Crafted: 880 xp and 11,000 gp]
Neck: Amulet of Health +2 and Greater Chasuble of Fell Power [Crafted: 960 xp and 12,000 gp]
Armor: +3 Studded Leather Armor [9,175 gp]
RingL: Ring of Protection +2 [8,000 gp]
Back: Heward's Handy Haversack [2,000 gp]
RingR: Ring of Sustenance [2,500 gp]
Other: Wand of Cure Light Wounds x5 [750gpx5, 3750gp]
Feet: Boots of Striding and Springing [5,550 gp]
[/sblock]
 

Body slot affinities are optional, and I do not use them.

The standard (= DMG) creation rules allow to alter slots (and in these cases, esp. shoulders/throat, they are also pretty much necessary).

The rule about affinity is only whether it costs more XP to build such an item (normally you could also make boots of charisma ;)).

They are there to limit item creation, not to allow more leeway.

As above, no body slot affinities. A charisma item must be a cloak.

Which means you can only have a bonus to Cha or Saves. Unlike all characters, who do not need Cha. Same with Wis and Con.

I have trouble to see the fairness aspect here (there's a good reason, why even the DMG mentions altering the slots already). :)

Yes, that is allowable. You still must provide a level-by-level build so I can see when and how such items were created.

Some information should suffice, it's hardly used much. I will provide that. :)

I am very familiar with that sheet. I like to spend as little time as possible when searching for things on a character sheet so I do require it. I apologize for the inconvenience.

Perfectly alright.

Ok, will do it that way then. :)

Break enchantment is also very useful, but maybe you should consider it as just couple scrolls rather than spent one of your valuable spell slots. Up to you though. I'm just offering advice based on the favored soul I played in the Shackled City campaign.

Yep, but for now I think I can cover those well enough (Favored Soul know quite a few spells, and with PHB only choice is limited enough so these do not really get in the way).

If you want to pool resources with the other players for a raise dead scroll, that would be fine as well. Delay death and revivify may be allowed depending on how well your party seems to deal with encounters.

True, but it might interrupt things quite a bit if you have to travel back to town every time you need to raise someone from the dead.

I certainly hope we do not require it frequently (or even more than rarely if ever).

Just recognize it will take two move actions to draw a bastard sword from the HHH; one to draw, one to unsheath, and that doesn't include sheathing the weapon that you already have drawn (although you could drop as a free action).

Yep, of course. It's not like they will be used much. ;)

I hope you (and the other players) understand I'm not trying to be an ogre. I'm just attempting to keep things manageable and fair for all.

No problem at all. No offense or anything taken at all.

The only point I think you should really think about is your stance about magic item slots (it's not like we are asking for anything outrageous here, just the ability to actually use the items that are pretty much necessary).

Bye
Thanee
 

Hey Airwalkrr.... why don't you list what slots we can use in your game if you would please.... that way there is no guess work involved....

On a heavier note I do happen to agree with Thanee... the slots are there to limit magic item use... and limiting them even further doesn't seem very fair.... nor do I see a real reason for it as you have already limited people to using mostly core items... save for a few exceptions.... myself being that exception.... I guess I am saying this moreso for everyone else but I do feel you should allow all slots listed in the DMG... :D
 
Last edited:

Sorry, but I'm not going to budge on the slots. There are two reasons.

1) The campaign uses core rules with the exception of a very few unique creatures and items. It's not necessarily designed to challenge PCs with access to everything.
2) You don't even need to alter item slots to build a powerful character. You just have to make some choices.

It's not debatable. I've extensively played, run, and in some cases even helped design 3.5 rules and feel my opinion is pretty well-informed. Were this a different campaign, one that used a large variety of items from various sources, I would probably allow more to level the playing field. But in this case it's really not necessary.

To answer Rathan's question, you can't change slots. While I'd prefer you use the items as written, I'm more or less okay with things like switching a hat for a headband if you want to combine item properties (like combining a hat of disguise with a headband of intellect to make a headband of disguise and intellect). But the items have to use the same slot to be combined. See DMG 214 for which items use which slots.
 

Re: raise dead.

Death and resurrection is part of the game. If it wasn't expected to happen from time to time, there wouldn't be spells to reverse it. If you've played high level before, you know there are save-or-die effects, like death spells/effects and massive damage saves. Just about every character I've ever played to level 10 or higher (and there have been a lot) have died at least once. It happens. You spend a little gold. You lose a little XP. You get over it.

Bottom line: if you don't feel like you can keep a level head if your character dies, this is not the campaign for you.
 

On the topic of a raise dead scroll... I am willing to put up 3000 gold towards one if any of the rest of you have a 'bit' to put towards it as well.. I find myself with a good amount of gold left over for the moment....
 


Remove ads

Top