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Airwalkrr's Greyhawk D&D 3.5 - Maure Castle OOC
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<blockquote data-quote="airwalkrr" data-source="post: 5061087" data-attributes="member: 12460"><p style="text-align: center"><span style="font-size: 15px"><strong>Thanee</strong></span></p><p>I'll allow the spells you requested with the following modifications on these two spells.</p><p><em>Conviction:</em> Change the duration to 1 minute per level.</p><p><em>Superior Resistance:</em> Change the duration to 1 minute per level and the bonus to saves to +5.</p><p></p><p><em>RC magic item identification:</em> IMC I use the <em>Magic Items Vary By Appearance</em> 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.</p><p></p><p><em>Magic Item Creation:</em> 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.</p><p></p><p><em>Armor/Weapon Enhancements:</em> 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.</p><p></p><p><em>Your Magic Items:</em> 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 <em>artificer's monocle</em> 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.</p><p></p><p><span style="font-size: 15px"><p style="text-align: center"><strong>Vertexx69</strong></p><p></span><em>Strongarm bracers</em> 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).</p><p></p><p><em>Blueshine</em> and <em>everbright</em> 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.</p><p></p><p><em>Force:</em> fine.</p><p><em>Lesser elemental assualt crystal</em> fine.</p><p><em>life drinking crystal:</em> all versions (least, lesser, greater) are fine.</p><p><em>Greater Ironward Diamond:</em> fine.</p><p><em>restful crystal:</em> fine.</p><p><em>Impaling:</em> 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.</p><p><em>Implacable:</em> fine.</p><p><em>lesser arrow deflection crystal:</em> fine.</p><p><em>Inqusitor bracers:</em> fine.</p><p><em>Healing Belt:</em> fine.</p><p></p><p>That's a lot of items to pick from. Just remember that you only get 12 levels worth of items.</p><p></p><p><em>Spells:</em> These are fine with one exception. <em>Divine Sacrifice</em> 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.</p><p></p><p><em>Upgrades:</em> 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.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 5061087, member: 12460"] [CENTER][SIZE="4"][B]Thanee[/B][/SIZE][/CENTER] I'll allow the spells you requested with the following modifications on these two spells. [I]Conviction:[/I] Change the duration to 1 minute per level. [I]Superior Resistance:[/I] Change the duration to 1 minute per level and the bonus to saves to +5. [I]RC magic item identification:[/I] IMC I use the [I]Magic Items Vary By Appearance[/I] 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. [I]Magic Item Creation:[/I] 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. [I]Armor/Weapon Enhancements:[/I] 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. [I]Your Magic Items:[/I] 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 [I]artificer's monocle[/I] 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. [SIZE="4"][CENTER][B]Vertexx69[/B][/CENTER][/SIZE] [I]Strongarm bracers[/I] 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). [I]Blueshine[/I] and [I]everbright[/I] 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. [I]Force:[/I] fine. [I]Lesser elemental assualt crystal[/I] fine. [I]life drinking crystal:[/I] all versions (least, lesser, greater) are fine. [I]Greater Ironward Diamond:[/I] fine. [I]restful crystal:[/I] fine. [I]Impaling:[/I] 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. [I]Implacable:[/I] fine. [I]lesser arrow deflection crystal:[/I] fine. [I]Inqusitor bracers:[/I] fine. [I]Healing Belt:[/I] fine. That's a lot of items to pick from. Just remember that you only get 12 levels worth of items. [I]Spells:[/I] These are fine with one exception. [I]Divine Sacrifice[/I] 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. [I]Upgrades:[/I] 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. [/QUOTE]
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