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Call to the Four Lands

Cohorts

Cohorts are allowed 2 magic items.....


Neurotic - let me look into the ring of tatooing....is it in the core books i requested you guys stay to..more or less
 

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Magic items

Ring of tatooing is item that casts 3/day Create Magic Tatoo from Spell Compendium.

The spell grants small benefits (bonuses to saves or skill or abilities) for 24 hours.

The spell is Conjuration and is thus forbidden to Spellthieves. Ergo, she needs the item to cast it.

But, since only two items are allowed, I believe this one will have to wait for later development and our local enchanters.


Also, upon re-reading character and feats I spotted something I missed initially, so I require your ruling. Mage slayer and all feats in it's chain have special: reduces caster level by four. Initialy I read it as it means that spells are easier to dispel, I have hard time dispeling others and saves are easier (things that involve caster check)...but now I think it is meant that everything that is tied to caster level is reduced (duration, area, effects, range...)...If that is so, I believe it too much of a cost for two feats - even if they are not cumulative it is four levels of caster for relatively small advantage.

May I exchange those if you rule that they affect all casting properties?

I'm sorry to be bother so late into the game, as I said I haven't had much time before Feb 15th...
 


Feats

Feats are in complete arcane. Mage slayer prevents defensive casting, opening caster to attacks of opportunity and bonus to will save...
 

Well, there is a little bit of confusion regarding the money. I'll try to recap it.

First of all, all of us had 62.000 gold royals to buy magic items and such. Any money left after the purchase of magic and mundane item is converted into silver pennies: 25 for each gold royal. The reason of this strange conversion (normally it's 100sp for 1gr) is that the initial amount of gold was intended to give us magic (and exceptionally rare in this world) items.

Therefore, we have two money transfers. First, they give us 2500 gp and then they require 30.000 gp for the patent, although we only have to give 5000 as the others can be loaned.

Now, JA forgot about the monetary conversion, so either he meant those sums in golden royals or in silver pennies.

1) He meant it in golden royals. Each of you has to provide 2500 gr, aka 250.000 silver pennies, aka 10000 of gp left after the initial purchase of items. That is a really huge sum, so I don't think this is the case. So we have option 2)

2) He meant it in silver pennies. Thus, you have to pay 2500 silver pennies, aka 100 gp left after the initial purchase. This is not very much, but if you have more money, you can spent the full 30000 silver pennies (1200 gp converted), in order to avoid the payment of interest.

Some of you may have left a lot of golden pieces (like me), and now, multiplying by 25, they sit on a mountain of silver coins. The reason is easily explained: we were chosen not only because of our skills and reputations: they knew that we are rich and they thought that it would be better for the colony if we were interested and invested in its success.
 


Magic items

Mage bane weapon can be tweaked quite easily:
1) increase modifier to +3 OR
2) limit it's effects so that creature needs to have spell slots instead of magical ability. This would remove most aberrations, most dragons and generaly most monsters without class...

Normal bane weapons are +2 if I'm not mistaken, same for aligned weapons.

I'd increase holy to +3 and drop unholy to +1 in good campaigns as there is little use for good chars against evil opponents to use unholy items...


Now for questions about cohort. With only two items, I'm facing rough choice of selecting two from five. I need your ruling on the following item:

Gauntlets of infinite blades:
as a swift action unlimited per day user can get dagger ready in hand.
By expending 1 charge it becomes +3 dagger
By expending 3 charges it becomes +3 seeking dagger
By expending all 5 charges it becomes +3 seeking dagger of opponent type bane

What if user wants to throw such daggers? Can he conjure up two or three as his attacks permit? Daggers last for three rounds, but if they are thrown it becomes irrelevant...I remember there is limit to swift actions to 1 per round in which case you can throw/get only one dagger per round...

These are items that are in consideration:
Deathstrike bracer 5000gp
Gauntlets of infinite blades 6500gp
Angelhelm 10000gp
Ring of mystic defiance 7500gp
 


Neurotic said:
2) limit it's effects so that creature needs to have spell slots instead of magical ability. This would remove most aberrations, most dragons and generaly most monsters without class...

This is what the most current version of the Mage Bane property (as of the Magic Item Compendium) does.

However, note that most dragons do actually have Sorcerer caster levels, so it'll still work against them. It does remove most of the outsiders and abberations with SLA's though.
 


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