(CSDGH) Demon with a Glass Hand [OOC]


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I've been going over my inventory again - getting rid of some things, adding others, you know how it goes - and I've come up with a few questions about items. Specifically, I usually use the Magic item Compendium for most of my non-core item needs, so I'm wondering if a few items from there are ok. I'm looking at the following (no doubt I'll come across more later):

  • Belt of Growth: 3,000 gp, Standard action activation to gain Enlarge Person for 10 minutes 1x/day.
  • Belt of Battle: 12,000 gp, +2 on initiative checks, plus activate as a swift action to gain extra actions. Has three charges/day - expending one gives a move action, expending two gives a standard action, expending all three gives a full round action.
  • Gloves of Spell Disruption: 1,000 gp, adds 5 to the Concentration check DC (to not lose the spell) when I hit a caster with a melee attack. I obviously like this item cause it fits with the mageslayer theme.
  • Armbands of Might: 4,100 gp, +2 Str checks and +2 damage when you take -2 or more power attack penalty.
  • Crystal of Adaptation (Armor Crystal): 500 gp, Protects from temperature extremes as an endure elements spell.

Also on the topic of magic items, do you use the rule here for combining different magical effects on the same item? Basically adding an effect to a magic item costs 1.5 what it would normally cost (of course the effect still has to make sense for that slot). I'm not sure what I might need it for, but I think I may have multiple boots or belts I want at the moment.
 

I assume your link is showing me an online SRD page with a copy of the information from the DMG on "ESTIMATING MAGIC ITEM GOLD PIECE VALUES". That's what I'm using for the most part. I'm very leary to allow "multiple effects at 1.5x cost" as a blanket rule. You'll just have to propose the particular cases.

Belt of Growth, Gloves of Spell Disruption, Armbands of Might are all ok.

The Crystal of Adaption seems out of place to me eye-balling it. I'm not understanding why it isn't 1k gold as per the references in the DMG (continuous 24 hour spell = (1/2)(spell level * caster level * 2000). Which would be 1k.

Also I kind of dislike the "theme" of a crystal being used to represent this effect. I'd much rather it be something else.
 

Creamsteak said:
I assume your link is showing me an online SRD page with a copy of the information from the DMG on "ESTIMATING MAGIC ITEM GOLD PIECE VALUES". That's what I'm using for the most part. I'm very leary to allow "multiple effects at 1.5x cost" as a blanket rule. You'll just have to propose the particular cases.

Ya that was the rule I was linking. If I end up needing to combine things I will ask about the particulars.

Belt of Growth, Gloves of Spell Disruption, Armbands of Might are all ok.

Cool.

The Crystal of Adaption seems out of place to me eye-balling it. I'm not understanding why it isn't 1k gold as per the references in the DMG (continuous 24 hour spell = (1/2)(spell level * caster level * 2000). Which would be 1k.

Also I kind of dislike the "theme" of a crystal being used to represent this effect. I'd much rather it be something else.

I didn't even check the price myself, but now that you mention it that is out of whack. I have plenty of free item slots at the moment as well, so I don't need this to be a crystal. Would you be ok with me making it a cloak of endure elements (shoulder slot) with a 1,000 gp cost?
 


Hello all,

CS, I'll cross-post this from the other board. What do you want from me at this point? My guess is that I should not post Zun in the RG thread, or, certainly not his stats and all. Is there anything else you need?
 

I posted a response in the other thread. We'll continue the conversation here, and through email. I think that there will be a time where you might want your info up in the RG, but for now it's probably better to avoid that.
 

A few more questions as I try to finish out my magic gear. On the topic of combining items, right now I have gloves of dexterity, but I would also like to wear gloves of spell disruption. Would it be possible to create dexterous gloves of spell disruption using the 1.5 cost rule?

Second - and I know this is a big request and it's fine if you don't want to introduce this mechanic into your game - what are the chances you would allow certain set items from the magic item compendium? If you haven't read them before, set items basically give extra benefits for wearing a certain number of the set items. For instance, I'm interested in the following set:

Fleet Warrior's Array
Originally crafted by fleet-of-foot elves for increased mobility and speed in combat, this set of items benefits any character seeking those qualities. The set includes the following three items.

Bracers of Blinding Strike: 5,000 gp. +2 competence bonus on initiative checks and activating the bracers (swift action) allows you to make one extra attack when performing the full-attack action (does not stack with speed weapons or haste) 3x/day.
Sandals of the Light Step: 9,000 gp. Grants +10 enhancement bonus to speed, ignore extra movement cost for difficult terrain, and constant pass without trace effect. 1x/day can activate to gain water walk for 60 minutes.
Vest of Free Movement: 12,000 gp. Activate (swift action) to grant freedom of movement for 3 rounds 3x/day.

Collection Benefits: Wearing 2 pieces of the Fleet Warrior's Array grants +2 AC against attacks of opportunity. Wearing all 3 pieces grants the ability to use dimension door 1x/day (CL 7th).
_______________________

If you remember from the last thread, I asked you about the custom price for a dim door item. Part of the reason I like this set is because it covers that base for me, but it also gives some very nice benefits for any character (especially melee types). Let me know what you think - including if you think any particular aspect is out of whack but that the concept my work with adjustments. Also, I promise I'll stop bugging you with all these questions soon. :)
 

Creamsteak said:
I don't want to spoil any ideas or events, so send me an email at creamsteak@hotmail.com with something easy to identify in the subject line. We'll need to find some way to communicate that isn't readily available to the regular players.

Essentially, it's "PC-light." You get to control/manage/work on a character within the scope of the game, but you'll do a lot of things "behind the scenes" at times. There will then be times where you interact with the regular game, as a 3rd party. It should be pretty similar to some of the off-side storylines from the Psionicle.
Message sent.

-Blood
 

Here's the latest build of Shard. Hee. I can't stop tinkering. This time I did some spell changing...shuffled a few, wrote up their descriptions where they were noncore. I also removed the Bracers of Armor...which seemed like 16k down the drain when I realized Mage Armor could do the same thing... So now I have 10k to spend.

Any suggestions? I think defensively, she's got it pretty good. At this point I'm more interested in nifty utility gear and items that enhance her offensive potential (not necessarily by doing direct damage, mind). Bear in mind she's already attuned to a runestaff, so no more of those. :)

[sblock=Shard v.3.0]Name: Shard
Race: Human
Class/Level: Sorceror 5/Wild Mage 9
Gender: Female
Exp

Desc: Pale skinned, crowned with a shock of wild white hair and with faded blue eyes, Shard is an unusual sight among wasteland nomads. She looks entirely too young, too fragile and pretty to command the respect that she does. In the center of her forehead there is a fragment of clear crystal about the size of a man's thumbnail. Examination bears witness that this isn't some awful injury, but that the crystal is fused with flesh and bone as if it had somehow grown from her body. She wears a simple white gown under a loose flowing robe with strange sigils embroidered over it that ripples as if in a wind, even when there is no wind to move it. Over all is a heavy, hooded, all weather cloak that seems as if it would be far too hot for the desert, but never seems to inconvenience her. The only weapon she carries openly is the rune-carved staff with the sapphire at the top.

Strength (STR) 8 -1
Dexterity (DEX) 18 +4 (8)
Constitution (CON) 14 +2 (6)
Intelligence (INT) 10 +0 (2)
Wisdom (WIS) 14 +2 (6)
Charisma (CHA) 24 +7 (10)

Alignment: Chaotic Neutral
AC: 20 (10 + 4 Dex + 4 armor +2 luck)
Buffed AC: 24 (+4 shield)
Hit Points: 4+13d4+28
Movement: 30'

Init: +4
Base Attack Bonus: +6
Melee Attack: +5
Ranged Attack: +9
Fort: +11
Reflex: +16
Will: +14

Race Abilities
Bonus Feat
Bonus skills

Class Abilities:
Sorceror
- Metamagic Specialist (PHB2 variant)

Wild Mage
- Wild Magic (-3 base caster level, but +1d6 when each spell cast)
- Random Deflector 3/day (redirect some spells/attacks to random target within 20')
- Student of Chaos (When using magic device that offers random result, roll twice and select)
- Chaotic Mind (immune to Confusion & Insanity, constant Nondetection effect)
- Reckless Dweomer (Can expend slot of 1st level or higher to produce Rod of Wonder effect)

Skills: 24+27
Concentration +19 (17 ranks +2 Con)
Knowledge Arcana +10 (8 ranks +0 Int +2 Synergy)
Knowledge Planes +4 (4 ccranks ranks +0 Int)
Spellcraft +7 (5 ranks +0 Int +2 feat)
Use Magic Device +12 (4 ccranks +2 ranks +2 feat +4 Cha)

Languages - Common, Draconic

Feats
1 Celestial Heritage (+2 vs elec & petri, gain Prot from Evil)
1 Magical Aptitude
3 Empower Spell
6 Celestial Lance (1d8/spell level used, 60' line, only to evil)
9 Quicken Spell
12 Sunlight Eyes (swft action, 1rnd see in any lighting condition 50', +1 CL light)

Spells (Base DC 17+lvl, Caster level 12+1d6)
0 6/6 - Acid Splash, Mending, Message, Ghost Sound, Light, Disrupt Undead, Prestidigitation, Arcane Mark, Detect Magic
1 8/8 - Shield, Magic Missile, Mage Armor, Alarm, True Strike, Protection from Evil
2 8/8 - Invisibility, Glitterdust, Rope Trick, See Invisible, Dimension Hop
3 8/8 - Energy Aegis, Tenacious Dispelling, Disobedience, Phantom Steed
4 7/7 - Confusion, Otiluke's Suppressing Field, Voice of the Dragon, Orb of Force
5 7/7 - Telekinesis, Lucent Lance, Greater Blink
6 6/6 - Disintegrate, Greater Heroism
7 4/4 - Limited Wish

Noncore spells
Tenacious Dispelling (Complete Mage)
- As targeted Dispel Magic on first casting. Second casting within 1 round of first gains +2 to dispel check and can be either targeted or area.

Otiluke's Suppressing Field (Complete Mage)
- 20' emanation from caster that suppresses a particular school or descriptor of magic. Any spell or effect from a suppressed type cast within or into, or is brought into the field as a continuing effect, must make a caster level check DC 11+caster's CL or fail. Continuing effects are only suppressed while in the field's area. Effects that enhance CL vs spell resistance apply to this check.

Dimension Hop (PHB2)
- Teleport 5'/2 CL as standard action, either self or creature touched. Will negates.

Energy Aegis (PHB2)
- As immediate action, grant self or ally at Close range 1 rnd of resistance 20 to specified energy type.

Disobedience (Complete Scoundrel)
- Grants immunity to charms and compulsions, and can fool a caster into thinking the charm/compulsion succeeded if they fail a will save. 1hr/CL.

Voice of the Dragon (Spell Compendium)
- 10 min/CL gain +10 to Bluff, Diplomacy and Intimidate attempts...can discharge spell by issuing a Suggestion.

Orb of Force (Complete Arcane)
- Ranged touch, 10d6 damage cap, no save, no SR, force damage.

Lucent Lance (Spell Compendium)
- Ranged touch, Ray, 15d6 damage cap, no save, SR applies. 15d4 dmg if in shadowy illumination. Blinds target for 1 rnd, dazzles for 1rnd/CL. Acts as 1 rnd sun exposure to light-sensitive creatures. Light damage.

Money - 10380gp

Weapons -
Runestaff, +7/+2, 1d6+1, crit 20, 4lbs, Special: Smite

Armour -


Gear -
Scroll cases
Pouches
Spell component bag

Magic -
Ring of Arcane Might, 20k (Complete Arcane) +1 CL
Ring of Enduring Arcana, 6k (Complete Mage) +4 to dispel DC of spells.
Headband of Charisma +6, 36k (SRD)
Gloves of Dexterity +2, 4k (SRD)

Deathguardian Bracers, 6k (Magic Item Compendium) Sacrifice a spell slot as an immediate action to gain DR/- equal to twice the spell level of the slot until beginning of your next turn.

Robe of Mysterious Summoning, 10k (Magic Item Compendium) 3/day allows user to sacrifice spell slot to cast Summon Monster of equal level to slot as standard action.

Cloak of Comfort +3, 11k (Complete Mage) As Cloak of Resistance, plus Endure Elements within 30'.

Runestaff of Power, 38.3k (Magic Item Compendium) Allows casting each of the following spells 1/day, by spending spell slots of appropriate level. Is also +2/MW weapon and grants +2 luck to AC and saves while wielded. Can Smite by using 1st level slot to do double damage for 1 round.
- Cone of Cold
- Continual Flame
- Fireball
- Globe of Invulnerability
- Hold Monster
- Levitate
- Lightning Bolt
- Magic Missile
- Ray of Enfeeblement
- Wall of Force (only to create 5' radius dome centered on caster)

Survival Pouch, 3.3k (Magic Item Compendium) Can be accessed up to 5/day, each time producing one of the following effects: (anything taken out vanishes 8 hrs later, unless it's been eaten/drunk)
- 1 day rations for 1 Medium creature.
- 2 gallons water in skin
- Campfire (lit...lasts 8 hours or can make up to 8 torches that burn 1 hr each)
- Tent & 2 bedrolls
- 50' rope
- Composite shortbow (+1 Str) and 20 arrows.
- Shovel
- Pack Mule with riding gear and saddlebags. Treated as summoned, but will not fight.

Eternal Wand of Cure Moderate Wounds, 4,420gp (Magic Item Compendium) Cast 2nd level spell 2/day.

Scroll of Knock, 150
Scroll of Alter Self, 150
Potion of Lesser Restoration, 300

Background:
Pending[/sblock]
 

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