Deaths Gate - Rule's finalized, Now Recruiting! **Paging Players**

I'm a little confused with a couple of things...

1st, the tat's:

The SRD states that Item creation costs are (usually) half the market value in gold, plus 1/25th of the price in xp.

As level 12 I have 88k in gold right?, and another 88,000 points as xp costs? Or would I combine the two and subtract from my gold?

So a belt of giant str +4 would be 8,000gp + 640xp?

secondly...

Also, you say that I can choose a bonus ability every 5 levels, giving sneak attack as an example - where can I choose from, or can I choose from any class as long as I 'pass' the level requirement - i.e. at 5th I could take (one of) wild empathy, combat style, endurance, animal companion or 2 species enemies from the ranger class?...

o_O
HELP...
 
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-SIN- said:
I'm a little confused with a couple of things...

1st, the tat's:

The SRD states that Item creation costs are (usually) half the market value in gold, plus 1/25th of the price in xp.

As level 12 I have 88k in gold right?, and another 88,000 points as xp costs? Or would I combine the two and subtract from my gold?

So a belt of giant str +4 would be 8,000gp + 640xp?
Reposted :
Craft Tatoo - You have a "craft" pool equal to the GP you would normally have at your level (Gaining the difference when you level up). Crafting works as normal, but doesn't cost XP, you must follow the 'allowable powers' guidelines, as well as asking DM permission. Time to craft is 1 day per 2000 GP worth. You can only tatoo yourself.
there is no actual "GP" in this world, you have 88,000 'Craft Points', and gain more by leveling up. The belt would cost you 8,000 'craft' points, you don't need to spend xp. You're level 12 with minimum xp.

This essentially means that all the characters have double the effective gold, but you're limited in what you can spend it on (As noted in a previous post).

Also, you say that I can choose a bonus ability every 5 levels, giving sneak attack as an example - where can I choose from, or can I choose from any class as long as I 'pass' the level requirement - i.e. at 5th I could take (one of) wild empathy, combat style, endurance, animal companion or 2 species enemies from the ranger class?...
I gave the entire list. bonus ability at every 5th level(Choose from Fighter/Metamagic/Item Creation feat OR +1d6 Sneak attack OR +1 to a stat);
they aren't examples, that's the list.
 


Jemal said:
How's everyone else coming along?
I'm still here, I'll try and put together a character concept early next week.

At this stage I'm thinking of playing a Sorcerer 6 / Sartan Blooded 6. The Sartan Blooded is a renamed Fiend Blooded PrC from Heroes of Horror.

Since some Sartan were put into the Labyrinth along with the Patryn's they eventually breed with the other prisoners. So many Patryn's would have some Sartan blood in them. The Sartan Blooded PrC would be someone who accepts and embraces their unique heritage, by doing so they develop many strange and potent powers.
 

Jemal said:
How's everyone else coming along?

I'm getting a little worried to be honest. Worried that we may be in for a severe ass kicking. Creation guidelines alone allow for some SERIOUS builds... Maybe I'm just too used to playing underpowered characters?

Not complaining in the slightest - I think this game is going to be incredible once we kick off!!

Heck, I might even make a homebrew of it myself - I especially like the magic rules - they rock!
 

Ok, getting there...

[sblock]



NO-NAME...
Male Patryn Scout 5 / Swashbuckler 7
Neutral Evil



Strength 23 (+7) [Base=17, +4 Belt of Giant Strength, +2 Gauntlets of Ogre Power Tattoo's]
Dexterity 24 (+8) [Base=18, +6 Boots of Dexterity Tattoo]
Constitution 10 (+0)
Intelligence 20 (+5) [Base=14, +6 Headband of Intellect Tattoo]
Wisdom 10 (+0)
Charisma 14 (+2)

Size: Medium
Height: 5' 10"
Weight: 180 lb
Skin: Tan
Eyes: Gray
Hair: None

Total Hit Points: To be worked out...

Speed: 50 feet [scout, Boots of Springing & Striding Tattoo]

Armor Class: 24 = 10 +8 [dexterity] +5 [Protection Tattoo] +1 [Padded Armour]

Touch AC: 23
Flat-footed: 16
Initiative modifier: +11 = +8 [dexterity] +1 [scout] +2 [quick reconnoiter]
Fortitude save: +16 = 6 [base] +1 [scout] +5 [Cloak of Resistance Tattoo]
Reflex save: +20 = 6 [base] +8 [dexterity] +1 [swashbuckler] +5 [Cloak of Resistance Tattoo]
Will save: +8 = 3 [base] +5 [Cloak of Resistance Tattoo]

Attack (handheld): +17/+12 = 10 [base] +7 [strength]
Weapon Finesse: +18/+13 = 10 [base] +8 [dexterity]
Attack (unarmed): +17/+12 = 10 [base] +7 [strength]
Attack (missile): +18/+13 = 10 [base] +8 [dexterity]
Grapple check: +17/+12 = 10 [base] +7 [strength]


Light load:86 lb. or less
Medium load:87-173 lb.
Heavy load:174-260 lb.
Lift over head:260 lb.
Lift off ground:520 lb.
Push or drag:1300 lb.

Languages: Common Dwarven Elven


Punching Dagger [1d4, crit x3, 1 lb., light, piercing or slashing]

Kukri [1d4, crit 18-20/x2, 2 lb., light, slashing]

Spiked Armor [1d6, crit x2., light, piercing]

Spiked Chain [2d4, crit x2, 10 lb., two-handed, piercing]

Padded Armour [light; +1 AC; max dex +8; check penalty 0; 10 lb.]


Feats:

Combat Reflexes
Dodge
Mobility
Exotic Weapon Proficiency Weapon: Spiked Chain
Quick Reconnoiter (Comp Adventurer)
Stealthy
Weapon Finesse
(B)Sneak Attack (2D6)

Skills

Appraise Int 2 = +2
Balance Dex* 14 = +4 +8 +2 [tumble]
Bluff Cha 12 = +2 +10
Climb Str* 8 = +3 +5
Concentration Con 0 = +0
Craft_1 Int 2 = +2
Craft_2 Int 2 = +2
Craft_3 Int 2 = +2
Diplomacy Cha 14 = +2 +8 +2 [bluff] +2 [sense motive]
Disguise Cha 2 = +2
Escape Artist Dex* 9 = +4 +5
Forgery Int 2 = +2
Gather Information Cha 2 = +2
Heal Wis 0 = +0
Hide Dex* 16 = +4 +10 +2 [stealthy]
Intimidate Cha 4 = +2 +2 [bluff]
Jump Str* 24 = +3 +10 +2 [tumble] +4 [speed 40] +5 [Tattoo of spring & stride]
Knowledge (geography) Int 7 = +2 +5
Knowledge (nature) Int 9 = +2 +5 +2 [survival]
Listen Wis 5 = +0 +5
Move Silently Dex* 16 = +4 +10 +2 [stealthy]
Perform_1 Cha 2 = +2
Perform_2 Cha 2 = +2
Perform_3 Cha 2 = +2
Perform_4 Cha 2 = +2
Perform_5 Cha 2 = +2
Ride Dex 4 = +4
Search Int 7 = +2 +5
Sense Motive Wis 8 = +0 +8
Spot Wis 8 = +0 +8
Survival Wis 5 = +0 +5
Swim Str** 8 = +3 +5
Tumble Dex* 16 = +4 +10 +2 [jump]
Use Rope Dex 4 = +4


* = check penalty for wearing armor

Bluff >=5 ranks gives +2 on disguise checks to act in character.
Escape Artist >=5 ranks gives +2 on use rope checks for bindings.
Know Geography >=5 ranks gives +2 on checks to avoid getting lost or into hazards.
Know Nature >=5 ranks gives +2 on survival checks above ground.
Search >=5 ranks gives +2 on survival checks while tracking.


Patryn:
Race. Adjustments
+2 charisma
2 bonus abilities [5th: +1D6 Sneak Attack, 10th: +2D6 Sneak Attack]
Craft Tattoo bonus feat [4,750 points]
Mana Pool: 35 [Sorc: 6/6/5/3, +2CHA, +2INT]

Class details

Swashbuckler:

Free weapon finesse feat

+1 on reflex saves (already included)(level 2)

Insightful strike (level 3)
Dodge bonus +1 (level 5)
Acrobatic Charge (level 7)

Scout:

Core class from "Complete Adventurer"

Armor class bonuses after moving are not listed above.

Level 1: Skirmish (+1d6), trapfinding

Level 2: Battle fortitude +1, uncanny dodge

Level 3: Fast movement +10 feet, skirmish (1d6, +1 AC)

Level 4: Bonus feat (already included)

Level 5: Evasion, skirmish (+2d6, +2 AC)



Equipment:

Backpack
Candle
Chalk
Flint and steel
Mirror
Rope (50', silk) x1
Sacks x2
Sewing needle
Signal whistle
Signet ring
Waterskins x2
Whetstone

Tattoo's:

Head: +6 INT (Headband of Intellect +6, 16,000 points)
Legs: +6 DEX (Gloves of Dexterity +6, 16,000 points)
Arms: + 4 STR (Belt of Giant Strength +4, 8,000 points)
Chest: +5 All Saves (Cloak of Resistance +5, 13,500 points)
Back: +5 AC (Ring of Protection +5, 25,000 points)
Feet: + 10' move, +5 jump (Boots of Striding and Springing, 2,750 points)
Hands: +2 STR (Gauntlets of Ogre Power, 2,000 points)


Let me know your likes/dislikes, or if there's anything you don't want to allow...


[/sblock]

I take it the 'magic' item we are allowed comes straight out of our money? or do we need to create that too - as in have enough points from the tattoo crafting to use as xp?

Also you wrote: All Patryn's Defensive runes give a +1 at 1st, and 1/3 levels after (2@4, 3@7, etc) Armour bonus (Can be enchanted as normal armour, no max dex or armour check penalty).

I don't get what you mean - as in additional +'s?
 
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-SIN- said:
I take it the 'magic' item we are allowed comes straight out of our money? or do we need to create that too - as in have enough points from the tattoo crafting to use as xp?

Also you wrote: All Patryn's Defensive runes give a +1 at 1st, and 1/3 levels after (2@4, 3@7, etc) Armour bonus (Can be enchanted as normal armour, no max dex or armour check penalty).

I don't get what you mean - as in additional +'s?

The Magic Items you're allowed are all tatoos you've crafted yourself, coming out of your 'craft pool', and as I've stated before (And in response to someone elses question), follow the normal guidelines for crafting magical items EXCEPT they take 1 day/2000 'market value', and do NOT cost XP.

Hence, a Tatoo of strength + 6 would cost 8,000 Craft points and would take 8 days to craft (Albeit you would have done all your starting tatoos before the campaign starts).

As for the 'armour bonus', It's the same as if your character where wearing Armour (With no max dex, no spell failure, no armour check penalty, and doesn't count as wearing armour for class abilities such as monk) which gives an armour bonus = 1 @ first level, +2 @ 4th, +3 @ 7th, +4@10th. It can be enchanted by tatoos as though it were 'armour' and does not stack with 'bracers of armour'(which are also an armour bonus).
EX : you could spend 12,500 craft points to add a +2 enhancement onto your 'armour', giving it +6 AC, and add Moderate Fortification. This makes your armour tatoos effectively "+2, Moderate Fortification armour" (Market value 25,000 GP. takes 13 days and costs 12,500 craft points)
 

-SIN- said:
I'm getting a little worried to be honest. Worried that we may be in for a severe ass kicking. Creation guidelines alone allow for some SERIOUS builds... Maybe I'm just too used to playing underpowered characters?

Not complaining in the slightest - I think this game is going to be incredible once we kick off!!

Heck, I might even make a homebrew of it myself - I especially like the magic rules - they rock!

Well, they did believe they were GODS for a reason.. And then the Labyrinth DID kinda kick their butts.. Yes the characters will be inherently more powerful than base D&D, HOWEVER, I've allready limited that power to things I can control (no flying, no special items that don't grant straight bonuses, etc).
And yes, your opponents will also be fairly powerful. but the main problem will be when you have to get past entire tribes of Wolfen, as I'm expecting you guys to be able to take about 2 of them each without too much trouble.
 

Is the character ok at the moment? Checkout the tat's, I don't think there should be any probs, but any suggestions would be welcome...

Also, would it be possible to craft an 'invulnerability' tat - DR 5/magic ? and at what cost?

BTW, any hint at as to what AC I should try to get? As is, if I move 10' in combat, I get an AC of 26? Good enough? I can tweak it...

You said that we could all have 1 magic item (cold iron/darkwood) - I meant this... Gold or Craft?

Sorry for askin' 20 questions dude.
 
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Magic Weapon Reference:
If you don't have Inscribe Rune, you get one weapon, though it must be made of either Cold Iron or Darkwood, depending on whether it's metal or wood, and it costs 10% extra for the Magic(EX : A +2 Cold Iron Long Sword would cost 11,130).
AH, I see.. This would be the "equivalent gold" cost, thus you'ld halve it for Crafting XP (The example weapon would cost 5,565 Craft points), since you don't have 'gold', per se.

*Alternately, i will allow the "Magic Weapon" to be inscribed on YOU, to account for unarmed strikes, in which case instead of it being cold iron/Dark wood and costing 10%, it isn't Halved, AND costs 10% EXTRA (Thus a +2 Unarmed Strike would cost 8,800 Craft points)

As for AC.. lets see, at this level, and considering the variant rules, I'd say an attack bonus for a fighter type should be between 16 and 22(22+ being considered great), and AC between 25-32. 32+ would be considered great.

Now, as to your character -
First, Your Stats don't seem to add up.. could you point out where your +2 racial and the 3 level points are, maybe that'll clear it up.
The 'feet' tatoo should be leg, though that's not a mechanical issue.
The +6 stat tatoos should be 18,000, not 16,000 (36/2=18).
Unfortunately, both the scout's +10 speed and the Boots +10 speed are 'Enhancement bonuses', which do not stack with each other. The only class I can think off off the top of my head that gains a stackable bonus to speed is Barbarian, which gives un-named.

Now, a couple things RE: AC. First, you didn't add the Patryn Racial (level-based) bonus. Second, this may sound a bit twinky, but it's less expensive to get multiple smaller items than one big item.. if you swapped the +5 deflection for say +3 deflection and +3 Natural Armour, it would give 1 more AC, and cost LESS than the +5 deflection. A +4 deflection and +3 natural would cost the exact same as the +5 deflection. That would give you a Total AC of 30. (32 using Skirmish). Also, you'd probably be better off ditching the Padded Armour and going instead for Deflection+3, Natural Armour +3, Armour(as bracers) +3. total cost: 22,500. AC: 31(33 with skirmish).

Also, I just realized that I called the Patryn's AC bonus an "armour" bonus, which would cause it to not stack with actual armour, so I'm going to change it to a Natural Armour bonus instead, which can be 'enhanced' (cost as an Amulet of Natural Armour). If you want to wear armour, I'll allow any LIGHT armour, as Patryn's can't really get ahold of too much smithing equipment to get Full Plate/Chain Mail.
 

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