[EPIC] Out of Character II (No more slots!)

So the pocket gurmour arcane is a no go. o well i tried.

there is a book called spells and spellcraft. it have more spells in it and also some other feats.

also you said we could join to abbility to one item??. if i can i would like boots of speed/striding and sprining.
boos of speed cost 8,000 (higher costing item)
for joining items together(i think) you take the lower cost item, double its price and add it to the high cost item.

EX:
boots of speed (8,000)
Striding and springing*(2,500)
8,000+(2,500*2)
8,000+5,000=13,000
 
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So the pocket gurmour arcane is a no go. o well i tried.

there is a book called spells and spellcraft. it have more spells in it and also some other feats.

also you said we could join to abbility to one item??. if i can i would like boots of speed/striding and sprining.
boos of speed cost 8,000 (higher costing item)
for joining items together(i think) you take the lower cost item, double its price and add it to the high cost item.

EX:
boots of speed (8,000)
Striding and springing*(2,500)
8,000+(2,500*2)
8,000+5,000=13,000

I'm 'relatively' sure you double the cost of the more expensive item. I don't own spells and spellcraft, so anything you want out of that book is going to need to be ran by me. That is, your going to be required to post the information so I can examine it.

I'm still in.
Good to know. Ya know, the threads already been started for the game, you can join in anytime.

Cream, what rules are you using for a Forsaker?

Do you cap the fast heal or not at a max a day?

How about the magic destroying part?

Like'd to know

I havn't OK'd the Forsaker, and it doesn't fit anything established in the setting. If I used it, I would use the errated version and I would require the magic item destruction as is, but for this setting I don't think any such individuals exist.

I don't think I'd cap fast healing, as it's a reasonable ability for a high level character to run around with. Oh, and check the new rules established in the Rogues Gallery with the note that all PrCs require my ok. Now, I could ok the Forsaker, but I don't know from what perspective your taking it. So, what theme would there be? I could see a caste of templar dissenting against all magic rather than just necromancy/illussion, but I'm not sure...
 

Drow Fighter 8/ Forsaker 10

And do you allow a permanent anti magic field..? (have to ask..)

Euhm a Human with Spell resistance... what ECL what that be? (SR 11+ Char level)

or a race with:

+2 con -2 cha SR 11+ class level.
 
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CS, I'm working on a Half-Celestial Monk/Cleric of Elishar/Sacred Fist from DotF. It would be a monk who discover the power of heavens within him and struggles to channel it through his body, striving to achieve the peace within and outside, with a jedi-like code of conduct. Could that work?

I'm quite sure Victim is right about doubling the cost of the less expensive powers. Speaking of which, Victim, I think you designed some really cool items. Can I steal some of them and use in my campaign. Also, are you interested in a common background for our chars?
 

I knew I forgot something

Can you explain what you mean by '+2 skill (ranks = level +3)'?
What is the Redguard's favored class?
Do you like Half-Celestial with or without wings? How does it affect ELVL?
 

Lichtenhart said:
CS, I'm working on a Half-Celestial Monk/Cleric of Elishar/Sacred Fist from DotF. It would be a monk who discover the power of heavens within him and struggles to channel it through his body, striving to achieve the peace within and outside, with a jedi-like code of conduct. Could that work?

I'm quite sure Victim is right about doubling the cost of the less expensive powers. Speaking of which, Victim, I think you designed some really cool items. Can I steal some of them and use in my campaign. Also, are you interested in a common background for our chars?

You bum! I was making a 1/2 Celestial Redguard Monk. I'm assuming that the Redguard skill thing is like the human skill bonus, but you get 2 and can't switch the points around.

But you can use my items. All I did was figure out what item abilities I wanted, and then tried to make a spiffy name.

I have an example for using double cost on the cheap abilities. Look at Boots of Swiftness from the ELH. They provide +6 dex, +20 to jump, balance, tumble, and climb, double the wearer's speed, grant evasion, and can haste the wearer for 20 rounds 3 times per day. The cost is 256k.

Haste ability (20 x 3 x1800 x 3/5) = 64.8k: the most expensive property.

Additional double cost abilities:

Striding and Springing - the closest analog for double speed:
6.5k x 2 no space = 13k

+20 to 3 skills is 8000 x 2 no space x 3 skills boosted
The additional +10 to jump = (8k -2k) x 2 no space
Skill boosting cost = 60
+6 dex costs 36x2 no space for 72k
Evasion, as per the ring of evasion, costs 25k x 2 no space = 50k

Total cost = 259.8k
Base cost = 256k

That's pretty close. Using your method, one of the +20 to skill abilities would be the base one, saving 8k, and the haste power would cost an additional 65k, for a new cost of 317 000.

Remember that DMG errata changes the cost of Boots of Striding and Springing to 6.5k. Although, with 800k, the difference isn't that great.
 


so according to your example we do double the cost for the cheper item to the cost of the more expencive item.??
where does it say the cost for the bootsof striding and sprinign cost are changed to 6.5k??

o and also i don't think i have the book ELH(what ever that stands for.)
 
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