General Discussion

Presuming Fury, my rogue character, survives his latest encounter I'm looking for magic items that will help him with quickly getting into position for full-round attacks +sneak attack. So, magic items that give one or more of the following: extra actions (particularly Move), bonuses to Acrobatics, increased Move, umm, and anything else that might help. So far I've found Quick Runner's shirt (chest; extra Move 1/day), Jaunt boots (feet; move 15 ft. as 5 ft. step 3/day), Boots of Striding and Springing (feet; +10 Move, +5 Jump). Anything else out there?

Also, I've a couple of feats that have proven less than stellar in play (i.e. have only come up one or fewer times) and I'm looking to do a minor rework. Ideas for feats?
 

log in or register to remove this ad

If you can afford it, Winged Boots. At this level, if you have to rely on someone else to be able to fly, you are screwed 10% of the time.
If you can't afford those, I would say the Boots of Striding and Springing. Once a day abilities with PbP turn into once per six months and feel like duds.

You don't have a decent ranged weapon. At least pick up a masterwork light crossbow and stick it in your haversack.

+1 Menacing Dagger. It changes the flank bonus from +2 to +4 which will make it more desirable for your allies to get in flank with you.

The Precise Strike is nice when you have a dedicated flanker. Kalgor and Gragnor can milk it for 4d6 a round. When you don't have a dedicated flanker, the feat gets wasted.

For feats, Toughness and Combat Reflexes are always useful. Improved Critical should be the one you are taking when you get to 13th.
 

I'm thinking of making a wayang oracle, and I was browsing the wiki. On Sumbru's page, it mentions a goddess named "The Lady of Sorrows," who is worshiped by a group of oracles, but further investigation revealed nothing. Who is she, and has she been fleshed out in any way?
That deity hasn't really been fleshed out (like several E'n deities) beyond the fact that she was formerly Sumbru's patron deity and that reference to working through oracles (the implication being that she doesn't have much of a clergy). She's open to anyone to make a more detailed proposal about who she really is.

So, I know I brought this up some two months ago, but never really got around to it. So, how would I go about doing this? Should I make a proposal thread or just throw it in my characters backstory, or...?
 


If you can afford it, Winged Boots. At this level, if you have to rely on someone else to be able to fly, you are screwed 10% of the time.
If you can't afford those, I would say the Boots of Striding and Springing. Once a day abilities with PbP turn into once per six months and feel like duds.

You don't have a decent ranged weapon. At least pick up a masterwork light crossbow and stick it in your haversack.

+1 Menacing Dagger. It changes the flank bonus from +2 to +4 which will make it more desirable for your allies to get in flank with you.

The Precise Strike is nice when you have a dedicated flanker. Kalgor and Gragnor can milk it for 4d6 a round. When you don't have a dedicated flanker, the feat gets wasted.

For feats, Toughness and Combat Reflexes are always useful. Improved Critical should be the one you are taking when you get to 13th.

Thanks for the advice! I'll keep all that in mind for when Fury gets out of his current adventure and I have a chance to make some modifications.
 

I had a fluff rules question for the Living Expenses. Would it be acceptable to have Aradra set up a pseudo hunting cabin in the woods, in which he gathers furs and food, then trades them in town for the incidental equipment? Or is that taking the rule a little to far?
 

I had a fluff rules question for the Living Expenses. Would it be acceptable to have Aradra set up a pseudo hunting cabin in the woods, in which he gathers furs and food, then trades them in town for the incidental equipment? Or is that taking the rule a little to far?

That fluff doesn't affect the functioning of the living expenses rule so I don't see why it couldn't be possible. I think having an actual explanation from where the stuff comes from is awesome.
 


I wanted to clarify the effects of raising Intelligence via Headband of Vast Intelligence.

The online section referring to this seems to have 2 contradictory views.

I am pretty sure that the Belt of COnstitution adds HPs to each HD retroactively (or I doubt SK would have given Relic this belt to boost his HPs.)

So If I raise Relic's intelligence with the headband does he also gain the skill points retroactively as well?

NB: Also where/how would be the best way to show these increments? In the level up section of the character?
cheers
J
 

The headband, per the core rule book, has "training" in a specific skill that is chosen when the headband is created. So, the extra skill point it generates each level is specifically in the one specified skill. Effectively, you are maxed in that skill. Those skill points do not stack with ones you may have already in that skill, so it is wise to choose a headband that has bonuses in a skill you have not spent many ranks in previously.

So, you calculate your skills based on your INT without the headband on, and then max the one (or two for the +4 version) skills the item is trained in. In the skills section, simply put MAX in the ranks column for the particular skills. That should stand out enough to signify their placement.

Yes, it is quirky, compared to the belt of CON or DEX which are fully retroactive.
 

Remove ads

Top