Jungle Deeps and Ocean Depths OOC - Full

Isida, I am really impressed with the creativity and thought you put into these items, but I'm afraid Invelion would not keep any of them.

The Book of Walls - spells are always good, but these don't fit his combat style so much and aren't so good for crafting. The hardness is a plus (since this is 3.0, we don't have the two-handed 1.5x damage and 2x power attack, right?) The resistance is a plus (it should be able to withstand three 10th level fireballs before falling apart). The immovable rod part is not much use for climbing, but maybe can be used for blocking doors from the inside. The most useful part of the book would be for cover. (I guess it would give +4 cover - would that stack with a shield spell?) Invelion would sell it for half price and buy a ring of protection +2 for the same utility. It would give only +2, but would be active all the time, from every direction.

The Wand of Flame Dagger he would sell and buy a +1 longsword for the same utility. The longsword would be useful when he polymorphs into something strong or big for combat.

The Wand of Launch Bolt he would sell and buy a masterwork crossbow for the same utitilty. The crossbow would also give him +1 to hit.

The Oil of Timelessness would be useful for coating his items, he might keep this.

The Phantom Ink has little use. If he ever finds a use, he can create more for 1/3 price with Alchemy.

Could Invelion get a cosmic re-roll?
 

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Sorry, Isida, I fell a little behind schedule because of some little family troubles... but I've got only to write down appearance and background now, so it won't take me long.
 

Cool, don't worry Lichtenhart. I hope things are going well.

Keia, I will have your items up probably before noon.

Oh and silentspace: two-handed weapons do indeed get 1.5x Str damage, that's on page 97 of the 3.0 PHB. ;)
 

Heh, I'm getting the rules all confused. If you get 1.5 strength, then Exotic Weapon Proficiency (Bastard Sword) for the Raumathari Battlemage makes even less sense! :p

About Invelion's combat style, that's a very good question, one I'm not sure I can answer.

Invelion has the Harper Mage Extend Spell ability, and the Augment Summoning feat from Mage Killer. As he advances in Mage Killer, he will also be getting Spell Focus in various schools of magic. He also took Craft Wondrous Item. How does he tie all these together?

Many of the spells he crafted items with he won't need to cast anymore. At third level, for example. With his carpet, it's doubtful he'll prepare Fly again. Haste either, since he has the boots. This leaves Clairaudience/Clairvoyance and Fireball for his third level spells. He has four Fireballs prepared, with an open slot where he can take a fifth, or perhaps Clairaudience/Clairvoyance. So he's a blaster mage. He'll probably take Spell Focus Evocation as he advances in Mage-Killer.

The Extend Spell ability was one reason he got Polymorph, which now lasts for 20 hours each day. That spell handles most of his melee and utility issues (movement, breathing underwater, etc) He also extends Mage Armor. He'd extend Endurance too, if he had it. (Actually, he'll do that! I'll rearrange his second level spells...)

He has the Augment Summoning feat from Mage Killer, so he learned Summon Monster V.

What does this all mean? I'm not really sure. Since he has so many fireballs, he'll probably just blast away to his heart's content. The Wall spells won't be so attractive for Invelion until higher levels, since he has a pretty good selection at fourth and fifth level already. He'll probably find lower level spells more useful, perhaps See Invisibility, for example.

On second thought, can we just forget the spellbook thing? It's probably better for him to hand-pick scrolls and scribe them into his book, or capture them from NPCs as he goes along. He'll have to flip a coin with Mourn for them though ;)
 

The advantage in extending those spells is mostly for if they get ambushed at night or something. 10 hours is plenty long for most dungeon crawls. And of course, if they get ambushed in the 4 hour window when the spells aren't active, he's still in trouble :p
 

I realized I hadn't answered one of your previous questions about summoning creatures. Tell me, did you want any particular kind of elemental to summon? There are some nice summoning rules in Dragon #302 I believe, for picking out things to summon based on CR.

I shall give you not one, not two, but three lists for Invelion. Pick your favorite, or mix and match until you get 24,500gp:

Invelioin List A

Book of Marks - This is elegant book made from beautifully tooled leather, showing all of the elemental symbols, inked in rich, saturated colors. The pages are made from the finest snowy-white vellum, and written and illustrated by a master illuminator; the edges of the book are covered in gilt. It contains the spells mark of acid, mark of air, mark of earth, mark of fire, mark of frost, mark of sound, mark of water, greater mark of air, greater mark of earth, greater mark of fire, greater mark of frost, greater mark of water. (All from Book of Eldritch Might, Malhavoc Press.) The book is has resitance five from acid, cold, electricty, and fire, and it is waterproof. This book had hardness of 2, 3 hit points, weighs 3 pounds, has 68 of 100 pages used, and is worth 8,800gp.

wand of see invisibiliy - This wand is a strange length of clear crystal with an aura of black all around the edges, making it seem as if it were outlined. A rare and beautiful water opal is embedded in the top. Because of the water opal, charges of this wand last for 40 minutes. 5,500gp

Upgrade your longsword to a +1 Darksteel longsword - Darksteel is from Magic of Faerun, giving the sword a deep, purplish-blue appearance. 4,300gp

Safe Draught - As ring of protection +1 plus a ring of potion storing (which allows a magical potion to be poured into it and store indefinitely, from BoEM). This ring is a golden band with a small engraving of a wine cup on it. 3,000gp

wand of magic missile (third level caster) - This wand is made from golden wood, with small slivers of crystal in it. 2,250gp

potion of lesser restoration - This potion is in square iron bottle with a red wax stamp. It is yellow, bubbly, tastes like oranges, and is about the consistancy of juice. 300gp

potion of blur - This potion is in a frosted glass bottle with a clear wax seal. The potion itself is rather oily, tastes like roses one minute and fresh bread the next, and is both gray and red. 300gp

potion of cure light wounds - The potion is from the church of Chauntea. It is in a green glass bottle marked with Chauntea's holy symbol, and stoppered with a broad cork. 50gp


Invelioin List B

wand of web - This wand has crystal spiderweb traceries all over its crazy-crystaline surface, with a large faceted, golden orblen gem on top. The DC for this wand is 15. - 5,500gp

ring of protection +2 -This elegant iron band has an engraving of a sheild on it. 8,000gp

Bowblade - This thin, elegant +2 longsword can become a silvery +2 longbow or back again as a move-equivalent action. Other than that the two weapons are normal for magical weapons of their type. 10,975gp

25 gp.

Invelion List C

Rod of Thunder and Lightning - This is a long iron rod, and just below the head is studded with silver rivets. The head itself is is made from a fist-sized sapphire with a jagged bolt of golden yellow in the heart of it. 23,000gp

Ring of protection +1 - This ring is shaped like a small parrying dagger wrapped around the wearer's finger. 2,000gp

Quall's feather token, Tree - This is a minature wooden oak tree, with the leaves stained green. 100gp

Quaal's feather token, Bird - This is a miniature carving of a sparrow carved in applewood. 300gp

~~~~~~~~~~~~~

List for Rappai

Bones of the Oracle - These bones allow one skilled in their use to determine things about the future. 5,000gp (I will e-mail them to you Keia). (From Material Magica)

Mirror Rod - This shiny silver rod measures four inches long and appears otherwise unremarkable. Upon command, however, it transforms into an appropriate mirror for scrying. It can remain in mirror form for up to one hour before reverting, and then it must spend another hour as a rod before being activated again[/b] - 2,400gp (From BoEM)

Upgrade your breastplate to +3, and you no longer take any armor check penalties to your Climb or Hide checks while wearing it. - 15,000gp (Armor qualities from BoEM III)

Chalk of Portals - This silvery-gray chalk will allows one to draw a door on a wall, creating a passage two feet deep as per the passwall spell. This door remains for 1 hour, then vanishes. The chalk has enough for five uses. 3,500go (From Materia Magica)

Potion of cure moderate wounds - This potion is emerald green and the consistancy of honey, with a scent of wildflowers. It is stored in a toughed gourd. 300gp

67gp left over.
 
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Holy smokes! Thanks for the choices :)

It's a tough choice, but I'm going to go with List C. I'll update my sheet.

About the summoning, I took a look at that article. It's pretty cool. But thinking about it, I'm fine with the Summon Monster list the way it is. (I was always fine with it, I was just trying to add some Evermeet flavor, that's all.)
 


Cool! Ok, lemme see, items for Mad Harry...

Pearl of the Sirines - A beautiful golden-pink pearl, like the dawn, was what Harry's father left for him before he left for Chult. What exactly it is, Harry's only recently found out. 15,300gp

Golden Cutlass - Upgrade your +1 cultass to a +1 solid gold cutlass. Made of magically strengthened gold, this cutlass does 1d8 damage instead of 1d6. Normally one has to have a feat to use this kind of weapon effectively, but part of the enchantment included was to make it easy for the weilder to use. There's no better sword on the Sea of Swords, you've said a time or two. 3,000gp

Upgrade armor to +1 - 1,000gp

wand of cure light wounds - This wand is little more than a battered birch twig, the end wrapped in silver wire. It has 13 charges left - 200gp

Trap-springer - This appears to be a coiled spring of steel wire, three inches across and three inches tall. When the appropriate command words are spoken, it can perform the following services.
Slink - the device springs end over end up to 100 feet along any passage, counting paces aloud as it goes.
Sunk - when this command is given and a race is named (dwarf, elf, gnome, etc) the trap-springer magically alters its weight to approximate an average weight for the racial type named, thus triggering any pressure plates or pit traps along its course.
Heel - the device will return
Stay - the trap-springer extends horizontally or vertically, making the device rigid and allowing the its owner to measure the height, depth, or length of any passage, or to use the coil as a ladder (or more correctly, a rope).

This was "liberated" from a slightly nutty gnome artificer that managed to blow up half the bar Harry was at when he accidentally added some kind of alchemical concoction to his whisky. Of course Harry also "liberated" most of the coin as well. - 5,000gp (adapted from Encyclopedia Magica, 2e)

[Yes, the trap-springer is essentially a magical Slinky, and if that's just a little too weird for you, the alternate item is below.]

Boon Boots - These extravagent, knee-high, red leather boots are quite perfect for any terrain. When climbing they grow tiny spikes, in marshy land they become wide and broad for walking on mud, or when walking on slick decks they provide excellent traction. The wearer can ignore all terrain penalties to movement, and gets a +4 to Reflex saves on slippery surfaces. They won't let you walk across water, or anything like that though. 5,000gp (Book of Transversing, Materia Magica)

As for how Mad Harry came to be with this crew, here's an idea. Harry catches the next boat for Chult, but when they were in sight of land, there was a terrible storm and the ship sank. Harry was badly hurt and starting to drown in the rough seas, but when he clutched his pearl to him, he suddenly found he was able to breathe the water as easily as air, and move much easier than before. He was able to get to land, though it was very tiring.

When he woke the next day, he was pleased to find his pack of things had washed up on shore. But he was in the middle of nowhere Trusting his luck, Harry struck out into the jungle. He managed to wander about a week, not getting into too much trouble, until he fell through a hidden weak spot into the forest floor. The fall dazed him just long enough for some kind of moving plant to get him wrapped up. Weakened from his long journey, Harry hasn't been able to get free yet, must to his supreme annoyance. But he's been catching glimpses of some terrible dark thing lurking down the passageway, and he knows he'd rather not meet it...

Then the party can meet you and we'll go from there. How does that sound? :) I hope you like your items, ask for a cosmic re-roll if you don't.
 

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