New Game of Death: Battle Royale of the GAWDS

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Victim - I don't think clockwork would allow the Rage and Frenzy to stack - he told me "It's stupid to think that you get to benefit from two different types of rage/frenzy at the same time. Also, rage/frenzy is a mind affecting effect and once you enter in one type of rage, you can't benefit from another. "

It specifically states that rage and frenzy stack in MotW.
 

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Berk said:


It specifically states that rage and frenzy stack in MotW.


That's the frenzied berserker and barbarian rage stacking, I was referring to Ki Frenzy and the singh rager ability.

edit: As for the kobold not being cooperative, the hunters will not agree to any plan where they return ioun stones.

and as a house rule, each player can make up to 2 parley attempts per round.
 
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reapersaurus said:
Well, if anyone can think of something I could have done to prevent Therron's stone from being taken, or succeeding in taking it back, I'm all ears.


Do you even need to get the stone back? Assuming that the stored spell is Disintegrate, you shouldn't need to recover. Anyone can use the stored spell, so just convince the kobold to zap the Force Cage so he can leave and hunt more stones. That way, he doesn't freak out about giving up the stone, and Jade actually saves an action since the kobold is doing the dirty work.

Rings of 9 Lives can also spend charges for automatic success on saving throws. So Hax wouldn't need to worry much about instant death or domination effects.

Hmm, it looks as if he'd only get 2 attacks. Wild Fighting, unlike flurry of blows and rapid shot, doesn't specify that it must be used on a full attack action. I thought Frenzy mentioned speed weapons when refering to the extra attack, but it doesn't so he'd miss out on that attack. In any case, I just finished the first draft from my notes that I made without my books, so I hadn't checked it with clockworkjoe to see how he'd rule on certain issues.


However, the essential idea was to create a pure, offense oriented character that does lots of damage, give him enough magic items to be able to attack his enemies - flight and see invis are the key effects here - and then use everything else for the 2 rings. 18 shots of heal or automatic saves would discourage attackers - a character charging him would, even if the intial charge attack contained a killing blow, find himself on the receiving end of a full attack. And I doubt many people would expect TWO rings of 9 lives, and thus might overexpose themselves when going for the 10th "kill."

Hmm. With an AMF character and one with 2 rings of nine lives, I seem to focus on defensive aspects for these games.
 

I'm obviously not familiar with the ring of nine lives, but it sounds overpowered at any price. You are essentially getting nine wishes used as free actions? I wouldn't want to contend with it, and I'm afraid I probably am.
 

Number47 said:
I'm obviously not familiar with the ring of nine lives, but it sounds overpowered at any price. You are essentially getting nine wishes used as free actions? I wouldn't want to contend with it, and I'm afraid I probably am.

I'd say that it's more like Limited Wishes, but on Contingencies.

"If the wearer ever drops to 0 hit points or below, the ring expends one of its charges to cast a heal spell upon her. The wearer can expend a charge if she fails a saving throw, allowing her to treat the saving throw as a success. A ring of nine lives has 9 charges when created, but most are discovered with only 2d4 charges left." Requires Forge Ring, Heal, Limited Wish. 70000 GP price, 41750 GP and 4960 XP to create. Caster level 13

This ring is one of the reasons I'm running around inside an AMF - if I kill someone there, this cheese ball item can't save them.
 

Ring of Nine Lives:
A simple silver or gold band set with nine small gemstones, a ring of nine lives often sports a cat’s head motif. Any time the wearer is required to make a saving throw aggainst a death effect, the wearer automatically succeeds at the save, and one of the gemstones on the ring disappears. When all the gems are gone, the ring is no longer magical. Such rings have 2-9 (1d8+1) stones when found. Newly created rings always have nine stones.
Caster Level: 11th
Prerequisites: Forge Ring, heal
Market Price: 22,000 gp
Weight: —
It was in a web-document that WotC put out.
It sounds to me that "death effect" would only pertain to Disintigrate, Slay Living, etc.
I don't know if it's been clarified anywhere, since it's a very fringe rules source, AFAIK.
 

the ring of nine lives is grossly under priced as it is.

the cost of it is more along the lines of around 250k+

Just the cost of the heals themselves costs more then the listed 70k. Add onto that the limited wish, which carries an exp point cost, and it gets kinda wild. This is more of an epic item then anything IMHO just because of it's power.
 

clockworkjoe said:
That's the frenzied berserker and barbarian rage stacking, I was referring to Ki Frenzy and the singh rager ability.
*Throws up hands in frustration*
So what's the difference?

Rules-wise, they both stack.
Just like the Arm of Nyr and Bull's Strength.

What exact reason makes it different for my characters?
 


*Throws up hands in frustration*
So what's the difference?

Rules-wise, they both stack.
Just like the Arm of Nyr and Bull's Strength.

Cuz they are like bonuses and like bonuses don't stack unless stated otherwise like the rage from barabrian and the frenzy from frenzied berserker.

As for the arm of nyr and bull's str, that is a purely dm's decision I would personally say since most of the stuff from DotF is just plain old iffy on clarifications.
 

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