OOC Against the Crimson Tide (Closed)


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silentspace said:
Posted Anya and Co.

Starting next week I'll be travelling for two weeks and will probably not have much time/opportunity to post. Sorry!

As per your request for comment/critique

Everything looks good but when creating magic items you failed to take into account body slot affinities and I believe that the following need to be corrected (Note this is all my interpretation- feel free to disagree)

Vest - affinity is for class ability improvements so cost should be multiplied by 1.5
Headband - affinity is for Mental improvement and ranged attacks- unsuure if wisdom, charisma add ons fall into this categpry (both the standard items for this would seem to indicate not (Periapt for Wisdom, Cloak for Charisma).
Belt - Physical enhancement - Does natural armor fall into this category? (Isn't it rather a protection function?)

So aside from the above nit-picks it looks good to me.
 

Ghostknight said:
As per your request for comment/critique

Everything looks good but when creating magic items you failed to take into account body slot affinities and I believe that the following need to be corrected (Note this is all my interpretation- feel free to disagree)

I did actually consider body slot affinities, but yes, its definitely up to interpretation.

Ghostknight said:
Vest - affinity is for class ability improvements so cost should be multiplied by 1.5

I figured luck enhancements, if anything, would be general enough to be considered a class ability improvment. If not, what slot would be appropriate? Also, are there any enhancements other than the Vest of Escape and Druid's Vestments that can be put in this slot? And where would the luck enhancements go?

Ghostknight said:
Headband - affinity is for Mental improvement and ranged attacks- unsuure if wisdom, charisma add ons fall into this categpry (both the standard items for this would seem to indicate not (Periapt for Wisdom, Cloak for Charisma).

Somewhere in the rules, I can't remember where exactly, they refer to strength, dexterity and constitution as being physical stats, and intelligence, wisdom and charisma being mental stats. I don't think "mental" means Intelligence only, and could in fact include the other enchantments, such as enhancements to wisdom, charisma. The other add ons, the helm of telepathy and circlet of persuasion, or course, are straight out of the DMG, so I would assume they are ok... or am I missing something?

Ghostknight said:
Belt - Physical enhancement - Does natural armor fall into this category? (Isn't it rather a protection function?)

Yes, I thought natural armor could be considered a physical enhancement.

But I leave the final decision up to Paxus.

In any case, almost every enchantment is already multiplied by 1.5 (because of multiple enchantments on the same item), and there's some money left over too, so switching slots around will not have much impact. Except for the time to do them, that is! Let me know what the ruling is.

Side note... I have no epic items at all. I hope that doesn't make my characters too ineffective. What do you guys think? Should I switch stuff around, dropping all the pre-epic enchantments, for some epic enchantments?
 


Paxus Asclepius said:
The headband and belt seem fine; I'm not sure that anything that isn't definitively rogueish can count as a class enhancement for you.

OK, I'll switch the vest enchantments to somewhere else.

About the vest, would Pearls of Power count as class enhancements (a wizard's only class abilities are spellcasting and the ability to summon a familiar)? Pearls of power are unslotted, at a cost of (spell level squared x 1,000). So would a Vest of Power cost (spell level squared x 500) for the first 'pearl', and (spell level squared x 500 x 1.5) for each additional 'pearl'? That seems to follow the rules, unless Pearls of Power aren't class enhancements after all...?

Going by the Vest of Escape example, I think skill bonus items can also count as 'class enhancements', so I could make a vest of Spellcraft, for example, but without Epic Spellcasting I don't see much use for that. Maybe a Vest of Concentration so she can take a bigger hit and still get a spell off? Could it be a bonus to any class skill?

Or if none of this is allowed, then we can just forget the vest slot too.
 


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