• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Serious inquiries only please - 100th level adventure hook and module in development

Yair said:
I also tend to agree with Sage on command word=standard action, but I allow "no action" using the x2000 guidelines (the x1800 is for command word activation, the x2000 as continuous or free action).
This is actually the point; if activating the item is "no action" it can be done an infinite times per round, not to mention activating multible different effect at the same time. If it's a free action, only one activation can be done in a round.
My interpretation:
  • No action: only when activation os allready part of another action. e.g. striking with a sword, jumping, etc.
  • Free action: supressing or subsuming a continuous effect. Activating a quickened spell.
  • Standard action: basically everything else, specifically non-quickened spells.

Anyway we basically sorted it out with his items, but the discussion is still an interesting one.
 
Last edited:

log in or register to remove this ad

Sage said:
This is actually the point; if activating the item is "no action" it can be done an infinite times per round, not to mention activating multible different effect at the same time. If it's a free action, only one activation can be done in a round.
My interpretation:
  • No action: only when activation os allready part of another action. e.g. striking with a sword, jumping, etc.
  • Free action: supressing or subsuming a continuous effect. Activating a quickened spell.
  • Standard action: basically everything else, specifically non-quickened spells.

Anyway we basically sorted it out with his items, but the discussion is still an interesting one.
:nods: I completely agree with your interpretation.
 

Changes to Sonasti's magic items
Added ruin ability to smith and wessen: allows them to ignore damage reduction. Allows critical hits (and by logical extension sneak attacks) on objects and constructs)

Changed caster level of Heal spell in ear-ring of contingent healing to 100 so as to have a chance to overcome my SR.

Character sheet attached.
 

Attachments


LordBOB said:
hey Ozmar,

A post i found earlier about DD and becomming even more powerful as a dragon. http://www.enworld.org/showthread.php?t=148359 ( look at second post)

If DM-ROCCO would allow you to change your character around only slightly i think that this would help with your character. once again---THANKS FOR BUILDING MY CHARACTER IDEA!!!!!

If your to busy or it would interfer with your items and others like that thn dont worry about it, just thought i would help someone out.

i have really enjoyed reading the modules and characters you all have built. Keep up the good work!

HAVE A NICE DAY!!!!

Okay, I looked over the class and I have two comments. One, I want to keep the classes simple, trying not to stray from the base classes as much as possible to gain a certain measure of control of what is going ina dn what is going out.

Two, are you nuts? A full dragon? Sheeze ;)

Seriously though, even though this is a 100th level module, we have to have limits and that breaks it. Although, if you really really love dragons, take druid levels and then take Epic Feat Colossal Wild Shape
 

CRGreathouse said:
I concur with Sage and Yair on the above 3 points (and with Yair's "no action" understanding as well).
I concur with this, although, anything offensive, like a fireball, I would prefer to see as a standard action, just like casting a spell. Anything that would be a quickin spell effect, I would like to see a much higher price on it and if it is an immeadiate action item, unless there are established rules for this, I would like to see something much more pricey.

Side note: I did find a passage that stated that at will powers are standard actions ;)

Never doubt the power of Sage :p
 

Okay, juggling a few things right, my son's birthday, my birthday, extra hours at work and other things, so sorry I haven't been throwing in my two cents lately.

My friend, Evil DM, has offically given up on making a 100th level spell caster, mage or cleric. He sat down for over 20 hours and it almost made him insane. There is just way too much for him to handle, and he lives and breathes this stuff.

So, who wants to pick up the mantle and run with it?

Also, I see talk of +50 enhancement bonus items for saving throws. I am against this and would like to see nothing over +30. With that said, I think that perhaps we should really not have any over +20. I say this cause otherwise everyone will make all saving throws. I think that is the conclusion we came too. However, I am agian throwing this to you guys, what do you think?

I am going to revise the begining information and add in the starting event or plot hooks. Anything you guys want me to add in? We should add a section of epic rules that we will play with, like three deaths and your out or 20 is not an automatic hit, you just roll again and add the results, that kind of thing. The alternate rules for epic play. We should have a guildeline for what we will use for when we test it and offer them as a suggestion for play to the DM. So, anything we should add?
 

Ok, here's everyone's saves:

Sonasti's saves with +50 allowed (with +20)
Fort: +78 (+78)
Ref: +124 (+94)
Will: +77 (+77)

Unbreakeble's saves with +50 allowed (with +20)
Fort: +99 (+99)
Ref: +98 (+88)
Will: +89 (+89)

Scion of eternity's saves with +50 allowed (with +20)
Fort: +105 (+95)
Ref: +104 (+94)
Will: +104 (+94)

Paragon of hatred's saves with +50 allowed (with +20)
Fort: +110 (+80)
Ref: +110 (+80)
Will: +104 (+74)

And here are example DCs:
Lady of Pain (CR 208) said:
As a free action, up to 50 times per round, the Lady can banish a creature into a small demiplane of her creation (this effect can be resisted with a DC 150 Will save).
Spells Per Day (Levels 0-30): 6/15/15/15/14/14/14/14/13/13/8/8/7/7/7/7/6/6/6/6/5/5/5/5/4/4/4/4/3/3/3/3/2/2/2/2; save DC 47 + level.
King Ghidorah (CR 133) said:
Affected creatures must succeed on a DC 93 Will save or become shake
Talos (CR 128) said:
Reflex save DC 82 to avoid
Godzilla (CR 120) said:
Fortitude save for half damage: DC 106.
Affected creatures must succeed on a DC 94 Will save or become shaken
Godly Air Elemental (CR 106) said:
An affected creature must succeed at a Reflex save (DC 176) when it comes into contact with the whirlwind or take 4d8+13 points of damage.
Io (CR 97) said:
Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 87) or become fouled.
Psionic powers: Manifester level 99th; save DC 86 + power level.
Spell-like abilities: Caster level 99th; save DC 86 + spell level.
Note: The DCs are exactly the same for the CR 86 Io
Lady of Pain (CR 85) said:
Those who fail a Fortitude save DC 73 die immediately.
Caster level 80th; DC 32 + spell level.
Pale Night said:
All creatures within 600 feet of Pale Night must succeed in a Will save 56.
victims caught in the wave may attempt a Reflex save DC 48 for half damage.
Fortitude save DC 56 negates.
These abilities are as spells cast by a 61st level Sorcerer (save DC 29 + spell level).
The Shadow (CR 80) said:
Caster level 50th; save DC 48 + spell level.
Demogorgon (CR 78) said:
All creatures within 600 feet of Demogorgon must succeed in a Will save 75.
victims caught in the wave may attempt a Reflex save DC 71 for half damage.
These abilities are as spells cast by a 102nd level Sorcerer (save DC 27 + spell level).
Unbreakable said:
On critical make Fortitude save (DC 100) or die
Scion's Memento Mori epic spell said:
Fortitude save (DC 105) or die

Summary: Basically, putting a limitation or not on saves wouldn't matter since all the monsters would have to be adjusted to the group anyway; either the DCs are too hight or too low, with the latter being the norm. With a restriction of maximum +20 save DCs between 90 and 110 would be within most d20 rolls.
 


I'm kinda preoccupied now with work and other roleplaying shticks and life in general, so I can't add much. I'll resume working on this project when the dust settles in, which should be in two months or so.

Sorry.

Yair
 

Sage said:
Ok, here's everyone's saves:

Sonasti's saves with +50 allowed (with +20)
Fort: +78 (+78)
Ref: +124 (+94)
Will: +77 (+77)

Unbreakeble's saves with +50 allowed (with +20)
Fort: +99 (+99)
Ref: +98 (+88)
Will: +89 (+89)

Scion of eternity's saves with +50 allowed (with +20)
Fort: +105 (+95)
Ref: +104 (+94)
Will: +104 (+94)

Paragon of hatred's saves with +50 allowed (with +20)
Fort: +110 (+80)
Ref: +110 (+80)
Will: +104 (+74)

And here are example DCs:













Summary: Basically, putting a limitation or not on saves wouldn't matter since all the monsters would have to be adjusted to the group anyway; either the DCs are too hight or too low, with the latter being the norm. With a restriction of maximum +20 save DCs between 90 and 110 would be within most d20 rolls.

Hmm, okay, I just remember reading others thoughts on the subject and thought they might be too high. Thanks for compling data though ;)
 

Into the Woods

Remove ads

Top