Core Coliseum Tavern (VI) [Archive] - Wizards Community

Post/Author/DateTimePost
Caterane

05-13-06, 07:52 AM
The Core Coliseum Tavern
- The 6th Incarnation -

http://www.caterane.de/CoCo/Struktur/Gladius-Tavern2.jpg

This is the Tavern of the Core Coliseum. Here, all Characters of Gladius meet to chat, drink, and sometimes even brawl. You can ask questions, talk to others, or write whatever you want as long as it does not violate the Code of Conduct (http://www.wizards.com/default.asp?x=community/coc). You can't really go wrong here.

Newcomers who want to make a character should use the Quickstart Guide or read the Rules of Gladius. If you have a question, the Tavern is definately the right place to go.

Links to the old Taverns:
Core Coliseum Tavern I (http://boards1.wizards.com/showthread.php?t=192697)

Core Coliseum Tavern II (http://boards1.wizards.com/showthread.php?t=348562)

Core Coliseum Tavern III (http://boards1.wizards.com/showthread.php?t=444341)

Core Coliseum Tavern IV (http://boards1.wizards.com/showthread.php?t=525782)

Core Coliseum Tavern V (http://boards1.wizards.com/showthread.php?t=571121)
Vathelokai

05-13-06, 07:54 AM
w00t!
Caterane

05-13-06, 08:05 AM
Greezer,

the IPs of your account match with that of Gruvyve who just posted 4 new characters. I don't know why you do this. Especially after you saw the reaction your behaviour brought up. Especially after I stepped up in your defense in stopping the attacks on you. Especially since I asked the Wizo's to not ban your account or even give you an official warning. Especially after I asked Prisonlords to give you another chance when he told me that you move feats and skills around and add more gold than you earned. Especially after you promised not to do it again.

I'm really really disappointed. At this point, I don't care if this is your little brother's account or your alt; you should have told me after what has happened if the former is the case.

This issue will be brought to the WizO's.

Cat
barrel_master

05-13-06, 09:05 AM
I'm going to be a douche and post here just for the sake of posting.... muhahahahah!
Pitlords

05-13-06, 09:35 AM
Job Assignment

I am looking for a volunteer for a board task. With the huge number of Quests, we cannot expect that they will all be excluded from board prunes. The Wizo's told me that there must be a solution for that.

The solution would be a single thread where Questlords post their Questlog once the Quest is done. Players can then link this log to their sheets.

But there are already 120 Questlogs out there who must be anyhow recorded and this is the job assignment. I want to ask for a volunteer who uses the Scribelords account to post every Questlog into this thread. He basically copies 120 posts. A complete list with all quests can be found in the characters thread so you don't have to search all quests manually.

We have such a problem with Miniquests though because these must be posted aswell which is another assignment. Fortunately, they can be found easily because of the thread name.

Each assignment is worth 5 Credits. Please send me a PM. The first one gets the job.
Iced

05-14-06, 03:53 AM
Missions Abroad Participants, the gold for the campaign has been upgraded here (http://boards1.wizards.com/showpost.php?p=7232764&postcount=3). Good luck and sorry for the delay.

~Iced
Abyssal Stalker

05-15-06, 07:46 AM
Has anyone ever even considered creating a CoCo lich? I know that it pops in the frozen leagues instantly (ECL15), but still I'd like to sacrifice some thoughts for the idea. The phylactery seems to be a problem. It costs 120.000gp and 4800XP. That is a huge amount of money to a CoCo character. It would require a 13th level fresh character. This makes it quite impossible to create a lich. I don't think that it's that a powerful template for it's +4 LA if you compare it to not having any equipment. It just sucks.

I don't know which it is, are we having too less money or is the phylactery just too expensive?
NiQil

05-15-06, 08:02 AM
Has anyone ever even considered creating a CoCo lich? I know that it pops in the frozen leagues instantly (ECL15), but still I'd like to sacrifice some thoughts for the idea. The phylactery seems to be a problem. It costs 120.000gp and 4800XP. That is a huge amount of money to a CoCo character. It would require a 13th level fresh character. This makes it quite impossible to create a lich. I don't think that it's that a powerful template for it's +4 LA if you compare it to not having any equipment. It just sucks.

I don't know which it is, are we having too less money or is the phylactery just too expensive?

Maybe this will help you decide...from the Court Decisions....

Q: Do lich characters have to pay for their phylactery?
A: No. The CL 11 requirement must still be met, however.
Ariel23

05-15-06, 10:19 AM
If we are serious about increasing loser rewards from 1/3 to 1/2 please keep in mind the effect this will have on expendables proliferation. The major limiting factor to expendables right now is the ratio of expendable costs to arena earnings, particularly in a loss.

I am not saying "don't raise the loser rewards," rather expect to adress the use of expendables again after doing so.


Leveling Rate:
It takes about a year of fighting to go from ECL 3 to ECL 10. It depends on your win/loss ratio, but there are hold-overs, vacations, board maintenance :raincloud etc., so most people are not going to be fighting 52 weeks per year.

Personally, I have no problem with that, but a year is a long time to expect to keep new players.

If you could pay 1 credit to earn a win for your ECL, people would level pretty quickly, and PL participation would increase.

Here's another idea I've mentioned before in other threads:
Everyone gets the same reward, win or lose [allies still affect the rewards]. This would allow for a constant and expected leveling rate.
It would also mean that if the pitlord doesn't do a perfect job of running your fight, you have almost no reason to continuously complain or harrass them about mistakes and threaten to quit the CoCo if a certain rule is not changed, enforced, interpreted correctly, etc.

If the goal is to get and keep 200+ players, we are going to need a much more efficient pitlording system, and eliminating 4 hours of running a fight and 12 hours of defending it, editing it, and re-running it would mean a lot more available time to PL.

It would also have the effect of discouraging allies. Currently, an ally costs around 10% in earnings, but if the ally makes the difference in the fight, it leads to a 200% increase in GP and XP. Like them or not (class feature or not) allies slow down a fight dramatically. Again, speeding up fights would increase the ability to run more fights and the availability of PLs.

I think it would also have the effect of creating a more immediate atmosphere of mutual fun and a shared RP experience, and a less confrontational one. If you came from the regular WizCo boards and thought you might check out the CoCo, what would you imagine the arena experience would be like?
Testing builds, making characters, seeing cool PvP battles, and so forth.
But what the CoCo really is is a rule debate factory churning out an endless stream of arguments and discussions about the most minute, obscure, and boring rules details imaginable.
The Coliseum is really where rules lawyers square off weekly, not good character builds.

I like the CoCo, don't get me wrong; but I am a rules lawyer, and I'm not sure that's really the point of the arena.



[edit] I'm not sure the effect tinkering with rewards would have on the Guild system, or how it should be applied to Quests, I will leave that to others.
Abyssal Stalker

05-15-06, 11:27 AM
Maybe this will help you decide...from the Court Decisions....
Thanks, that really helps!
waywreth

05-15-06, 12:16 PM
If we are serious about increasing loser rewards from 1/3 to 1/2 please keep in mind the effect this will have on expendables proliferation. The major limiting factor to expendables right now is the ratio of expendable costs to arena earnings, particularly in a loss.

I am not saying "don't raise the loser rewards," rather expect to adress the use of expendables again after doing so.

Well I see your point - but I'm going to disagree. One of my reasons I'm in the CoCo is so I can try to win on a weekly basis. If that win doesn't mean anything, it defeats the purpose of competition (and why not just give up every week).

However - keep in mind that starting in June, expendibles are capped per your ECL2*50.
Ariel23

05-15-06, 02:41 PM
Well I see your point - but I'm going to disagree. One of my reasons I'm in the CoCo is so I can try to win on a weekly basis. If that win doesn't mean anything, it defeats the purpose of competition (and why not just give up every week).

However - keep in mind that starting in June, expendibles are capped per your ECL2*50.Consider this a philosophical question, not an argumentative one; How/why does the win matter to you now?
It basically only affects two things:
1) Your leveling rate
2) Your record and power rating

Theoretically winning or losing does not affect GP/XP ratio, unless one prefers the Maven method.

A win is still a win and a loss a loss for #2. So, the only thing that would change is leveling rate, but changing that is already under discussion.
One could say that increasing loser rewards from 1/3 to 1/2 (proposed) de-values wins as well. Losers will level 50% faster, winners only at double the rate of losers.

You are definitely correct that there would be no incentive to try other than enjoying winning, but you give that as the reason why you fight each week.
In tabletop D&D, the incentive to win is not to die but we've done away with that.
There is already currently an incentive to lose for anyone with a money-making Profession or Craft.
So the current system gives value to winning, and value to losing. Mine favors neither.

And if someone doesn't submit tactics, that again makes pitlording easier, which is not a bad thing.

Just to throw this out there, what if you got the same GP and XP for winning and losing, but if you lost, you had to take the next week off to recover?
Assuming that everyone already has multiple characters (or wishes they did), that would alleviate some PL issues.


As an aside, if we are concerned about the value of a win or loss, I would definitely urge looking at the Win/Loss system for multiplayer fights. I'm not sure that finishing 2nd out of 4 should qualify as a full loss.
Also the current incentive in FFA's is to not fight. My proposal would affect that to a certain extent.

However - keep in mind that starting in June, expendibles are capped per your ECL2*50.I didn't realize a final decision on this had been reached.
It's a good compromise, but it won't do much if you're facing a character with Scribe Scroll. You'll still have to write tactics for a lot more possibilities than a "standard" character.
Book5

05-15-06, 05:07 PM
Ack!

I finally ran the fight between Erithmu and Abyssal stalker

Very one sided - didnt help that there were a few 1s on Abyssal's side.

I didn't finish - I leave off at round 6 with Ignatius ready to drop the deep crystal smacker on Manzarf - Jonothans not "down" but he is on a loosing pattern - Misery got Dead by deep crystal ala Ignatius in the fifth round. Loddick is vigored well over his normal total HP still (despite a pop from Jonothan's spiritual longsword) and Manzarf
These (http://www.hwx.it/wizards.com/dice.php?sid=219#7567) two (http://www.hwx.it/wizards.com/dice.php?sid=219#7568) rolls really hurt team Abyssal stalker in the beggining.

Take a look for yourself (http://boards1.wizards.com/showpost.php?p=9165203&postcount=10) but this fight is over! Barring a wish or something.
Book5

05-15-06, 05:22 PM
I didn't realize a final decision on this had been reached.
It's a good compromise, but it won't do much if you're facing a character with Scribe Scroll. You'll still have to write tactics for a lot more possibilities than a "standard" character.

Could take to developing your non magicker's spectral defenses - how about some amulets? A default flight defense tactic (aka ranged weapon or fly potion/scroll), most of the "possibilities" have their own pretty standard contingincies.

Me? I have this plan to start using my default tactics section to include "manuevers" (escalpha, dogpile, gimmie&gone, cantcatchme, and etc) perhaps makes my tactics little easier to follow perhaps? :shrug: Perhaps.
SoulLord

05-15-06, 06:06 PM
I didn't realize a final decision on this had been reached.
It's a good compromise, but it won't do much if you're facing a character with Scribe Scroll. You'll still have to write tactics for a lot more possibilities than a "standard" character.

Scribers still use full market price on the expendables limit cap.
MindWandererB

05-15-06, 06:27 PM
Scribers still use full market price on the expendables limit cap.No, they don't.
The maximum value of all your Expendables combined may be no more than your ECL times 50 (or just 50xECL). For example, a level 4 character may have a maximum of expendables worth 800 gold (4*4*50). For this purpose, expendables use their effective price, not the market price. For example, a self-crafted Scroll of Invisibility [CL 3] is treated as a 75 gp expendable, not 150 gp.
SoulLord

05-15-06, 06:41 PM
Excelent, I'm glad I was mistaken.
Scribelords

05-17-06, 12:38 AM
This is very important(at least to me):

I am now working on the World of Gladius (http://boards1.wizards.com/showpost.php?p=8389511&postcount=1) thread, starting with Gladius and slowly filling out all of the current map locations. If you'll note the small sample of Gladius here, (http://boards1.wizards.com/showpost.php?p=8390286&postcount=18) you'll see by every location I plan to have any PCs from the locale, any quests done there, Random legends for fun, NPCs etc....

If there is a place on the map(or needs to be added) that your character is from, then you need to contact me(King Uther). It will take time to fill in every gap, but I will plug away at it every week until it is done. You can PM Scribelords, PM me, or send me an email at cancun_master@yahoo.com. I don't expect this to boom immediately, but eventually I want everyone to have a birthplace/starting point. Link the character sheet if you would, as it will make it easier to link you to the location. That way the World of Gladius will really reflect every PC in it, and everthing we do will only add to the story. For space I intedn on starting with only small descriptions like in the sample, then filling them out as needed and possible.

This is our World.
Papapeperoni

05-17-06, 03:37 AM
Hi, I've been absent for a while because I thought the maintenance was still busy. Just asking myself, what is going on now? Will there be fights today or some other moment?

Thanks for the help and good to be back,
--Papapeperoni, God of Pizza's
Vathelokai

05-17-06, 04:56 AM
In case you other guildlords missed it...Also, Lortavos, Santos and Gray Xander have been retired, while after a long dint of inactivity, Yasha Tankou has been readied again. (That stuff doesn't really belong in this thread, but might as well make the most of the post rather than PM with all that stuff in addition)


@Peperoni: We are active this week and next, but then there is more board maintinence and we will be down until mid July.
Mal-2

05-17-06, 09:51 AM
@BlueMage55:
I see you have Lantash the Ancient set ready today, but I spotted a few things you might want to fix before he gets paired. The first thing I notice is that you've misspent your skill points. The total number of skill points is okay (42), but the most ranks you can have in any one skill at 3rd level is 6, not 7. Also, you've spent points in a lot of skills that should be cross-class skills, but you don't seem to have bough them at one-half skill rank per skill point. In particular the following are all cross-class skills for a Cleric: Listen, Psicraft, Spot, Use Magic Device and Use Psionic Device. The most ranks you could have in any of those is 3.

A few minor things:
Your BAB/Grapple should be listed as +2/-2 not -2/-2.
Your stats look right, but you should include the point-buy cost for each stat so it's easier to check.
I don't think you (currently) need the spell component pouch you're carrying. It's not wrong for you to carry one, but it's 1/3rd of your light load, so you might want to get rid of it if you don't need it.
lonewolf

05-17-06, 10:27 AM
For a couple of personal reasons, I have to take some time of from the boards. I hope to be able to come back in a couple of weeks.

greets all

lonewolf
Caterane

05-17-06, 10:30 AM
:weep: :weep: :weep: :weep:

I hope you come back soon!! We will have two week pairings, then downtime till June 12. This is 4 weeks from now on; perhaps your personal issues have been solved till then.

Auf Wiedersehen lonewolf!
Abyssal Stalker

05-17-06, 10:41 AM
This is very important(at least to me):

I am now working on the World of Gladius (http://boards1.wizards.com/showpost.php?p=8389511&postcount=1) thread, starting with Gladius and slowly filling out all of the current map locations. If you'll note the small sample of Gladius here, (http://boards1.wizards.com/showpost.php?p=8390286&postcount=18) you'll see by every location I plan to have any PCs from the locale, any quests done there, Random legends for fun, NPCs etc....

If there is a place on the map(or needs to be added) that your character is from, then you need to contact me(King Uther). It will take time to fill in every gap, but I will plug away at it every week until it is done. You can PM Scribelords, PM me, or send me an email at cancun_master@yahoo.com. I don't expect this to boom immediately, but eventually I want everyone to have a birthplace/starting point. Link the character sheet if you would, as it will make it easier to link you to the location. That way the World of Gladius will really reflect every PC in it, and everthing we do will only add to the story. For space I intedn on starting with only small descriptions like in the sample, then filling them out as needed and possible.

This is our World.
First of all...WOW! This sounds really cool. Can we also come up with ideas about the areas and what races inhabit them? That way we'd get more reasonable starting points and backgrounds. Is there any other way we could help you in your job? My time is somewhat limited, but I'd gladly drop some ideas about our world if needed.

One thing that has been bothering me since I started here is the whole world thing. There are some characters that use Faerun in their background and some that use the generic PHB world.

I think we'd also need a faith system of our own! The gods are a big part of a D&D world and it really bothers me if we keep talking about Obad-Hai, Hextor and Mythra in Othala. Doesn't make sense to me. I trust that I'm not alone in this? You already seem to have some ideas about the pantheon in the quest Killing the Shadow. Maybe you are already doing this?
Caterane

05-17-06, 11:06 AM
Many locations were taken out of quests and campaigns. For example, just recently I've added locations from Myrridin's campaign to the map, here. You see, your stories and RP posts do have an impact.

I would also like to see an Othala pantheon that replaces the current mix of gods from all kind of worlds. We should just make sure to not assign domains to them else we'd limit our clerics.

Any idea on how we can start with a pantheon?
Abyssal Stalker

05-17-06, 11:50 AM
Well, the D&D-style pantheons don't seem too difficult to create. They always seem to lend quite a lot from for example Norse, Greek and Roman mythology. There are greater and weaker deities, god fo all gods, ancient and forgotten ones, etc.

I think that we should come up with ideas for deities. Maybe there could also be a god that has spawned all the others, but has no effect on the current world. I think that we could create some 12-15 major deities/religions with different agendas that would include the majority of the inhabitants of Othala. Then we could all come up with ideas about smaller deities that can be added afterwards to the pantheon.

My (not so original) ideas for some of the gods:
-The Good God
-The Evil God
-God of Life
-God of Death
-God of Nature
-God of War/The Fire God
-The Judge of Souls
-God of Music
-The lord of Shadows
-Dwarven God/The Stone Idol
-Orcish God/The Destroyer
-The God of Magic
-The God of Mind/Psionics
-etc...

We can come up with names and descriptions afterwards. You can for example let people do these with the principle that the fastest chooses first. Then we can all come up with ideas of the smaller/forgotten/ancient deities so there is something for everyone!
Argaud

05-17-06, 11:57 AM
If we are serious about increasing loser rewards from 1/3 to 1/2 please keep in mind the effect this will have on expendables proliferation. The major limiting factor to expendables right now is the ratio of expendable costs to arena earnings, particularly in a loss.

I am not saying "don't raise the loser rewards," rather expect to adress the use of expendables again after doing so.


Leveling Rate:
It takes about a year of fighting to go from ECL 3 to ECL 10. It depends on your win/loss ratio, but there are hold-overs, vacations, board maintenance :raincloud etc., so most people are not going to be fighting 52 weeks per year.

Personally, I have no problem with that, but a year is a long time to expect to keep new players.

If you could pay 1 credit to earn a win for your ECL, people would level pretty quickly, and PL participation would increase.

Here's another idea I've mentioned before in other threads:
Everyone gets the same reward, win or lose [allies still affect the rewards]. This would allow for a constant and expected leveling rate.
It would also mean that if the pitlord doesn't do a perfect job of running your fight, you have almost no reason to continuously complain or harrass them about mistakes and threaten to quit the CoCo if a certain rule is not changed, enforced, interpreted correctly, etc.

If the goal is to get and keep 200+ players, we are going to need a much more efficient pitlording system, and eliminating 4 hours of running a fight and 12 hours of defending it, editing it, and re-running it would mean a lot more available time to PL.

It would also have the effect of discouraging allies. Currently, an ally costs around 10% in earnings, but if the ally makes the difference in the fight, it leads to a 200% increase in GP and XP. Like them or not (class feature or not) allies slow down a fight dramatically. Again, speeding up fights would increase the ability to run more fights and the availability of PLs.

I think it would also have the effect of creating a more immediate atmosphere of mutual fun and a shared RP experience, and a less confrontational one. If you came from the regular WizCo boards and thought you might check out the CoCo, what would you imagine the arena experience would be like?
Testing builds, making characters, seeing cool PvP battles, and so forth.
But what the CoCo really is is a rule debate factory churning out an endless stream of arguments and discussions about the most minute, obscure, and boring rules details imaginable.
The Coliseum is really where rules lawyers square off weekly, not good character builds.

I like the CoCo, don't get me wrong; but I am a rules lawyer, and I'm not sure that's really the point of the arena.



[edit] I'm not sure the effect tinkering with rewards would have on the Guild system, or how it should be applied to Quests, I will leave that to others.
Although a bit haphazard I think this post is brimming with good ideas, and also manages to nail down some of the main problems I see in the CoCo.

Fortunately the community is a constantly evolving one, rules get changed regularly when problems become evident and there is a genuine willingness to constantly improve by the guys in charge. This is very good.

Here there are three more problems I see:

Credits. Some players get a lot of them and have characters packed with allies and credited items that make them almost invincible. Although I agree working for the community should be rewarded, I think perhaps credits should be expended only in things like unusual, higher ECL characters and not in items/allies that bestow the characters extraordinary advantages in the duels.

Too much work is devoted to create new stuff and not enough in making the old stuff better. As it is a lot of the elements in the games are already questionable, and yet I see the intention of adding more content without fixing what is, if not really broken, slightly malfunctioning. Not only does this policy multiply the potential problems, but also makes the CoCo pretty newbie unfriendly. Too many options, too many houserules, too many arbitrary-seeming rules... There will never be 200 players in the CoCo unless things get simplified and made easier.

Crappy Pitlords. Frankly, the 12-hour long arguments Ariel mentions are most often caused by pitlords being lazy, ignoring written tactics, playing favorites and doing a sub par job. Right now there is no quality control to the pitlording but for the occasional player raising hell (and many players meekly accept results to avoid long arguments). It is incredibly frustrating for me when I see how a pitlord ruins the battle for one of my characters (and sometimes for characters that are not mine, but that play with great builds and great tactics, that lose fights only because of the pitlording). Some times it is honest ignorance of some obscure rules, certainly, but truth is that when such thing happens the pitlord is usually very willing to fix the mistake. It is when the pitlord was careless, or lazy, or even malicious and playing favorites, when the player finds an unbeatable roadblock and no amount of arguing will really change anything. And this, I feel, will cost the CoCo more players than anything else.

Like me.

I am leaving because it is just not worth spending hours writing posts to argue with certain pitlords. So I wont be back when the boards are fixed, at least not for a while.

But because this is a community in constant evolution, I will check out the CoCo again in a few months. And if enough elements have changed, I will rejoin.

But the truth is I dont see an easy solution for this particular problem. I see -some- possible solutions, but they arent easy and they will make fights even longer. The one-thread fights, where movement and tactics are much more in the hand of the players than a third person seems to be a step in the right direction, but those threads seem very time-consuming. Quality control of the pitlording, another step in the right direction, would require some kind of second-level pitlord and probably aggravate some pitlords (but on the positive side, those aggravated would likely be the bad ones).

I am sure others will have better ideas. I hope they do!

But for now, my farewells.
SauroGrenom

05-17-06, 12:35 PM
We have a large enough community here that I think we can allow the Pantheon to grow organicially. I suggest that you allow players to invent gods that their characters worship. Each such invention can be written up and sent to scribelords. If it is good enough Scribelords can record it somewhere in the World of Gladius thread and the player gets 1 or 2 credits for the work.

You could probably get it kickstarted with a writing contest. An interesting writing contest would be to basicially write up a back story/mythology surrounding a particular god and the tenants and rituals of the faith. The best 5 stories become greater gods and you can rank them down the list as lesser and demi gods.

It sort of makes sense that their could be multiple gods of war for example. Each culture or race may have a different god for this particular portfolio. There could be a god of war and destruction and another god of war and liberation and a third god of skill in battle. Think of Aries and Athena. Both were gods worshiped by warriors.
SoulLord

05-17-06, 12:50 PM
I wholeheartedly support this proposal as it stands.
Abyssal Stalker

05-17-06, 01:09 PM
We have a large enough community here that I think we can allow the Pantheon to grow organicially. I suggest that you allow players to invent gods that their characters worship. Each such invention can be written up and sent to scribelords. If it is good enough Scribelords can record it somewhere in the World of Gladius thread and the player gets 1 or 2 credits for the work.

You could probably get it kickstarted with a writing contest. An interesting writing contest would be to basicially write up a back story/mythology surrounding a particular god and the tenants and rituals of the faith. The best 5 stories become greater gods and you can rank them down the list as lesser and demi gods.

It sort of makes sense that their could be multiple gods of war for example. Each culture or race may have a different god for this particular portfolio. There could be a god of war and destruction and another god of war and liberation and a third god of skill in battle. Think of Aries and Athena. Both were gods worshiped by warriors.
The writing contest sounds like a good idea!

I still think and hope for some guidelines for our own pantheon. I believe King Uther has some really good ideas for the whole thing as you probably know as a participant in one of his latest quests. He seems to have the Gladius storyline figured out for quite a long period. The story might include gods so maybe he could drop some guidelines or the structure of the pantheon.

I think that this would still give us the freedom of creation.
MindWandererB

05-17-06, 01:44 PM
I think the gods should basically function as a perpetual "open call," but with some restrictions.

1) You can invent any god you like for your character, whether they are a cleric or not. Once you have created a new god, PM Scribelords with the god's name, portfolio, domains, and a brief description (similar to what appears in Complete Divine and the Race books).
2) You can borrow gods from real-world pantheons (such as the Greek or Norse ones), using the domains, alignment, etc. in Deities and Demigods. Since that source isn't Core and isn't in the SRD, there are obvious limitations here, but that's what you get for going with something that's already been done.
3) You can use the Greyhawk ("core") D&D deities, including ones that have not been updated to 3rd edition. If you use one that is in a 3rd edition book, you should use the domains, alignment, etc. found in that book. If you update one yourself, you have free creative license, first come first served.
4) This may be the most debatable rule: you cannot use deities from any other source. No Forgotten Realms, no Dragonlance, etc. Using gods from these worlds makes Othala seem like a hodgepodge and not a single world.

Most importantly, I don't want characters to ever be restricted. If someone wants to create a cleric with the Law and Trickery domains, they should be able to without saying, "uhh, I'm just a generic Cleric, no god."
Zevox

05-17-06, 02:43 PM
I suppose most could predict this, but I'm very much against restricting one's selection of Deities here.

One of the things I most liked when I first joined here was that Deity selection is entirely open - pick one from anywhere or make up your own, it doesn't matter. In my own case, I always have my characters worship a Deity (except Asran, but hes a bit of a special case), and the ability to use those I'm familiar with and like is something I quite enjoy here - in my case, thats the myriad Gods of the Forgotten Realms. In a few of my characters the Deity they worship is actually central to the character themself. The best example is Destra Stormwind: her entire reason for being a Druid, her entire philosophy on existance and nature, indeed her entire reason for doing just about anything, is tied to her worship of Talos the Destroyer. If we were no longer allowed to use FR Gods I have no idea what I'd do with her.

If we need a good RP reason for why so many Gods from different worlds are worshipped on Othala, I can't see why one doesn't already exist. Now most of this is going to be Realms-related, since thats what I know best, but bear with me. I've heard that in pre-3e times every God in the various campaign settings existed in a single cosmology, the Great Wheel, and while some restricted themselves to one world many were worshipped on a variety of worlds (see Correlon Larethein and Gruumsh, for example, found both in Greyhawk and the Forgotten Realms). That could be one way of explaining it. Another from post-3e times is that it is a known fact that the Forgotten Realms are linked to many other worlds via the Plane of Shadow and the many portals of the planar city of Sigil, and it also known that at least one of thier Gods, Mask, has worshippers on other yet-unspecified worlds via the Plane of Shadow links.

Why not use something similar to one of those to permit Gods from any world, but have them be very obscure Gods with small followings on Othala, with a main pantheon of homemade Gods native to Othala being the most widely-worshipped? I'm guessing you'd be hard-pressed to find so much as two PCs that worship the same non-Greyhawk/core God around here (the only example I know of is my Ceilia Durrol and Featylec Elendi, who both worship the Red Knight), so that wouldn't be hard.

Zevox
MitzaVolchenko

05-17-06, 03:13 PM
Here there are three more problems I see:

Credits. Some players get a lot of them and have characters packed with allies and credited items that make them almost invincible. Although I agree working for the community should be rewarded, I think perhaps credits should be expended only in things like unusual, higher ECL characters and not in items/allies that bestow the characters extraordinary advantages in the duels.

Too much work is devoted to create new stuff and not enough in making the old stuff better. As it is a lot of the elements in the games are already questionable, and yet I see the intention of adding more content without fixing what is, if not really broken, slightly malfunctioning. Not only does this policy multiply the potential problems, but also makes the CoCo pretty newbie unfriendly. Too many options, too many houserules, too many arbitrary-seeming rules... There will never be 200 players in the CoCo unless things get simplified and made easier.

Crappy Pitlords. Frankly, the 12-hour long arguments Ariel mentions are most often caused by pitlords being lazy, ignoring written tactics, playing favorites and doing a sub par job. Right now there is no quality control to the pitlording but for the occasional player raising hell (and many players meekly accept results to avoid long arguments). It is incredibly frustrating for me when I see how a pitlord ruins the battle for one of my characters (and sometimes for characters that are not mine, but that play with great builds and great tactics, that lose fights only because of the pitlording). Some times it is honest ignorance of some obscure rules, certainly, but truth is that when such thing happens the pitlord is usually very willing to fix the mistake. It is when the pitlord was careless, or lazy, or even malicious and playing favorites, when the player finds an unbeatable roadblock and no amount of arguing will really change anything. And this, I feel, will cost the CoCo more players than anything else.

Like me.

I am leaving because it is just not worth spending hours writing posts to argue with certain pitlords. So I wont be back when the boards are fixed, at least not for a while.

But because this is a community in constant evolution, I will check out the CoCo again in a few months. And if enough elements have changed, I will rejoin.

But the truth is I dont see an easy solution for this particular problem. I see -some- possible solutions, but they arent easy and they will make fights even longer. The one-thread fights, where movement and tactics are much more in the hand of the players than a third person seems to be a step in the right direction, but those threads seem very time-consuming. Quality control of the pitlording, another step in the right direction, would require some kind of second-level pitlord and probably aggravate some pitlords (but on the positive side, those aggravated would likely be the bad ones).

I am sure others will have better ideas. I hope they do!

But for now, my farewells.

On first item, the credit system is not perfect. It is relatively fair, though the increase in ECL buy in was disappointing.

On the second item, I agree. Rules for the sake of rules irritate the heck out of me. I will be stepping back from PLing due to the coming changes being more work and not the sort of changes that I think are positive.

On the third item, I agre with reservations. I would like to see a formal means of appeal for PL decisions. However, I rarely see 'lazy' pitlording.
In the most recent incident that involved the two of us, Argaud, I ran that fight three times, not including multiple minor adjustments per various players' requests. That totalled to more than 24 hours spent on that fight alone. The results stayed the same, not because I wanted them to, but because it happened. I am still not entirely happy with the fight, but I cannot invest more time in it.
There are certain players around here that I do not like, but I would burn in the ninth ring of hell before I would allow that to interfere with me giving them a straight fight. I think that most of the PL's here feel the same way. I also know that the majority of PL's here will never object to a rules' based request for hold over. The PL staff tries its damnedest to make things work and make them fun.
We all take losses to what we feel is PL error. I have had a couple of fights held over for my characters and a couple held over that I PL'd and messed up. It bothers me, but not enough to quit.
Book5

05-17-06, 07:02 PM
Most importantly, I don't want characters to ever be restricted. If someone wants to create a cleric with the Law and Trickery domains, they should be able to without saying, "uhh, I'm just a generic Cleric, no god."

Actually the rules out and out state that you can be a cleric of an "ideal" which allows you to pick any two domains you want. Yep - check it. Its true.
graymocker

05-17-06, 07:14 PM
What happens if a character on a mount is rendered paralyzed?
(I assume the mount, lacking directions from the character, will stay still, and the character can be CDGed)

What happens if command (fall) is cast on a mounted character? Or on the mount itself?
(My guess is that in either case the mounted character is dumped off the mount.)
Zevox

05-17-06, 07:18 PM
What happens if a character on a mount is rendered paralyzed?
(I assume the mount, lacking directions from the character, will stay still, and the character can be CDGed)
Thats the interpretation I'd use, yes. If the mount isn't intelligent, it can't discern what it should be doing to help out without orders. Its defend trick will still kick in when its master is attacked though, so it will still attack the one trying to do the CDG. That of course is out the window if the mount is intelligent (like a Pegasus for example), but for horses thats what I'd say.

What happens if command (fall) is cast on a mounted character? Or on the mount itself?
(My guess is that in either case the mounted character is dumped off the mount.)
If its on the character, I'd say they drop off the mount, since they can't really go prone while mounted. If its on the mount, the caster just wasted a spell, because Command is language-dependant and horses don't speak any language (this of course doesn't apply to intelligent mounts, in which case I'd say the rider makes a ride check to stay on while the mount goes prone).

Zevox
MindWandererB

05-17-06, 07:35 PM
Actually the rules out and out state that you can be a cleric of an "ideal" which allows you to pick any two domains you want. Yep - check it. Its true.Yeah, I know it's true, but I don't want that to be the only option for certain combinations. Everyone should be able to have a god if they want one.

I don't think any mount will just sit there in a combat situation. They'd either fight or run away, depending on whether the "guard" trick had been triggered. If they were caught flat-footed, then they might allow a strange person to walk up and CdG the rider, but not if the fight had already begun when the paralysis occurred.
Book5

05-17-06, 08:09 PM
B - its this easy watch.

My cleric worships the holy Fnord :shifty: I declare Fnord has law and chaos as its some of it's domains. I believe Fnord is a god.

Replace the undelined parts with anything you want and you can have anygod with any domain combo you want. Hell you could say that you worship a parrallel reality version of Kord that has evil and protection but is "otherwise pretty much the same.." The portfolio thing is entierly moot. The only time it will ever come into play is durring a quest/champaign - and if the questlord doenst "get the joke" - then they will probably ask for more character information rather than try and ding you for "unavailable diety" or anything like that.

Further - The only reason I imagine we can't use the DL, FR, SJ, and etc gods.... well there are these little things called copyrights. We really don't have to worry about them... wotc and Catarane do. Now there has been an obvious exception made here already - I couldn't put the experience tables up on my website.... ;)
bluemage55

05-17-06, 11:17 PM
There's a minor problem with the Fnord example: how can Fnord have both the Chaos and Law domains when those correspond to the alignment of the deity? :confused:
Book5

05-18-06, 05:01 AM
There's a minor problem with the Fnord example: how can Fnord have both the Chaos and Law domains when those correspond to the alignment of the deity? :confused:

Because in the Fnord example we are not requiring a deity. "Fnord" is a principle.. an ideal. The cleric rules do not require a diety with a portfolio. Deities and the reason they have portfolios are part of the divine rules.. not the cleric rules.

A cleric can choose any ideal... and run with it. In the case of the Fnord example we have the ideal of "balance" as a kind of "true nuetral" ideal that has no alignemnt. Simply principle.
Vathelokai

05-18-06, 07:15 AM
From a technical perspective, I think it best if all devine casters are considered idealist casters, and if their ideal is close enough to any particualar diety then the diety can be their patron. See, fixed the whole thing with semantics.

On Gods:
Pardon me if I get too full of myself here, but I feel like ranting. I'd like to see something other than the traditional pantheon structure for a change. First off, the greeks and nords didn't have a brochure of dieties with characteristics to choose from. This only exhists in Bulfinch and Gygax and inumerable fantsy classics. So here is my take on the real worlds organic growth of religion.

The earliest forms of religion evolved from two things. 1) Schiziprhrenic episodes: Shamans from the world over all have similar initiation stories. A youngster going through puberty has a nervous breakdown of some sort, and the elder Shaman is called in to fix the problem. The crazy kid is initiated through ritual and hardship, then reintroduced to the culture/society in such a manner that they reaffirm their social roles and their culture. 2) Nature is frikkin Scarry: Earthquakes, tornadoes, and drought are bad enough when you understand what's going on, but are terrifying when you don't. People who had no idea what the hell was going on personified these natural occurances, and thus most dieties were created.
Such things as creation myths and interpersonal god conflict always comes later, once the priest/shaman caste has been establised and the forces of nature have been catagorized. The D&D cosmology is a bizarre combination of these two elements and (frankly) comic book style storytelling.

Now looking at clerics:
There are a couple ways to look at clerical magic. 1) The cleric is begging the god for aid, and the god is supplying miracles (in the same combat round the cleric asks for them). 2) The god has imbued this follower with powers that the follower can use at whim. 3) The cleric understands or is in personal contact with the minor forces of the universe and can use that to effect changes in the world that others cannot.

Organic Dieties:
Over 2 thousand years ago, before the big 'mega-relgions', there were only a couple types of pantheons (I'll leave animism, ancenstor worship, and other mystic systems out of this for now).

1) Grecko-Roman: The fact that there are so many stories about these religions has more to do with the impact of theatre in these cultures than actual religious sentiment. People in any given city were unlikely to pick their own personal diety, they were more likely to worship the partron god of their city. Many stories about the inter-relation of dieties were written when two cities with different patron dieties collided in one way or another, or when a city state took over a larger region. The stories served as much a religious purpose as a political one. Secondly, these cultures absorbed any religion they came across and added them to their pantheon. If you were living in briton, and the romans came and stole your city, you would be informed that you had actually been worshiping posidion the whole time, and the romans would appreciate it if you called him that (but of course, you can go about doing the same cerimonies you were before.)
Mystery religions like the Orphic or Elysians, and philosophical movements, such as Stoics and Epicureans, are a slightly different matter, that I won't bother with.

2) Egyptian: From a modern perspective this one can be the most confusing. Think of them as component gods. There is the god of creation, god of the sky/vault, god of travel, god of knowledge...etc. They each control their sphere. But, if you want to worship, specificly, the travel of the sun across the sky, then you worship the god of creation/sky/travel, aka Amen-Ma'at-Ra. Or the knowledge of the underworld, you worship Thoth-Anubis. The multiple gods blend together into one new god. Gods in this format are strictly limited to their domains, even to the point of loss of self.

3) Family/Tribal gods: This is the most popular in the babylonian era. Every tribe had it's own god. That god looked over the city and the people in it. The king/priests of the city could communicate to the god through an idol, usually situated in the central temple. The idol was considered as the god in every respect; it was washed, fed, had it's own concubines... the works. When an army would invade, they would frequently carry a lesser idol with them, that served as a vicar for the greater god, and this vicar would command, assist, and otherwise serve the invading forces. A city that was conquered would have it's idol smashed and all of its people slaughtered, which would in effect kill the rival god. This is the origin of racial dieties such as Grummsh and that Corilean guy.

4) Vedic traditions: This is the concept that all of exhistance is, or was created by, one god. That god split for whatever reason and now there are more gods, who are all actually parts of the origonal. The god of travel is merely the feet of the One. The god of law is merely the hand of the One. And so on.

What the hell are you getting at, Vath?
Well, it's more an overall concept than a proposal or anything, but here I go...
There can be as many dieties as there are towns. Yeah, crazy thought. But in a non industrialized world, the type of travel and interaction nessicary to create a town that worships more than one god is immense. It would only happen in the largest cities.

How does anyone know if a god is real or not? If we are in a situation where there are miraculous clerics side by side, doing identical feats as, an idealist cleric with no god, then where is the line? Of course this is all RP, but if your character walks into an unknown town, where the locals worship the Great Fnord, and they cast both chaos and law spells, how can you tell if they are miracle workers or idealists? I suppose what I'm getting at is that 'false' gods should be represented as well.

The history of the world is incredibly important to the pantheon. The history of the city is also of importance. And not just the overal creation story, but the actual events that can be remembered by the elves. How long ago did Rito Maya come down from his mountain retreat and work to create the arena? How long has the Nimbus been in effect? What surrounding regions were absorbed when Gladius upgraded from town to city to citystate?

Are we going to have a cosmology? According to the map thread the world is a sphere; is this correct? Why does it rain - natural forces, a rain maker diety, gates to the water plane, the stars are actually the lights along the watchtower of the celestial floodgates?

What is up with the innate connection between priests and the life/unlife magics of the positive/negative planes; and therefore undead? That is really the chief RP difference between a sorcerer and an idealist cleric.


... Enough ranting for now. I'll think on this for a day or so, then if I come up with something, then I'll present it. Time for bed.
Argaud

05-18-06, 11:22 AM
In the most recent incident that involved the two of us, Argaud, I ran that fight three times, not including multiple minor adjustments per various players' requests. That totalled to more than 24 hours spent on that fight alone. The results stayed the same, not because I wanted them to, but because it happened. I am still not entirely happy with the fight, but I cannot invest more time in it.I avoided mentioning your (and other names) when I said I was out, but since you bring it yourself, here is my last word on this business.

You rushed to finish a fight (your fifth in a week!) and did a poor job.

You made a token attempt to fix the mistakes that consisted in trying by all means to reenact the original results, to the point of dumbifying some characters and giving the equivalent to x-ray vision and omniscience to one of the fighters. Tactics became irrelevant for this reenacting, too.

When pointed (again) the mistakes, you decided that you had no time to correct them because you had spent too much time already (even though you werent really happy, that bolding is mine) and you were sure the result was going to be the same anyway (I am certainly not so sure, but my opinion does not matter much).

Obviously, I, who lost a fight that I feel I should have won because the pitlord was tired, am even less happy.

Which is one of the reasons that I am gone. But not the only one.

Thats all. Have fun. I know I am -not- having fun explaining this again.
MitzaVolchenko

05-19-06, 04:04 AM
Good luck to you in all that you do, Argaud. I truly hope that you have fun and enjoy whatever you do.
I worked on that fight far more than you believe, but being newish around here, I understand that you do not understand how obsessive I am about running things correctly. I have just noticed that the final revision never got posted as I was saving it until the boards came back up. When I am at my own computer, it will be added at the bottom of the original post for anyone that cares to read it. There are paragraphs with each round explaining the action and the source of each roll. Movement is shown in long calculation so that you can see where the flight and three dimensional movements take each person.
I am sorry that you are leaving after what amounts to one 'bad' experience, though as you said there are other reasons and you are not having fun. I am also sorry that I am the one that you feel caused said bad experience.
Pittbull

05-19-06, 04:19 PM
I have just noticed that the final revision never got posted as I was saving it until the boards came back up. When I am at my own computer, it will be added at the bottom of the original post for anyone that cares to read it.

Cool, thanks a lot! I thought, you won't post the final version anymore. As I said there won't be any discussion from my side, but the fix is apreciated, no matter that we lost.

Tanks again for your extra work!
SauroGrenom

05-19-06, 05:13 PM
What do you think would be the LA for a Worm that Walks?
graymocker

05-20-06, 05:11 AM
newbie PL question:

Do I need to make listen/MS rolls if a caster who is invisible casts a buff? (Does itmake a difference if cast from scroll/stone/wand/memory?)

Thanks!
Salrantol

05-20-06, 05:34 AM
@graymocker: Yes, you do. Typically the DC is zero (0). No, it does not matter, as long as it's a spell, so wand, memory, and scrolls all make sound. For a powerstone, dorje, or psionic power from memory, it matters what power it is, as some do have audible displays, others do not.
graymocker

05-20-06, 06:00 AM
Thanks for the prompt reply!

*goes back to figuring out all the different PLing tools*
Huan

05-20-06, 08:46 AM
TODAY IS THE LAST DAY TO POST YOUR SUBMISSION TO THE COCO WRITING CONTEST!
Book5

05-20-06, 11:24 AM
:shifty: the next one ... your all toast. :mad:
I'm a dungeon master, don't make me say it again...

~ala Killer 7 vrpg/shooter, system? I don't remember actually saw it at dude's house. ;D "dont make me say it again" ;D
King Uther

05-20-06, 03:36 PM
@Argaud/Mitza

Truly, the essence of the PL running a fight based on tactics is a flawed system. But it is the best timewise there is. I have, myself, been a player in multiple fights I feel I should have won but didn't. And on some of those I argued and argued and argued and argued............ and it got me nothing but angst. I took a step back, and realized what needed to be done. Relax. I am a competitive person, particularly things in which I feel I have skill in. But I lose. Sometimes often. Winning consistent in the CoCo is a combination of good build, good strategy, patience, and luck.

What I am trying to say poorly is this:

We are a community. We enjoy D&D, enjoy roleplay, and enjoy the idea of creating a world together where we can play no matter where we are. It sucks to lose when you expect to win. But I have taken the viewpoint that what a PL decides is final. I voice my concenrs, and if they truly feel it won't change anything, I won't even ask for a rerun any longer. When I PL fights, I do my best to change things that should be changed. But I also always stand by any decision I've made and expect my players to do the same. I wish you weren't going to leave, Argaud, but perhaps time is the best cure.
TheMagister

05-20-06, 10:06 PM
I've just poked around in the Council thread for about 30 minutes, and haven't turned up the answer to this question:

The cap on expendables is coming, and I'm preparing. What do I do with my excess? I hope I can cash them in for refunds and not have to sell them back at half price.

Any knowledge out there?

TM
MindWandererB

05-20-06, 10:15 PM
I can't find it either, but the decision was that we should try to use up any extra expendables between this week and the next, but any we don't use up can be refunded in the Character Changes thread when the change goes into effect.

I personally think this will result in serious overload of the Changes thread--most characters will need refunds, I think--but it's not my decision.
TheMagister

05-20-06, 10:17 PM
Thanks muchly!

TM
Creole

05-20-06, 10:42 PM
Hello,

Could someone please take a look at my characters and tell me if there are any mistakes, but please don't post me in to prison, just tell me, ill correct them.

I'm also looking for a Questlord, becouse I would like to get a Worg.

Creole
Creole

05-20-06, 10:44 PM
I forgot to add a link to my character, click here (http://boards1.wizards.com/showpost.php?p=9206371&postcount=819) to view it.
TheMagister

05-20-06, 11:32 PM
Hello, Creole, and welcome! Hope you enjoy your time here!

@Everyone else: What (if anything) would prevent TWH from using Gather Information (once he gets 5 ranks in it) to circumvent the credit cost of an item in the black market (a free action) which he haggles to get an 11% discount on (also a free action)?

So, basically, the use of two free actions on a single purchase. Would it be considered a "full activity" or be disallowed entirely?

I'd like to think that investment in these skills would be a big payoff for such a character...

TM
TheMagister

05-20-06, 11:50 PM
Hello,

Could someone please take a look at my characters and tell me if there are any mistakes, but please don't post me in to prison, just tell me, ill correct them.

I'm also looking for a Questlord, becouse I would like to get a Worg.

Creole

Looks like you did a fantastic job on your character, which is really commendable considering your first-time status here.

Only suggestions that I would make:
include a silvered out breakdown of your skill rank progression.
denote the capacity of your cognizance crystal to save pitlords' time

Only error I saw (and it might not be an error, but more an inclusion that wasn't broken down in silvered text):

You have a 19 pp maximum, which (divided by 3) leaves you 7 pp per arena fight. You have listed 9 pp per fight. I'm assuming that you're taking the 7 that you have and adding 2 from your cognizance crystal. This (while kinda true) is misleading and needs to be broken down for both pitlords' convenience and understanding and prison reasons.

...

Looking at the cognizance crystal rules, a crystal can only have an odd number or points in it, so the above assumption is incorrect on my part. Guess your math was just off. =)

Your cognizance crystal cannot be recharged in between fights during the 3 week cycle that is coming up, and that's important.

Also, you need to include a Prebuff section where you show that you filled your cognizance crystal with PP in between cycles.

Otherwise, a really good character sheet!

TM
MindWandererB

05-21-06, 12:29 AM
Could someone please take a look at my characters and tell me if there are any mistakes, but please don't post me in to prison, just tell me, ill correct them.Not bad at all. You have one power stone that you can't use (Chameleon), and one that does nothing for you (Inertial Armor), but other than that it looks like a pretty darn good character.

You may want to reconsider Levitate as one of your powers known--that one is probably more useful in a power stone, freeing you up for a more useful power, like Brain Lock (a truly icky power when you have a Diplomacy ally) or Ego Whip (since most of the gladiators have Cha scores of 8 or less). You'll probably want to pack at least one stone of Specified Energy Adaptation.

Also note that you can't bring a Worg into battle yet; it's CR 2 and you don't have the requisite 5 ranks in Forgery to lower that.

Finally, you might want to scrap the cognizance crystal idea. The rules which are going into place after one more week will make them useless--you have to charge the crystal using your PP for the day (you can't charge it the night before), so the points in the crystal count against your points for the day, thus totally defeating the purpose.
NiQil

05-21-06, 01:40 AM
:censored: :shocked: :OMG! :help:

Apparantly Cat wasn't kidding when he said it could kick in any day....great....now you all are stuck with me making decisions that actually carry weight around here :eek:
TheMagister

05-21-06, 01:44 AM
Hey, congratulations!

Now, since you have all that Elder muscle and are dying to flex it:

@Everyone else: What (if anything) would prevent TWH from using Gather Information (once he gets 5 ranks in it) to circumvent the credit cost of an item in the black market (a free action) which he haggles to get an 11% discount on (also a free action)?

So, basically, the use of two free actions on a single purchase. Would it be considered a "full activity" or be disallowed entirely?

I'd like to think that investment in these skills would be a big payoff for such a character...

TM
NiQil

05-21-06, 01:49 AM
Hey, congratulations!

Now, since you have all that Elder muscle and are dying to flex it:



TM

LOL well I am afraid you probably won't like my response. The Rules thread states that you may only use one free activity each week. So until that changes to allow those two to combine, or changes to allow more than one free activity in a week, I am afraid it would be dissallowed entirely. If memory serves, when those two skills were introduced, it was set up that way on purpose so as to avoid exactly what you asked about, which can result in some fairly overpowered and unbalanced items at a very low cost.


To put it another way....would you really think it fair to have a rogue rolling around here with a custom wand of true strike (not that Cat would ever allow that to begin with, but hey...it's my example) that had a huge discount on the purchase price of it as well? Wait....yer biased. The correct answer is NO! LOL
Zevox

05-21-06, 02:39 AM
Also note that you can't bring a Worg into battle yet; it's CR 2 and you don't have the requisite 5 ranks in Forgery to lower that.
Actually, if you look at the skill rules, Forgery is not among those that require 5 ranks to use so long as you have the requisite total modifier to get some use out of it. Theres been a number of characters using it without 5 ranks for a while now, including Cat's Ixenthor.

Zevox
Creole

05-21-06, 02:59 AM
Well, first my sheet looks good becouse it's not mine :p, don't know who I got it from, but I changed a few looks. And second, I think I can use the Forgery, couse in the rules it doesn't say I have to have 5 ranks, just a +5, so it should be possible right?
MindWandererB

05-21-06, 01:11 PM
Ah, you are correct. A bit silly, that; one cross-class rank and a custom item will go far with very little character investment. I wish the rules were a bit more consistent about which skills required ranks and which didn't.

BTW, where's the rule limiting the caster level on wands? I can't find it.
NiQil

05-21-06, 01:37 PM
Ah, you are correct. A bit silly, that; one cross-class rank and a custom item will go far with very little character investment. I wish the rules were a bit more consistent about which skills required ranks and which didn't.

BTW, where's the rule limiting the caster level on wands? I can't find it.

I'm not sure where it is actually printed as I have not looked for it, but I can say that the limit on caster/manifester level is your ECL, just as it is for all expendables (it was my idea LOL)
MindWandererB

05-21-06, 01:40 PM
I'm not sure where it is actually printed as I have not looked for it, but I can say that the limit on caster/manifester level is your ECL, just as it is for all expendables (it was my idea LOL)Yeah, I know that's the rule, but I can't find it in the rules.
NiQil

05-21-06, 02:24 PM
Yeah, I know that's the rule, but I can't find it in the rules.

I shut down the prison so I can move, and everyone forgets it's there....

Q: Are there limits on what expendable items can be purchased?
A: Yes. All single use expendable items, including (but not limited to) scrolls, potions, powerstones, tattoos, crawling tattoos and wondrous items, are limited to a caster/power level equal to your ECL. Charged items, including (but not limited to) wands, dorjes, staffs, psicrowns and wondrous items are also limited to being purchased up to your ECL in caster/power level. Items with both charges or limited uses as well as a function that is continuous or does not elapse after a certain number of uses may still be purchased at any ECL (an example of this would be a Gem of Brightness, which has both effects that are charge-dependant, and effects that are not).


There ya go. Maybe I will ask Cat to add that to the expendable rules in the Rules thread...it really should be there.
Caterane

05-21-06, 04:43 PM
As you have already noticed, NiQil and SauroGrenom are now Elders and Elde, respectively lol the latter is just a typo and should be corrected soon.

The work and input these two have invested into this board is just marvelous. NiQil has led the prison masterfully, really, there's no way you can do better in there, and Sauro is an idea factory who has spent uncounted hours into thinking how to improve the board. Without him, no guild system, no 3WC (ok, some might now hate him because of that hehe), and many other things. The CoCo can be lucky to have you guys.

Unfortunately, this meant that there are two old Elders less. Luni is missing since february, and hasn't logged on to the boards since march. Since she hasn't even said goodbye, I can only hope that nothing happened to her. It was a short time of duty but I am sure she would have been a great Elder.

The other person is LLMadCow, and this was a very hard move for me. Brian is the only person here who is longer in the coco than I and has contributed a lot in the last 3 years. His work, his input, his wisdom, all that has helped to shape this board. Without him, the coco wouldn't be the coco. Real-life constraints have kept him from participating the way he would have liked, and the way I need an Elder to participate.

Still, I don't want to see it as a demotion. Like Moherajikuyx who gained the special title "CoCo Founder" when he said good bye, LLMadCow is now known by Core Coliseum Oldtimer. This is a rank of respect on this board. Although he doesn't participate in votes nor does he hold power over an Elder Domain, his word is not worth less than yesterday when he was an Elder. That means, he may answer any questions in the Ask an Elder thread as if he would be one. In case of a draw in a poll, the Oldtimer will be consulted for input. An asset such as LLMadCow's wisdom should not be thrown away. He also gained a Custom Avatar and no one is more curious than I to see which avatar he will replace his old Hypno Spectre picture.

Pittbull, King Uther, and Huan will stay Elder. I will soon assign the domains to them, after talking with everyone.
LLMadCow

05-21-06, 05:46 PM
Well, Cat, I am grateful for the time that I have had with the CoCo. With the write up you have given me, I almost have to pick this for my Avatar:

http://boards1.wizards.com/images/avatars/SWTCG20.jpg

That being said, I do not know that I can pick a custom avatar yet. I haven't found the option for it.

Some of the recent changes seem promising. I am reading over things and I will have some input shortly. More to follow.

Thanks Cat!
Vathelokai

05-22-06, 06:56 AM
Hey guys; had a crazy weekend. Havn't even touched a computer in three days. Just wanted to check in, in case my quest buddies thought I was going MIA or something.



What a week for titles!
Pittbull

05-22-06, 09:14 AM
@LL: You might get a customized spell: "summon boyscout" too, to have somebody who helps an oldtimer across the street! :D Congrats Brian!!
Papapeperoni

05-22-06, 01:55 PM
Question for my fight. (DSugui, please don't read this).


If I start a battle covered in dirt, does it foil an animal's scent ability?
And is tapping a tattoo of Grip of Iron an immediate action, like the power?


Thanks,
--Papapeperoni, God of Pizza's
MindWandererB

05-22-06, 02:01 PM
Question for my fight. (DSugui, please don't read this).


If I start a battle covered in dirt, does it foil an animal's scent ability?
And is tapping a tattoo of Grip of Iron an immediate action, like the power?


Thanks,
--Papapeperoni, God of Pizza's

1) No. An animal can smell you right through the dirt.

2) Tapping a tattoo is always a standard action, regardless of the manifestation time of the power. And as a general rule, activating a magic item is always at least a standard action unless otherwise specified.
Papapeperoni

05-22-06, 02:08 PM
So that makes the tattoo effectively useless, doesn't it?

--Papapeperoni, God of Pizza's
MindWandererB

05-22-06, 02:48 PM
So that makes the tattoo effectively useless, doesn't it?Pretty much, yeah. You can use it defensively--it will apply to your grapple checks made on your opponent's turn--but Grease is much better for that purpose. It's like a potion of Feather Fall--not much help when you go splat.
TheMagister

05-23-06, 01:25 AM
Hi ya'll.

Now, I'm usually the last person to know about stuff like this, but I don't mind sticking my foot in my mouth, so I'm gonna shout-out anyhow.

I just watched a (new to me) Japanimation (are they even still called that nowadays? I may have just dated myself :)). The title: Final Fantasy VII: Advent Children.

Somebody at Square Enix (the producers of this marvel) put a LOT of love into this creation.

It's darn near perfect. I haven't been so pleased with a videogame movie EVER.

It's on DVD at your local video store and I highly recommend it to ANYONE who ever played and enjoyed FFVII. It's a spectacular rendition of the cast, setting, and flavor of the game, and is a darned fantastic movie to boot, even if you've never played.

My official endorsement of Final Fantasy VII: Advent Children is :thumbsup: :thumbsup: !

TM

You're now free to tell me how behind the times I am. :D
MindWandererB

05-23-06, 01:52 AM
Advent Children just came out a little while ago, so you're not behind. And if it were not for my moral imperative to not spend more than $10 on a DVD, I would have pre-ordered it (and there's no point in renting it, because there's no way I'm not buying it). But even still, it's good to hear it gets thumbs up. Now if only Hollywood Video would hurry up and put it on the used DVD rack....

Edit: In other news, there's a new Rules of the Game (http://www.wizards.com/default.asp?x=dnd/rg/20060523a) article up, and it results in a rule overturn. Specifically, spells or powers that "work some sort of physical change on the recipient" do stack with Alternate Form (and therefore, presumably, Polymorph), as long as they are applied after the shape change. In other words, if you manifest Expansion and then change into a stone giant, you're still only a Large stone giant (the spell only affected your original form), but if you turn into the giant and then use Expansion, you become a Huge stone giant.
KerlanRayne

05-23-06, 02:11 PM
Edit: In other news, there's a new Rules of the Game (http://www.wizards.com/default.asp?x=dnd/rg/20060523a) article up, and it results in a rule overturn. Specifically, spells or powers that "work some sort of physical change on the recipient" do stack with Alternate Form (and therefore, presumably, Polymorph), as long as they are applied after the shape change. In other words, if you manifest Expansion and then change into a stone giant, you're still only a Large stone giant (the spell only affected your original form), but if you turn into the giant and then use Expansion, you become a Huge stone giant.I don't agree with you. This article does not contradict existing rules as there is a specific exception saying that size changes do not stack. Nothing in there says that Alternate Form or Polymorph do not count against that stacking rule.

Speaking of rule changes, the Complete Psionic is out with clarifications and updates on some specific XPH rules. These are not new rules nor are they optional rules, they are sidebars that update the current rules. I know two of them have been hotly debated. Will we use them or not? Here they are:

A Soulknife's "Free Draw" abiliy counts as the "Quick Draw" feat for the purpose of qualifying for feats and Prestige Classes.

A Soulknife that has split his Mindblade in 2 can charge each with a Psychic Strike using 2 move actions.

Any damage dealing Metacreativity power that does Piercing, Slashing, or Bludgeoning damage (ie Crystal Shard, Hail of Crystals, etc.) do not automatically overcome Damage Reduction.

You can use a powerstone to manifest a power as if you knew it. This requires a full round action that provokes an AoO plus requires a DC 15 + power level Psicraft Check, then another identical check the next round to manifest it. The power will use your Manifester level, power points, feats, and ability scores. It must be manifested within one round and if successful, expends the stone.

KerlanRayne
Gonbow

05-23-06, 02:26 PM
You can use a powerstone to manifest a power as if you knew it. This requires a full round action that provokes an AoO plus requires a DC 15 + power level Psicraft Check, then another identical check the next round to manifest it. The power will use your Manifester level, power points, feats, and ability scores. It must be manifested within one round and if successful, expends the stone.



Okay, question, is this an additional choice you can make while using a powerstone or do you have to use this method, instead of the normal standard-action to manifest from it?
SauroGrenom

05-23-06, 02:40 PM
Okay, question, is this an additional choice you can make while using a powerstone or do you have to use this method, instead of the normal standard-action to manifest from it?
This is an option you can use if you want to manifest the given power at your ML. Say that you are a ML11 Psion but don't have force screen as a power. So you can buy a powerstone of force screen ML1 and manifest the power augmented to ML11 using this method and ending with a +6 shield bonus to AC that lasts for 11 minutes.
MindWandererB

05-23-06, 02:48 PM
I don't agree with you. This article does not contradict existing rules as there is a specific exception saying that size changes do not stack. Nothing in there says that Alternate Form or Polymorph do not count against that stacking rule. Well, I think we'll have to agree to disagree on that one. See, I don't see Polymorph as being a spell that changes your size, any more than it is a spell that changes your Strength (as the article describes). It gives you a new body, which may or may not happen to have a different size than your normal one.
Speaking of rule changes, the Complete Psionic is out with clarifications and updates on some specific XPH rules. These are not new rules nor are they optional rules, they are sidebars that update the current rules. I know two of them have been hotly debated. Will we use them or not? Here they are: You've got four rules there:

#1 is a reasonable house rule that doesn't have any important implications that I can think of. No reason why not.

#2 is indeed a clarification, and should be considered part of the rules.

#3, on the other hand, is specifically contradicted in the FAQ, and the FAQ ruling is based on the RAW. If they change the FAQ, then we can change our rule, but otherwise we shouldn't.

#4 is actually an obscure rule that's in the XPH, on page 64. This ruling clarifies that you expend the power stone by doing this. That seems quite reasonable to me--without that explanation, psions become a lot like wizards, packing a ton of stones to augment their repertoire.
Abyssal Stalker

05-23-06, 02:52 PM
This is an option you can use if you want to manifest the given power at your ML. Say that you are a ML11 Psion but don't have force screen as a power. So you can buy a powerstone of force screen ML1 and manifest the power augmented to ML11 using this method and ending with a +6 shield bonus to AC that lasts for 11 minutes.
Is it just me, or are psionics overpowered compared to magic?

This would make psionics even more broken in CoCo.

These are of course my opinions (which are usually at least questionable or just plain bad) and no one should see them as flaming. :pumpkin:
SauroGrenom

05-23-06, 03:23 PM
Is it just me, or are psionics overpowered compared to magic?

This would make psionics even more broken in CoCo. I dissagree. They are comparably balanced IMO.

This ability with powerstones is something seldom used, and I'd say never used in a battle. The full round action that fails unless you make the necessary concentration check is a rather serious risk. Also to do this you spend pp and a power stone. So the cost is increased relative to just manifesting a power or just using a stone.

I think that psion's are intended to be comparable with wizards. However the wizard has far greater flexibility with respect to his spells. His spellbook can have any number of spells in it for each level. A psion doesn't have all the great spells to choose from and his spell selection and number of spells he knows is more limited than a sorcerer. As a psion you cannot put your foes to sleep, or make them helpless. Also your metapsionics is far more limited than metamagic. A wizard can memorize several maximized enlarged fireballs and send them one after another. But a psion must expend psionic focus to manifest a maximized energy ball (a 4th level power BTW). Untill epic levels he cannot use his focus to power 2 feats at once, so it is impossible to manifest a maximized enlarged energy ball before epic levels. Then he must regain psionic focus (full round action) between each attempt to use a metapsionics power. Also many of the best powers are limited to a particular discipline. So Animal Affinity is a great power to gain enhancement bonuses to your stats, but you can only get it if you are an egoist. If you are an egoist, you never get the option to choose Astral Construct or Greater Concealing Amorphia or Crisis of Breath or Fly or any number of great effects that every wizard could get an equivalent of. Every wizard has access to all the stat boosting spells if they scribe them into a spellbook.

The psions do have a strength comparable to wizards. This is that some of their powers are scalable into higher levels. So a psion can augment a 1st level power (mind thrust) and it will still be usefull at 17th level producing comparable damage and save dc as a 9th level power. At first blush this may appear to be highly unbalanced, but you must remember that to manifest this power at this level, requires the same amount of PP as a 9th level power. So doing this burns through all your pp very fast.

In any case psionics and Psions have some advantages over Wizards, but in many different ways they have very serious dissadvantages. I think the system is very well balanced overall.
SoulLord

05-23-06, 04:08 PM
well since you brough it up.

psions are comparable to sorcerers not to wizards.
if psions go Nova they can do considerable more damage individually or by area than sorcerers can.
with powers that increase by pp usage they have another advantage;

A sorcerer can't group all of his 1st level spells into a higher level spell
like a psion can do with PP.

at least it's not like in previous editions when adding to this the psions had rogue hp and bab.

as a side note (found this in another post in the site)

1 Fighter/Rogue/Other all day types

2 Ranger/Paladin/ Other types who mix some daily use stuff with all day ability.

3 Cleric/Druid spellcasters who have mostly daily use slots but have significant long lasting buffs (wildshape / persistent spells / etc) to go with useful stuff they can do without spells (medium BAB, armor, etc).

4 Psionics/Wizards who rely almost entirely on their daily use stuff.
MindWandererB

05-23-06, 04:46 PM
at least it's not like in previous editions when adding to this the psions had rogue hp and bab.That's nothing. Check out the 1E psionics rules--those characters had psionic powers on top of whatever class they had. That's right, free powers. Of course, you had to roll something like 98+ on d100 when you created the character to have them, and if you rolled a 2 or less your brain was mush, but still, talk about a lousy system.
SoulLord

05-23-06, 05:01 PM
True I'll give them that.

they have improved considerably over the editions.
SauroGrenom

05-23-06, 05:33 PM
If you realy want to make a comparison between sorcerers and psions you see...

A 20th level Sorcerer casts 48% more spell levels/day than a equal level psion manifesting level 9 powers (ignoring any bonus spells or pp).

A sorcerer has more spells known than a psion has powers known.

A sorcerer gets a familiar for free.

A sorcerer can choose spells known from a more complete list than a psion who must choose a discipline.

A sorcerer can use any arcane scroll and wand on his class spell list, and that list is a more complete list than what is available to any psion.

A sorcerer can cast a metamagic spell every round.

A sorcerer can use multiple metamagic effects stacked on a single spell.

While...

A psion has a better (larger) skill list.

A psion has 5 extra feats.

A psion does not have to spend a full round to metapsionic a power, but must spend a full round to regain psionic focus (unless he uses a feat that allows a move action recovery).

A psion is limited to 1 metamagic effect on a single power untill he reaches epic levels.

A psion's low level powers can be augmented to be effective at high levels.

Many feats that augment psionic manifestation (Psionic Endowment, Power Penetration...) use psionic focus and thus cannot be used together on a single power but are sometimes more potent than the version available to sorcerers.

Looks fairly even to me. Each class has features that the other does not have.
Gonbow

05-23-06, 06:44 PM
Fairly even, except..

Sorcerer's do not have significant dueling ability under the 1/3rd rule until high levels, especially without extensive expendable use.

Psion's rely far less on expendables, if only because there are less that they can use, and are extremely effective as one-on-one duelers at both low and high levels.

This is why there are a great deal more Psions created, active and winning than there are Sorcerers ;)
MindWandererB

05-23-06, 11:01 PM
@Mitza and Zevox: I just read Eyes on the Prize, and there's a fairly large mistake: In D&D math, tripling a triple isn't x9, it's x5 (1x + 2x + 2x). So the final strike should do a lot less damage.
KerlanRayne

05-24-06, 04:42 AM
Well, I think we'll have to agree to disagree on that one. See, I don't see Polymorph as being a spell that changes your size, any more than it is a spell that changes your Strength (as the article describes). It gives you a new body, which may or may not happen to have a different size than your normal one.That's not my point. I actually agree with you, but it has been ruled otherwise. My point is that the article has changed nothing that will alter the argument in our favor. It's too vague to be used against the ruling.

As for the Powerstone rule, It actually takes 2 rounds to do. A full round action to access the Powerstone, and next round you can try to manifest it. You have to make 2 Psicraft checks as well, (not concentration checks).

KerlanRayne
Scribelords

05-24-06, 10:56 AM
Hey COCO-

A new birthday has been submitted, so you know the routine. This time, its Papapeperoni who's been added to the birthday roster (http://boards1.wizards.com/showpost.php?p=7048484&postcount=7).

MAY 11: Papapeperoni (1991)

Also, The pics are working fine so if you want to catch the new additions to the gallery (http://boards1.wizards.com/showthread.php?t=488743), you can.

COCO Writing Contest
Despite only 4 stories being completed in time, I must say I am pleased by the interest shown to the first contest. With 4 entries, the winner will win 5 credits, while the second place entry will score 3 credits. If a runner up is chosen, they will be inducted into the Tales of Gladius, also netting 2 credits. There is no need to choose the top 5 entries, I see, so now it comes down to the judging. The judging panel this month will be posted later (to avoid threats/bribes/etc ;)), but you will see them posting their reviews and rationale for choosing the winner in the submission thread. After all judges have voted, a winner will be declared.

For everyone else who did not submit or did not win, next month is around the corner! I think, in order to perhaps leave a longer reminder up (and allow more room for those who write only a little at a time), I will post the submission thread early in the month and let it float until the deadline. Is that ok with everyone?

For everyone who submitted this month, thanks and good luck!

(COCO submission compilation (http://boards1.wizards.com/showpost.php?p=9166719&postcount=2))

-Scribelords
DarthVegan

05-24-06, 11:20 AM
I realize this is a really stupid newbie question, but how do you calculate your spellcaster's DC for his spells?

Nevermind, I found it in the PHB. Finally.
SauroGrenom

05-24-06, 11:36 AM
I realize this is a really stupid newbie question, but how do you calculate your spellcaster's DC for his spells?
10+Spell Level + Modifier of Primary Stat for that class.

So 1st level spell cast by a wizard with 18 int has a DC of 15=10+1+4.

If the character uses wisdom, or charisma as the primary ability, use the modifier for that.

There are other modifiers to the spell DC. A specialist wizard get's a boost to the DC of spells from his school. A few feats change the DC on spells. Some clerical domains have increases to the DC of spells.

Edit: Wow I cannot believe I forgot the basic +10 to all spell DC's. Thanks for catching that Myrridin.
Myrridin

05-24-06, 11:37 AM
I realize this is a really stupid newbie question, but how do you calculate your spellcaster's DC for his spells?

10+Spell level+relevant ability modifier (Int for Wizards, Cha for Sorcs, Wis for Druids/Clerics)+Spell Focus (school, if applicable)
SauroGrenom

05-24-06, 11:59 AM
I vaugely recall a discussion a while back about who was allowed to pre-buff with dissolving weapon or dissolving touch.

I've been opperating under the impression that only those who can manifest the power themselves are allowed to do either. If you have the power on your class list, then you can use a powerstone to achieve the effect as a pre-buff (assming you have a high enough ML to always succeed using the powerstone). However I've noticed a few people running around with dissolving touch or dissolving weapon aquired with spell casting services while not having the ability to manifest the power themselves.

Could someone set me streight on this.
SoulLord

05-24-06, 12:06 PM
If you realy want to make a comparison between sorcerers and psions you see...

A 20th level Sorcerer casts 48% more spell levels/day than a equal level psion manifesting level 9 powers (ignoring any bonus spells or pp).

A sorcerer has more spells known than a psion has powers known.

A sorcerer gets a familiar for free.

A sorcerer can choose spells known from a more complete list than a psion who must choose a discipline.

A sorcerer can use any arcane scroll and wand on his class spell list, and that list is a more complete list than what is available to any psion.

A sorcerer can cast a metamagic spell every round.

A sorcerer can use multiple metamagic effects stacked on a single spell.

While...

A psion has a better (larger) skill list.

A psion has 5 extra feats.

A psion does not have to spend a full round to metapsionic a power, but must spend a full round to regain psionic focus (unless he uses a feat that allows a move action recovery).

A psion is limited to 1 metamagic effect on a single power untill he reaches epic levels.

A psion's low level powers can be augmented to be effective at high levels.

Many feats that augment psionic manifestation (Psionic Endowment, Power Penetration...) use psionic focus and thus cannot be used together on a single power but are sometimes more potent than the version available to sorcerers.

Looks fairly even to me. Each class has features that the other does not have.

he he I just can stay away from this topic.

20th sorcerer vs 20th psion
most lvl 9 powers
psion 343 pp 9th lvl power cost 17 343/17= 20 9th lvl powers Winner!
Sorcerer 9 9th powers

The psion can use his PP to deliver higher level stuff than the sorcerer

Highest Spells known by level breakup
psion (36)/(203) Winner! (5x1=5),(4x2=8),(4x3=12),(4x4=16),(4x5=2 0),(3x6=18)(3x7=21)(3x8=24)(6x9=54)
sorcerer (34)/(153) (5x1=5),(5x2=10),(4x3=12),(4x4=16),(4x5= 20),(3x6=18),(3x7=21),(3x8=24),(3x9=27)

the psion not only has more pp he also has more at the highest level.

Familiars
psion doesnt have one
sorcerer has one winner!

the psion needs a feat to take a familiar while a sorcerer only needs money to get his.

A sorcerer can choose spells known from a more complete list than a psion who must choose a discipline. actually the discipline is like the cleric granted domain.

Choose the powers known from the psion power list, or from the list of powers of your chosen discipline. You cannot choose powers from restricted discipline lists other than your own discipline list

so we have a draw.

Metamagic

A sorcerer can cast a metamagic spell every round.
A psion does not have to spend a full round to metapsionic a power, but must spend a full round to regain psionic focus (unless he uses a feat that allows a move action recovery).

so we have another draw.

scrolls wands stones and dorjes.

A sorcerer can use any arcane scroll and wand on his class spell list,
A psion can use any stone or dorje on his class power list and for his domain list.

so we have another draw (even though i'm tempted to say that sorcerers don't get discipline spells added to their list like the psion does.)

Metamagic stacking.
A sorcerer can use multiple metamagic effects stacked on a single spell. Winner!
A psion can't until epic levels

Metamagic costs
sorcerer higher level spells
psion spend psionic focus and more pp
Draw!


Skills
Psion larger and better skill list Winner!
Sorcerer

Energy powers
Psion Winner!
Sorcerer
Not only can the psion change the energy type of his powers on the fly effectively making it a 4 spells known into one but he can also increase the damage or the save of it, while the sorcerer cant.

So final count in my book
psion 4 (energy powers,most high level spells, more powers known, better skills)
draws 4
sorcerer 2 (familiar,metamagic stacking)

Some highlights of psions.
Anticipatory Strike,Synchronicity,Split Psionic Ray,Overchannel,Empathic Transfer, Hostile,Astral Construct,Time Regression,Psychic Reformation,Vigor,Schism,Metamorphosis, Greater.

Just some personal views on the psions.
MindWandererB

05-24-06, 12:51 PM
I vaugely recall a discussion a while back about who was allowed to pre-buff with dissolving weapon or dissolving touch.

I've been opperating under the impression that only those who can manifest the power themselves are allowed to do either. If you have the power on your class list, then you can use a powerstone to achieve the effect as a pre-buff (assming you have a high enough ML to always succeed using the powerstone). However I've noticed a few people running around with dissolving touch or dissolving weapon aquired with spell casting services while not having the ability to manifest the power themselves.

Could someone set me streight on this.Basically, you can prebuff with Dissolving Weapon in any way that you automatically succeed. Doing it yourself, or with a stone of an ML no higher than yours, both work, as does hiring an NPC to do it for you.

Dissolving Touch, on the other hand, cannot be prebuffed at all. It's a touch spell, and you can't "hold the charge" on touch spells as a prebuff. And I suppose you could get an NPC to manifest it for you, but that wouldn't have the desired effect ("Hey, can you give me a Dissolving Touch?" "Sure!" "Ow! What'd you do that for?").
Macbrea

05-24-06, 12:59 PM
Dissolving weapon cannot be given by an NPC. It's range is personal and only applies to a held weapon. Therefore, the NPC could cast it on a weapon and attempt to hand the weapon to you. But you would not really like the results. As only the manifester is immune to the acid on their held weapon. Everyone, else just hurts alot.
MindWandererB

05-24-06, 01:10 PM
Dissolving weapon cannot be given by an NPC. It's range is personal and only applies to a held weapon.That's a good point. The "held weapon" not so much, because if it said "touched weapon" it would still apply even when the weapon was no longer touched, but the "personal" does carry some weight. I am perhaps inclined to agree now that it wouldn't work on a bow, although it might still work on an arrow.
Ariel23

05-24-06, 04:06 PM
If I make a new character with Handle Animal, what animals may I start with?

My assumption is that I can start with any animal up to my HA, but ECL doesn't matter. [I'm not talking about using the animal, just owning it, as per the quest rules.]
AFAIK you don't have to do the quest if it is a new character.

I'm also guessing that the animal can begin play knowing any tricks capable of being taught by me with 10 + HA > DC.
MindWandererB

05-24-06, 04:30 PM
If I make a new character with Handle Animal, what animals may I start with?

My assumption is that I can start with any animal up to my HA, but ECL doesn't matter. [I'm not talking about using the animal, just owning it, as per the quest rules.]
AFAIK you don't have to do the quest if it is a new character.

I'm also guessing that the animal can begin play knowing any tricks capable of being taught by me with 10 + HA > DC.Sorry, Ariel: any ally not aquired by PHB-specified means (like a 24-hour ritual) requires a quest, which means that it can't start with any tricks.

Speaking of which, I've just put up a post in the TLT thread about animal allies. You can take a look at it here. Hopefully folks will find it useful. Comments, criticism, and debate are welcome.
Ariel23

05-24-06, 07:20 PM
If I buy a PHB animal, I can teach it tricks (before play) if it has any available...?
MindWandererB

05-24-06, 07:49 PM
If I buy a PHB animal, I can teach it tricks (before play) if it has any available...?Now, that you can do, as long as your HA is high enough.
Iced

05-24-06, 09:31 PM
The application of the forgery skill is far too powerful! With a +10 modifier you can bring a very young white dragon into the arena for an EL3 fight? Where's the fairness in that? My opponent is a level three rogue with a crossbow, I won't be fighting him I'll be fighting his allies! The dragon has in excess of fifty hit points in an EL3 battle! Something's not right here!
Ariel23

05-25-06, 12:18 AM
IMO, you should be able to either reduce the ally penalty or increase the amount of allies you can bring in.
There are really 3 things at work for allies:
1) Total CR/ECL of all allies (Max ECL -2)
2) Maximum CR/ECL of any single ally (ECL -4)
3) Penalty for bringing in allies (25% X ally ratio)
A nice solution would be that you must apply each 1 point of CR towards one of the 3, but it doesn't affect all 3 automatically.
At least then you would get XP/GP accordingly if you had to fight a white dragon. In this case you would get 25% x 3/1 = 75% more XP/GP for the loss (525 XP) and he would lose 75% (225 XP)...This seems more than fair.

Forgery requires writing materials appropriate to the document being forged, Another option would be to make Forgery cost some GP up front. This is not really a house rule so much as putting a price on the SRD/RAW. How much does it cost now? 0 gp. The skill says otherwise...



Finally, Forgery is so amazingly overpowered in relation to other skills:
Appraise/Bluff/Sense Motive: By putting an insane amount of ranks into these skills and putting attribute points into INT, CHA, and WIS, you can get maybe a 8% discount at 3rd level. Or you could, you know, get a Dragon.
Open Lock/Search: You can temporarily nullify someone's expendables (some). Meh. Give me the White Dragon.
Intimidate: Can be effective, but only on non-animals. I.e., something with a 3 INT. How often do you see that? Then again, there's a huge difference between Shaken and a White Dragon. I'll take the dragon any day.
Gather Info: allows you to avoid paying credits but only for items worth like 200 gp. :confused: Umm...Dragon?
Heal: Allows you to tell if your opponent is damaged or poisoned. (Dragon)
Knowledge: Might be useful in a monster fight, which you might never have, and you need to take SEVEN Knowledge skills to be guaranteed usefulness in a monster fight. Or you could just bring a dragon and tell it to kill the unknown monster.


Note: Your other opponent has an ECL 3 Humanoid horse...whatever that is. :tongue:
King Uther

05-25-06, 01:38 AM
Psion would get the wand/djorge advantage as wands only go up to 4th level spells while djorges are for all power levels.
KerlanRayne

05-25-06, 05:30 AM
Psions CAN use two Metapsionic feats, they just have to have the Psicrystal Containment feat. Also, Psionic powers may be more flexible than spells, but spells are more powerful. A fireball at Caster level 10 does 10d6 damage. An Energy Ball that does 10d6 damage requires 10 pp, a little more than a 5 level power. For a Psion, damage almost NEVER scales with level, it requires augmentation. For spells, the damage OFTEN scales with level, thought usually with a cap.

KerlanRayne
Pitlords

05-25-06, 05:53 AM
The application of the forgery skill is far too powerful! With a +10 modifier you can bring a very young white dragon into the arena for an EL3 fight? Where's the fairness in that? My opponent is a level three rogue with a crossbow, I won't be fighting him I'll be fighting his allies! The dragon has in excess of fifty hit points in an EL3 battle! Something's not right here!

I now read this post in
- The Council
- The FotW
- My PM box
- The Tavern

Did I forget a place? Rules of Gladius? World thread? :P
Creole

05-25-06, 02:18 PM
hello, to cast spells that require component, do you actually need the component or a spell combonet pouch or not?


@Iced: if you really really wan to you can get a YOUNG WHITE DRAGON(or something better):

+4 int
+6 ranks
+3 focus
+2 feat (Deceitful)
+16 total

plus, with some credits, you can get toosl for this in blackmarket
+18 -3 ECL

Dip:

+6 rnks
+4 synergy
+3 focus
+4 cha
same for this, get tools with credits +19
and the tools might be even better, like Caterane's Bit and Bridle for example.
So I agree you.
Zevox

05-25-06, 02:26 PM
hello, to cast spells that require component, do you actually need the component or a spell combonet pouch or not?
For material components and focuses that have no listed cost in the spell, simply having a spell component pouch is sufficient to run under the presumption that you have the components necessary (unless they wouldn't fit in a pouch). For those with a listed gp value, you need to purchase the components seperately. If you do not have the component in either event, you cannot cast a spell that requires it.

Zevox
Creole

05-25-06, 02:29 PM
let's take ghoul touch as an example, therefore a spell component pouch is required right?

For material components and focuses that have no listed cost in the spell, simply having a spell component pouch is sufficient to run under the presumption that you have the components necessary (unless they wouldn't fit in a pouch). For those with a listed gp value, you need to purchase the components seperately. If you do not have the component in either event, you cannot cast a spell that requires it.

Zevox
Zevox

05-25-06, 02:31 PM
let's take ghoul touch as an example, therefore a spell component pouch is required right?
Since Ghoul Touch requires a component ("A small scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a ghouls lair.") with no specified cost, yes, it would be required.

Zevox
Creole

05-25-06, 02:36 PM
oke thanks Zevox

About the dragon;

it isnt that powerful you know, i mean it can hit for 2d6(Reflex 13) in 1-4 rounds,, and the damage is 1d6+str or so, the only thing is that it can fly, what van also be taken out with bow, ofcourse it some fight it will win, but against almost any ranger, this roguw would die.
Couse the problem is, you need to put (almost) everything in int and cha, to get the dragon, leaving the characters itself sucky and worthless, with in this case 16hp(i cheked the guy), and a -1 Will, will die by any spellcaster with a bit high save. and almost all melee fighter in 1-2 hits. Ranged you'll be able to rapid shot him, or just 2-3(maybe 4) normal shots.
Myrridin

05-25-06, 03:04 PM
@Creole: Are you honestly trying to argue that a Young White Dragon isn't *good* in an ECL 3 match? *HAAAAHAHAHAHAHAHAHAHAHAHAHAHAHA....*cou gh* *wheeze....* Thanks, that's funny. :)

The Fly speed, breath weapon, natural attacks, other dragon immunities, and raw hit points make it a formidable enemy. Bringing it into the arena in an ECL 3 fight is rather crass, and if you're a smart player, gives you a massive advantage.

I tell you what, you build an ECL 3 character, then I'll make one with my Young White Dragon ally, and we'll fight.
Zevox

05-25-06, 08:49 PM
Query: does a character moving while prone (crawling) take any speed penalties? I'd tend to think they would, but I can't find a reference to it in the SRD, and I don't want to continue my current match on a guess.

Zevox
NiQil

05-25-06, 09:06 PM
Query: does a character moving while prone (crawling) take any speed penalties? I'd tend to think they would, but I can't find a reference to it in the SRD, and I don't want to continue my current match on a guess.

Zevox

If memory serves, this is mentioned in the FAQ (which there is a new one out, btw) somewhere. Don't have time to look for it, but take a gander there and see if you find something. I want to say that crawling only allows you to move 5 ft, and provokes AoO.......and it might be a full round action as well. Those are all guesses based on my shaky memory, however.
Iced

05-25-06, 10:21 PM
oke thanks Zevox

About the dragon;

it isnt that powerful you know, i mean it can hit for 2d6(Reflex 13) in 1-4 rounds,, and the damage is 1d6+str or so, the only thing is that it can fly, what van also be taken out with bow, ofcourse it some fight it will win, but against almost any ranger, this roguw would die.
Couse the problem is, you need to put (almost) everything in int and cha, to get the dragon, leaving the characters itself sucky and worthless, with in this case 16hp(i cheked the guy), and a -1 Will, will die by any spellcaster with a bit high save. and almost all melee fighter in 1-2 hits. Ranged you'll be able to rapid shot him, or just 2-3(maybe 4) normal shots.

It has close to 50hp, can fly, can breathe ice at you, and has reasonably damaging attacks. It's saving throws are draconic so they're all excellent and the player gets to customize feats. Take your standard fighter. EL3 with a 16 constitution. That's 10+5.5+5.5+9=30HP. The fighter can't fly, has no breath weapon, and no natural weapons. It's not hard to see who'd win here. The dragon is overpowered.
Traevanon

05-25-06, 11:41 PM
Thri-kreen arent listed in the playable races, yet they are core (XPH) +2 LA and 2hd.

Are they actually available (for credits of course) or are they banned for some reason?
Zevox

05-25-06, 11:44 PM
Thri-kreen arent listed in the playable races, yet they are core (XPH) +2 LA and 2hd.

Are they actually available (for credits of course) or are they banned for some reason?
They aren't available. The only things from the XPH which are allowed are those that are in the SRD, since the rest of the XPH isn't open-source (and thus displaying the info about it would be illegal).

Zevox
Traevanon

05-25-06, 11:46 PM
Odd, Yuan-ti arent open source either but they made the cut.
MindWandererB

05-26-06, 12:07 AM
It's not an issue of "making the cut." Our definition of "Core" is the PHB, DMG, MM, and SRD. Anything not in one of those four sources is out; anything that is in them is fine.

Crawling is in the DMG, but it's in a weird place, I forget where. It's a move action that only goes 5 feet and provokes.
MindWandererB

05-26-06, 03:05 AM
It's that time of the month again, and a new FAQ is up (here (http://www.wizards.com/default.asp?x=dnd/er/20030221a)).

Here are the new entries that are relevant to us here. Most of them are no-brainers, but there's one fun one. And one is just slightly confusing (dragons and scrolls). Nothing earth-shattering.

Do drow and other creatures with light sensitivity or
light blindness count as creatures to which sunlight is
harmful or unnatural for the purpose of sunbeam and
sunburst?
The Sage is leery of extending the definitions of light
sensitivity and light blindness beyond the wording of those two
qualities. Each one specifically states its effect, and arbitrarily
adding corner-case effects usually isnt in the best interest of
game play (it tends to create arguments and slow down the
action).
That said, it seems like a reasonable house rule to say that
sunlight is unnatural to a creature with light sensitivity or
light blindness. Its certainly not unbalancing to the game.

Can a dwarf wearing medium or heavy armor or
carrying a medium or heavy load use the Tumble skill?
Yes. Thanks to the dwarven racial ability to move at full
speed even when armored or encumbered, the characters speed
hasnt been reduced by armor, excess equipment, or loot
(Players Handbook, page 84), so hes free to use the Tumble
skill. Of course, he still suffers an armor check penalty for
either the armor or the load (whichever is worse).

Does a paladins mount share the paladins non-spell
special abilities, such as immunity to fear?
No. A paladins mount can use the paladins base save
bonuses, and the paladin can have any spell (but not any spelllike
ability) she casts on herself also affect the mount, but this
doesnt extend to other special abilities.

If you cast resurrection on dragonhide armor does the
dragon come back to life?
Yes. The resurrection spell states that so long as some
small portion of the creatures body still exists, it can be
resurrected and that the condition of the remains is not a
factor. It would be up to the DM to determine the age and kind
of the dragon resulting from such a spell, using the guidelines
for minimum size required to make the armor in question (see
page 284 in the DUNGEON MASTERs Guide).
The same would apply to any object crafted from part of a
living creature, such as leather or hide armor, a necklace of
boar tusks, or a cloak made from the fur of a dire weasel.

Does a dragons crush attack provoke attacks of
opportunity when it enters its targets squares? What about
if its targets have reach weapons? What about when the
dragon moves away after the crush attack?
No, maybe, and yes.
The initial crush attack does not provoke attacks of
opportunity, even though the dragon is entering enemy spaces.
Assuming the dragon has to move up to its targets to
deliver the crush attack, enemies with reach get attacks of
opportunity if the dragon leaves threatened squares. Its not the
crush attack that provokes, but the dragons movement.
When the dragon moves away after the crush attack, it
provokes attacks of opportunity as normal for movement.

Can a dragon use its breath weapon as an attack of
opportunity?
No. Only melee attacks may be used as attacks of
opportunity.

Can a dragons breath weapon harm a golem?
Yes. Although the golem main entry describes immunity
to magic as granting immunity to most magical and
supernatural effects, individual golem entries clearly state that
it applies only to any spell or spell-like ability that allows spell
resistance. Thus, golems are affected normally by a dragons
breath weapon unless the golems entry states otherwise.

Dragons are immune to sleep and paralysis effects. Does
this include unconsciousness effects, such as from drow
poison or a color spray spell?
No. Both sleep and paralysis effects create specific
conditions defined in the rules (although the sleeping
condition created by most sleep effects is typically defined in
the effect, rather than the glossary). Unconsciousness is an
entirely different condition, and dragons are not immune to
becoming unconscious.

Can a dragon use wands and scrolls of the cleric spells
its allowed to cast as arcane spells? What about spells from
the domains it can cast as arcane spells?
Yes, no, and maybe.
Many dragons can cast cleric spells and spells from certain
domains as arcane spells. Effectively, these spells are added to
the dragons sorcerer spell list as arcane spells. This means that
it can activate spell trigger items (such as wands and staffs)
containing such spells.
Scrolls, however, always have a type of magic (arcane or
divine) inherent to them. A dragon who can learn and cast
cleric or domain spells as arcane spells cant use a divine scroll
with such a spell on it, any more than a wizard could use a
divine scroll of dispel magic (even though its on her spell list).

If a dragon with racial access to domain spells takes a
cleric level, can it pick from the domains it has racial access
to in addition to those granted by its deity? Does it gain any
special benefit if it selects a domain that it already has
access to from its dragon kind?
No. Racial access to a domain allows a dragon to learn and
cast spells from that domain as if they were sorcerer spells, but
doesnt allow any access to that domain for other purposes, nor
does it grant any special stacking benefit if the dragon later
gains the domain from cleric levels or any other feature.

Does a dragon with Power Attack add twice the number
subtracted from attack rolls to damage rolls when making a
tail slap?
No. While it shares some mathematical similarity to a twohanded
weapon, the tail slap (or any other natural weapon that
adds 1-1/2 the creatures Strength bonus on damage rolls)
doesnt gain any other benefits applied to the use of a twohanded
weapon.

Can a dragon wear magic rings, cloaks, bracers, and so
on built by and for humanoids? Can it wield rods, staves,
wands, or weapons? If it can, does it have to take off or put
away its equipment when it changes forms using alternate
form, or do the items it wishes to use in its new form remain
intact and useable through its transformation?
As described in an earlier question, most magic items can
be worn by any creature that has an appropriate body part upon
which to wear it, regardless of the creatures (or the items)
normal size. Draconomicon has a sidebar dedicated to precisely
this topic (page 24); basically, the answer is that a dragon can
wear or use just about any magic item other than armor (unless
its specially made for the dragon, of course).
A dragon using alternate form would follow the normal
rules for polymorph to determine whether items remain on its
body or meld into its new form (see the alter self spell on page
197 of the Players Handbook and new errata for polymorph
and similar effects at wizards.com/dnd).

Does a dragon use its HD or its sorcerer caster level as
the caster level for alternate form?
As noted on page 315 in the Monster Manual, supernatural
abilities (such as the dragons alternate form) have an
effective caster level equal to the creatures Hit Dice unless
otherwise noted. The Caster Level column on each dragons
Abilities By Age table applies to its sorcerer spellcasting
ability and its spell-like abilities (see page 69 of the Monster
Manual).

A very young silver dragon (Constitution 15) uses
alternate form to take the form of an average elf
(Constitution 8). He takes 4 points of Constitution damage.
When he changes back to his natural form, does the
Constitution damage remain? What if he takes elf form
againdoes his Constitution become normal for an average
elf again (8), or does the damage still remain?
Alternate form doesnt eliminate any penalties, damage, or
drain currently affecting your ability scores. The dragon with 4
points of Constitution damage would have Constitution 11 in
dragon form and Constitution 4 in elf form until the damage
was removed.

What are the rules for leaping onto the back of a
dragon? What about leaping onto the back of a flying
dragon (such as from off a carpet of flying)?
Assuming youre not talking about leaping onto the back of
your dragon mount (which is covered by the Ride skill), youre
in uncharted territory. A Jump check seems like a good start
(you must jump high enough or far enough to get into position),
and after that it seems like youre doing something much like
initiating a grapple (a dragon who doesnt want you on its back
should get a chance to resist your attempt).
Whenever youre trying something that doesnt seem
covered in the game rules, start by looking for existing rules
that mimic what youre attempting, rather than simply creating
a new rule from scratch. You may well find that existing rules
for similar actions get you most of the way there.

In the description for the zombie template, damage
reduction is not mentioned as a special quality they get.
However, every sample zombie listed has damage reduction
5/slashing. One of them or the other is either incorrect or
missing information. My question is this: Do zombies get
damage reduction or not?
The published errata for the Monster Manual lists damage
reduction as a special quality gained by all zombies. For current
errata for various D&D rulebooks, visit wizards.com/dnd.

With a clear line of sight, how far can an average
character see?
Each terrain entry in the DUNGEON MASTERs Guide (pages
8793) lists a maximum distance at which a character can spot
another, assuming nothing on the map specifically blocks line
of sight.
waywreth

05-26-06, 09:33 AM
If a character who likes to hide/snipe gets Faerie fire cast on them, does it help anyone find them?

Faerie Fire: A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.
SoulLord

05-26-06, 09:56 AM
If a character who likes to hide/snipe gets Faerie fire cast on them, does it help anyone find them?

yes since the character glows like a candlelight, a torch gives light in a 20 foot radius.
since its only a candle light and I can't find anywhere what the radius would be then
I would assign the omnipotent -2 dm discretional circumstance modifier to hide checks on this case.

edit: found it
Object Bright Shadowy
Candle n/a*1 5 ft.

*1 A candle does not provide bright illumination, only shadowy illumination.

So it would have shadowy illumination in a 5 foot radius wich might give his position up if not careful.
Traevanon

05-26-06, 10:09 AM
Even though a candle only sheds light for 5ft it (the candle itself) still can be seen from further than that. I'll try to find anything on how far, but I think its further than the dimensions of the arena.

Edit: On a second look I'm not finding any rules on the subject. I'll leave it up to those in charge.
TelinArtho

05-26-06, 02:17 PM
Good morning everyone - remember me?

Anyway - I'm kind-of back for the time being. I'm not sure how much my schedule will allow - but having at least one character active seems like a reasonable way to get back in.

I'm working on reactivating one of my characters - who will be making an apparance in a guild thread near you...

My time will definitely be a lot less than it once was - but I do hope to eventually tie in the threads I was working on when I had to leave. Hope you enjoy the hooks in the meantime...
MindWandererB

05-26-06, 02:43 PM
Good to see you back, Telin. I'm sure no one's forgotten you. We still occasionally invoke your name in reference to TPK quests. :D
MitzaVolchenko

05-26-06, 02:56 PM
Good morning everyone - remember me?

Anyway - I'm kind-of back for the time being. I'm not sure how much my schedule will allow - but having at least one character active seems like a reasonable way to get back in.

I'm working on reactivating one of my characters - who will be making an apparance in a guild thread near you...

My time will definitely be a lot less than it once was - but I do hope to eventually tie in the threads I was working on when I had to leave. Hope you enjoy the hooks in the meantime...

I have missed you!!!!! Welcome back in any capacity!
Anaconda

05-26-06, 03:02 PM
Since i can't use my dragon build i will quit having active characters and start pitlording.
TelinArtho

05-26-06, 03:04 PM
I still think I was unjustly given a bad name on that face... but BAH!

I've been reading over the new rules and adjustments and trying to take things in. So far - just to make sure I've got things right, here's some questions:

1. With regard to the 3-week cycle - are we still limited to 1/3 of spell levels and abilities within a specific fight? In Battles II it specifically mentions that if you didn't use up your alloted amount in the first week (or two), you could save them for later fight(s).

2. For knowledge - The knowledge skill must be as high as the Dc

Does this mean the number of ranks or the total bonus to that particular knowledge skill?

Okay - now for a question that isn't for a new issue, but just something I've never needed to clarify until now (or at least soon...):

The 1st level Thaumaturgist ability to get a planar cohort - what are my options for a outsider cohort? The rules for it in the SRD aren't very well defined that I can see and as far as I know, I'm the only current potential Thaumaturgist around...
SoulLord

05-26-06, 03:10 PM
1. With regard to the 3-week cycle - are we still limited to 1/3 of spell levels and abilities within a specific fight? In Battles II it specifically mentions that if you didn't use up your alloted amount in the first week (or two), you could save them for later fight(s).


Yes
1st fight you are limited to 1/3 stuff

2nd fight you are limited to 1/3 stuff but anything that you didn't use in the week before up to 1/3 carries over to become the new limit for 1/3 stuff

3rd fight you can throw anything you have left.

Example

Joe has 30 Spell levels and so 10 spell levels to use in a fight

In fight one he uses 4 spell levels leaving him with 12 sl to use instead of 10 in the second fight.

In fight 2 he uses 6 spell levels now in fight #3 he can use his remaining 20 sl.
TelinArtho

05-26-06, 03:35 PM
Okay then - going further into this, since I use Pearls with relative frequency. There was once a court ruling (in the Prison thread) that stated a Pearl does not recover the spell level - but only the spell in question.

I assume this is still the case, and that in future battles this would be treated as follows:

Player 1 has 10 spell levels per fight in his 3 week cycle. He uses all of his spell levels in the first fight including a sleep spell. Before the end of the fight in week 1, he uses a PoP (1st) to recover that sleep spell.

In week 2 - player 1 now has 10 spell levels and a "free" sleep spell to use.

Correct?
TelinArtho

05-26-06, 04:04 PM
Okay - now in relation to the changes in prebuffs and the 3-week cycle.

Previously, as long as it was a 16-hour duration - you could prebuff a spell.

Now, it seems you can prebuff with just about anything, but it might not last through to the last encounter. In order to not worry about it at all, durations need to be 18+ hours correct?

Also, you used to have a 1/3 limit on the things you could prebuff with - is this still true? If I have a rod of lesser extend - can I use all three charges on prebuff spells in week 1? Would I have to use one each week?

Answered the above with the section on Spells/Powers and Abilities under the same section. Okay - so if I want to extend a prebuff with my rod of extend - I would not be able to use the rod in the upcoming fight.

Lastly - I know this would rarely come up - given that the longest fight I've ever run was about 10 minutes... but are we taking into account the duration of the fights each week as well.

For instance, Mage 1 casts a Mage Armor spell at CL4. The time roll is a lucky 1 for him, so he might have a chance of it lasting into week 2. The fight lasts a)1 minute b) 10 minutes c) 30 minutes d) 59 minutes e) 1 hour + and the time roll for the following week is a 2. Now, does the fight in week 1 get added to the duration of the time roll (so in situations a-c - the mage armor will probably still last through the 2nd fight; in d it would run out in round 10; in e it would have already expired) or is the extra time of week 1 merely dropped (so in week 2 - no matter what a-e - the mage still has 1 hour) or some other determination? Mage Armor isn't exactly the best example - but perhaps something with a 10 minute/level duration that has been extended at CL10 or so.
SauroGrenom

05-26-06, 04:07 PM
Telin,

The 1/3 rule and 3FC combine as a scaling upper limit. So durring your first fight you can use up to 1/3 of your spell levels. In other words you must end this battle with 2/3 of your spell levels remaining on your memorized spell list. Durring the second fight you can use up to a cumulative use of 2/3 of all your spell levels, so you must have 1/3 of your spell levels remaining at the end of this battle. Durring the third fight you can use all remaining spells.

About Pearls of Power. This hasn't been discussed. I would assume that if you used it as a pre-buff, then it would simply "recover" the spell. It would in no way effect the minimum spell levels you must have remaining at the end of the battle.

BTW Welcome Back.

Sauro
SauroGrenom

05-26-06, 04:12 PM
FOr spells with a durration of 10min/level, the Pitlord justs notes the remaining durration that was recorded in the summary of the last round of the battle.

THe next week's pitlord simply subtracts the necessary hours from the remaining durration. So if a battle ends with 80 minuts of durration remaining, and the interbattle durration is 1 hour, then the fight begins with 20 minutes of remaining durration.
TelinArtho

05-26-06, 05:52 PM
This is mostly for Sdentch (TheMagister) and Morgan (Myrridin) and Grik (Snommelp), but would apply for anyone who is potentially interested.

Has anything more been done with Denth since I left? I know we started a quest that I had to abandon. I've looked through the WAR guild thread and didn't find much about it - but perhaps I'm missing something. I just want to make sure all the development for the religion that might have been done in my absence gets properly credited...

And of course, if I do get more time - I can hopefully finish what was once started...
TheMagister

05-26-06, 05:58 PM
This is mostly for Sdentch (TheMagister) and Morgan (Myrridin) and Grik (Snommelp), but would apply for anyone who is potentially interested.

Has anything more been done with Denth since I left? I know we started a quest that I had to abandon. I've looked through the WAR guild thread and didn't find much about it - but perhaps I'm missing something. I just want to make sure all the development for the religion that might have been done in my absence gets properly credited...

And of course, if I do get more time - I can hopefully finish what was once started...

TELIN!!

Howya doon? No, there hasn't really been any mention of Denth in your absence, though just a few days ago (literally) I sent an e-mail to Vathelokai about teaming up Sdentch with his Auburn to tie up the loose Denthian storyline in Sdentch's history.

Your timing is fortuitous, to say the least. If you're coming back, even just to questlord, I would be most pleased to have you!

Myrridin is around, but only seldom. Snommelp (unfortunately) had to take an extended break (for what reason, I'm not sure). I'm all that's left, and Sdentch is ECL9 and soon to be frozen. :(

Let me know, either by PM or here. I look forward to it!

TM
waywreth

05-26-06, 06:19 PM
Welcome back Telin!

You do have plenty of time to ready a character though, since after this week, no fights until June 15th.
Zevox

05-26-06, 11:37 PM
Welcome back Telin! Great to see you, no matter how much time you have here! :D

If you're interested in continuing the Galladi story line too, Sir Alboreth would be greatly interested in heading back out after him, and I'd bet most of the rest of the CEF wouldn't mind it either.

(Slight correction Waywreth, next pairings are June 14th, not the 15th.)

Zevox
Ariel23

05-27-06, 12:35 AM
Can an animal advancing HD choose to raise its INT?

The reason I ask is the animal subtype says animals must be INT 1-2.
This sounds ridiculous, but if I raise an animal's INT through magical means (or HD advancement) does it lose the animal subtype? What does it become, a magical beast?
:blink:
Ariel23

05-27-06, 12:45 AM
Okay then - going further into this, since I use Pearls with relative frequency. There was once a court ruling (in the Prison thread) that stated a Pearl does not recover the spell level - but only the spell in question.

I assume this is still the case, and that in future battles this would be treated as follows:

Player 1 has 10 spell levels per fight in his 3 week cycle. He uses all of his spell levels in the first fight including a sleep spell. Before the end of the fight in week 1, he uses a PoP (1st) to recover that sleep spell.

In week 2 - player 1 now has 10 spell levels and a "free" sleep spell to use.

Correct?
How do Cognizance Crystals work? If I'm not mistaken, we are (sort of) getting rid of the 1/3 rule but applying it to Crystals and Pearls now. [I'm not necessarily opposed to this, just speculating.]
I will probably see if I can resell my Crystal for full value/refund.

Edit: Technically, crystals are going from a 3x rule to a 1x rule.
MindWandererB

05-27-06, 12:52 AM
As currently written, cognizance crystals are completely worthless. You can't store PP in them from the day before, and any points you put in them count against your next fight. We would have to have a house rule allowing them to begin the "day" (3FS) fully charged (and I would be in favor of such a rule). Perhaps that should be taken to the Council.

Can an animal advancing HD choose to raise its INT?

The reason I ask is the animal subtype says animals must be INT 1-2.
This sounds ridiculous, but if I raise an animal's INT through magical means (or HD advancement) does it lose the animal subtype? What does it become, a magical beast?
:blink:The following are total judgment calls on my part:

I'd have to say that animals can't add to their Int with their HD increases. Maybe, just maybe, animals with Int of 1 could raise it to 2. Maybe.

If you raise an animal's Int above 2 via some permanent means, it does indeed become a magical beast. Awaken does exactly this; presumably, so would Wish. Temporary means, like Fox's Cunning or even a Headband of Intellect, wouldn't do it. I'm not sure how those would interact with tricks--if I had to, I would say that any animal that somehow acquires a 3+ Int can be treated as knowing every trick, even custom tricks.
Ariel23

05-27-06, 12:58 AM
I'm definitely getting a refund for my crystal, then. Pearls make sense to me, but the crystals are pretty well nerfed.
[Again, that's okay, I'll spend my 3,000 gp elsewhere.]

How do pre-buffs work for Dissolving Weapon?
If I cast it during Week 1 (pre-buff) and don't use it, can I keep it indefinitely, even past Week 3? Is it still a "free" pre-buff since I could cast it at any time during an off day.
Discharge and Instantaneous: Some spells that also qualify as prebuff don't have a duration measured in hours or days. "Until discharged" is a valid prebuff as are some "instantaneous" spells with persistant effects. Psionic characters may pre-buff with their psionic focus, if they have a Concentration skill of at least +0 (assumed to take 20 on the check). This doesn't explain whether the effect persists past Week 3. (Or whether it can be pre-buffed between cycles for no PP loss during the fight cycle.)

@Mindwanderer
I would tend to agree with your judgments about animals. I would definitely let a 1 INT animal raise it to 2, it has virtually no advantage other than the tricks, unless it has an INT skill (unlikely).
I was thinking of Fox's Cunning, precisely.
Zevox

05-27-06, 02:05 AM
How do Cognizance Crystals work?
As near as I can tell, you should be able to charge them before your first match of the cycle without having it count against your pp (no specified time between 3rd of one cycle and 1st of the next, presumably that means its the full 7 days of the real time that passes, so you charge it the day or so before that first fight), but charging it between each of the matches is indeed going to be pointless. Thats just my interpretation though.

Zevox
MindWandererB

05-27-06, 02:25 AM
As near as I can tell, you should be able to charge them before your first match of the cycle without having it count against your pp (no specified time between 3rd of one cycle and 1st of the next, presumably that means its the full 7 days of the real time that passes, so you charge it the day or so before that first fight), but charging it between each of the matches is indeed going to be pointless. Thats just my interpretation though.Not the way it's written. Prebuffs always count against your next fight--anything you do during (or after) the third fight of the cycle is wiped clean at the end of the cycle, just the way prebuffs like poison and Spell Storing work now. Nothing carries over from one cycle to the next, and the current cycle doesn't begin until you've finished resting. I'd give you a quote, but I'd have to quote half the Battles of Gladius II post.
Popcorn

05-28-06, 04:31 PM
hello, i have a question about a character idea:

i want to be able to get a CR7 beast, that requires a +30on forgery, so i thought about this:

+6 rnks
+4 int
+3 skill focus
+1 [armor name] of forgery +1
+1 buckler of forgery +1
+1 buckler of forgery +1
+1 shortsword of forgery +1
+1 shortsword of forgery +1
+1 cloak of forgery +1
+1 belt of forgery +1
+1 headband of forgery +1
+1 bracers of forgery +1
+1 boots of forgery +1
+1 gloves of forgery +1
+1 periapt of forgery +1
+1 mask of forgery +1
+1 ring of forgery +1 [left]
+1 ring of forgery +1 [right]
+2 masterwork forgery tools [50 gp]

total of +30 on forgery, now, all of these item aren't allowed without credits, but they also cost 100gp each(+item cost), for this, I can use Gather Information, to get them all without credits,

then there is diplomacy:

+6 rnks
+4 cha
+3 skill focus
+4 synergy
+2 masterwork diplomacy tools [50 gp]
+1 amulet of diplomacy +1
+2 racial (half-elf)

+22 on diplomacy


this way I can get a Hill Giant!!! w00t! :p
this is ofcourse done with a half-elf rogue
TheMagister

05-28-06, 04:42 PM
hello, i have a question about a character idea:

i want to be able to get a CR7 beast, that requires a +30on forgery, so i thought about this:

+6 rnks
+4 int
+3 skill focus
+1 [armor name] of forgery +1
+1 buckler of forgery +1
+1 buckler of forgery +1
+1 shortsword of forgery +1
+1 shortsword of forgery +1
+1 cloak of forgery +1
+1 belt of forgery +1
+1 headband of forgery +1
+1 bracers of forgery +1
+1 boots of forgery +1
+1 gloves of forgery +1
+1 periapt of forgery +1
+1 mask of forgery +1
+1 ring of forgery +1 [left]
+1 ring of forgery +1 [right]
+2 masterwork forgery tools [50 gp]

total of +30 on forgery, now, all of these item aren't allowed without credits, but they also cost 100gp each(+item cost), for this, I can use Gather Information, to get them all without credits,

then there is diplomacy:

+6 rnks
+4 cha
+3 skill focus
+4 synergy
+2 masterwork diplomacy tools [50 gp]
+1 amulet of diplomacy +1
+2 racial (half-elf)

+22 on diplomacy


this way I can get a Hill Giant!!! w00t! :p
this is ofcourse done with a half-elf rogue

You do have a slight problem. Well, two.

One: boni of the same type don't stack. There are only like, seven types of boni. So your 16 different slots carrying a +1 each wouldn't work. They pretty much make it so you have to pay out the nose for stuff like this (thank God!).

Two: you'd have to sneak it past Caterane, who approves all blackmarket purchases. Good luck on that.

Otherwise, a perfectly munchkin idea. Congratulations. ;)

TM
Iced

05-28-06, 05:08 PM
Telin? :confused: TELIN! wOOt! :w00t:
Gonbow

05-28-06, 09:34 PM
@Telin

Welcome back! Glad to see a bunch of people returning to the boards, you, Iced, Uther..

@All

Does anyone know what happens when a prestige class increases the manifester level of another prestige class beyond its maximum? The precise example being, say this character is a monk 1-6, then takes a level of Psionic Fist for level 7 (ML 1, ECL 7), then 10 levels of Elocater (ML 8, ECL 17), then three more levels of Psionic Fist? (ML 11, ECL 20), since Psionic fist only has /10/ levels of chart devoted to it... would you go to the epic chart for the pp progression? Or would you just lose the extra ML level as far as PP and powers known go?
MindWandererB

05-28-06, 10:09 PM
@Popcorn: The Forgery rules have been clarified--you can use it to get more allies, or pay less for allies, but you can't exceed your maximum ally CR/ECL. So no way, your concept won't work at all.
Ravashack

05-28-06, 11:42 PM
@Telin

Welcome back! Glad to see a bunch of people returning to the boards, you, Iced, Uther..

@All

Does anyone know what happens when a prestige class increases the manifester level of another prestige class beyond its maximum? The precise example being, say this character is a monk 1-6, then takes a level of Psionic Fist for level 7 (ML 1, ECL 7), then 10 levels of Elocater (ML 8, ECL 17), then three more levels of Psionic Fist? (ML 11, ECL 20), since Psionic fist only has /10/ levels of chart devoted to it... would you go to the epic chart for the pp progression? Or would you just lose the extra ML level as far as PP and powers known go?

I would say the latter (that you don't get any new PP/powers known) because if you look at the epic progression of manifesting classes, none of them get any additions except the Psion, and the Psion's free additions are completely restricted to it's discipline.
Zevox

05-28-06, 11:51 PM
There are of course several other major problems with his idea, such as the fact that there are no masterwork forgery or diplomacy tools (and as such they would cost credits to acquire), or the fact that its impossible to wear some of those items at once (an amulet and periapt for instance use the same body slot, as I believe would a mask and a headband), or the fact that all those custom items would cost a huge quantity of credits (maybe more than even Huan or Cat has - I'm not going to calculate it).

But the big one is what MWB said: it isn't allowed anymore. You can't bring in an ally above your max CA with Forgery, and until ECL 11+ a CR 7 ally isn't among those options.

Zevox
TelinArtho

05-29-06, 01:07 AM
Thanks everyone for the warm welcome back. I think I still have a few unanswered questions - but I don't think they are terribly pressing at the moment. If they become more pressing - I'll go back and highlight them.

Also - still looking for info on the planar cohort - though I won't be able to get it until level 13 - several levels into the frozen leagues anyway...
Zevox

05-29-06, 01:13 AM
Also - still looking for info on the planar cohort - though I won't be able to get it until level 13 - several levels into the frozen leagues anyway...
Check out the Council thread - Cat gave a proposal on how it should it work there (I guess he must have seen your question here). :)

Zevox
Pittbull

05-29-06, 03:11 AM
Nice to have you back, Telin! I was shocked when you left! Let me give you a hug!!
Papapeperoni

05-29-06, 04:53 PM
Hope someone answers in time.

Kendal has been in a fight pitlorded by Traevanon and he HAS posted the fight, but not the result. I know I am the winner, but Traev hasn't posted it yet. Does this mean I can or can't edit my character? Because I'd like to edit him some more before the deadline.

Any response is a good response,
--Papapeperoni, God of Pizza's
Myrridin

05-29-06, 06:50 PM
I'm actually around more than I post. With the hold on the boards, I don't find that posting is as productive as I'd like.

That, plus not always having some many questlords leaves Morgan in the lurch. I wouldn't mind taking him out for a spin again, as he's fun...and better balanced now that I have the +1 Frost arrows. :D

I'll probably run part two of my campaign sometime soon, as soon as I post the wrap up for my former players.
Traevanon

05-29-06, 07:30 PM
Hope someone answers in time.

Kendal has been in a fight pitlorded by Traevanon and he HAS posted the fight, but not the result. I know I am the winner, but Traev hasn't posted it yet. Does this mean I can or can't edit my character? Because I'd like to edit him some more before the deadline.

Any response is a good response,
--Papapeperoni, God of Pizza's

I have to get home from work to do all the looking up neccessary to finish the fight (I got back from vacation just in time to go to work). A snapshot of your character was taken at the beginning of the fight. Go ahead and edit. I'll finish it up in a few hours (7:30pm now, I get home around 10pm).

Sorry for the delay.
SauroGrenom

05-29-06, 10:59 PM
Does anyone know what happens when a prestige class increases the manifester level of another prestige class beyond its maximum? The precise example being, say this character is a monk 1-6, then takes a level of Psionic Fist for level 7 (ML 1, ECL 7), then 10 levels of Elocater (ML 8, ECL 17), then three more levels of Psionic Fist? (ML 11, ECL 20), since Psionic fist only has /10/ levels of chart devoted to it... would you go to the epic chart for the pp progression? Or would you just lose the extra ML level as far as PP and powers known go?
It is my understanding that you no longer gain powers known or pp/day once the progression is complete. However your ML will increase and probably so will your bonus pp/day as a result of higher ML. Since your ML is never above 20, the typical bonus pp/day chart will be used.
Traevanon

05-29-06, 11:30 PM
Do potions (or scrolls for that matter) that arent in the DMG require credits, such as a Potion of Mount, Potion of Summon Monster I or Potion of Expedious Retreat?
TelinArtho

05-29-06, 11:40 PM
Traevanon - yes - but with a caveat. The new potion must meet the criteria for being a potion:
The imbiber of the potion is both the caster and the target. Spells with a range of personal cannot be made into potions.


The spell placed within cannot be a personal range spell (so Exp Retreat is out), the imbiber is both the caster and the target. Summon Monster I has no target - so is not a valid potion. Mount similarly creates a mount within range - creating within the drinker - probably isn't an ideal use.
Traevanon

05-29-06, 11:44 PM
Bah, I wanted to replace my Longstrider buff with Expedious Retreat
Zevox

05-30-06, 12:44 AM
Does this mean I can or can't edit my character? Because I'd like to edit him some more before the deadline.
Considering that the next deadline is June 14th, you wouldn't have to worry about it even if he didn't post it ;) . But in answer to your question I think that if this had happened at a time when it was more urgent you'd have been within your rights to update your sheet to reflect the battle if you know what the rewards will be - just link the battle as normal and make sure to get the pitlord to post the result when he can.

Zevox
MindWandererB

05-30-06, 12:47 AM
Speaking of which, I remember there was a discussion a while back about whether Corrupt Weapon was a valid potion (oil) to buy, since Bless Weapon is in the DMG. I don't remember the result of that discussion. As I started to prepare my chararacters to deal with opponents with DR X/evil and DR X/good, I noticed that only cleric and blackguards seem to have any way of defeating DR X/good. Is that still the case, or was Corrupt Weapon declared a valid oil for purchase?
Zevox

05-30-06, 12:50 AM
Speaking of which, I remember there was a discussion a while back about whether Corrupt Weapon was a valid potion (oil) to buy, since Bless Weapon is in the DMG. I don't remember the result of that discussion. As I started to prepare my chararacters to deal with opponents with DR X/evil and DR X/good, I noticed that only cleric and blackguards seem to have any way of defeating DR X/good. Is that still the case, or was Corrupt Weapon declared a valid oil for purchase?
Actually, I had thought the discussion about an oil of corrupt weapon was whether it was an evil act for a Paladin to use it (i.e. one that would cause him to fall) - a result of the old Dameon's monster fight with a couple of Hound Archons. I do recall Huan purchasing an Oil of Corrupt Weapon for the rematch via the Black Market though, so I think its only available with credits.

Zevox
Sunwolf

05-30-06, 10:43 AM
Good morning everyone - remember me?

Anyway - I'm kind-of back for the time being. I'm not sure how much my schedule will allow - but having at least one character active seems like a reasonable way to get back in.

I'm working on reactivating one of my characters - who will be making an apparance in a guild thread near you...

My time will definitely be a lot less than it once was - but I do hope to eventually tie in the threads I was working on when I had to leave. Hope you enjoy the hooks in the meantime...

Welcome Back Telin! Glad to have you back.
TelinArtho

05-30-06, 03:52 PM
So now that the Quests of Gladius thread is up - should players be adjusting former quests to now point to this thread? Or should it only really be needed for quests going forward?
waywreth

05-30-06, 04:27 PM
Under the new 3FC rules, how are multiple allies who are spellcasters being addressed? Now I understand in the 3rd week, they can just use whatever is left, but what about the first few weeks?

Example:
Week one Loquan brings in his sorcerer ally, who uses 1/3 of his spells.
Week two Loquan brings in his wizard ally who uses 1/3 of his spells.
Week three Loquan brings in his druid ally who uses ALL of his spells.
MindWandererB

05-30-06, 04:44 PM
Under the new 3FC rules, how are multiple allies who are spellcasters being addressed? Now I understand in the 3rd week, they can just use whatever is left, but what about the first few weeks?

Example:
Week one Loquan brings in his sorcerer ally, who uses 1/3 of his spells.
Week two Loquan brings in his wizard ally who uses 1/3 of his spells.
Week three Loquan brings in his druid ally who uses ALL of his spells.Not quite. In the second and third week, you get to use 1/3 of your spells (and per day abilities), plus any of your previous weeks' alotments that you didn't use. So if you left your wizard at home in Fight 1, he gets to use his week 1 alotment plus his week 2 alotment.

It's important to say that this is not equal to 2/3 his total spell levels. Say he has 4 spell levels. 2/3 of 4 would be 3 (2.66, rounded up). However, his week 1 allotment is 2 spell levels, and his week 2 allotment is also 2 spell levels, so if he casts no spells on week 1, he has 2+2=4 spell levels available.

The same logic applies to other abilities. A paladin with 4 uses of Smite Evil per day can use 2 on each fight (4/3, rounded up) until he runs out. If his Week 1 opponent isn't evil, he has all 4 uses of Smite Evil available to use on Week 2.
NiQil

05-31-06, 12:12 AM
I ran into these on the D&D home page, and figured I would post them here...I had brought some of these questions up a while back, and no consensus was reached on answers....so now we have an official say so. Whips and fire lashes just got a little more inviting...


Q: A few whip questions...
--Brad

Can you use a whip with two hands, thus gaining 1.5 x Strength bonus?

A: Given that the whip is a one-handed weapon, while it may appear awkward, the rules of the game are clear that this is certainly possible.

Can you use the Power Attack feat in combination with a whip?

A: Actually yes, this is also possible, since the whip is listed as a melee weapon.

Because the Pyrokineticist's Fire Lash creates a whip of fire that only requires a touch attack, can you apply Str bonus to damage? Can you power attack with this special weapon?

A: It would seem so. The wording in the description of this psi-like ability indicates that you can take advantage of any feat that would apply to the use of a standard whip. Since one of those feats is Power Attack, then by reason, you must be able to apply your Strength bonus to the damage of a fire lash as well.
--Chris Lindsay
TheMagister

05-31-06, 12:17 AM
Yeah, I saw that, too. Interesting.

So, when do the boards stop recording in "Texas time"?

TM
King Uther

05-31-06, 01:33 AM
@Telin

Word. Good to see you again.
Pittbull

05-31-06, 05:19 AM
Everybody who wants to take a look at Morathor (http://boards1.wizards.com/showthread.php?p=5203486#post5203486), is very welcome. He'll be activated when Barthleby is frozen.
I guess, his abilities suit good for a 3WC.
Pitlords

05-31-06, 09:05 AM
Three new Mercenaries have arrived in Gladius. They are available for hire from June 14 on.

Of all posted mercs, I have added all we can use. There's no merc left in the Propose your Mercenary thread which I will add. That means I need new input! Post your mercenary here (http://boards1.wizards.com/showthread.php?t=542727).

Lonewolf, Mindwanderer, and Macbrea gain 2 credits each for their Mercenary.
TelinArtho

05-31-06, 03:31 PM
I think the answer is no - but just in case I'm in error, I want to check first:

Can Widen Spell be used on Invisibility purge?


WIDEN SPELL [METAMAGIC]
Benefit: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spells area increase by 100%.A widened spell uses up a spell slot three levels higher than the spells actual level.
Spells that do not have an area of one of these four sorts are not affected by this feat.



Invisibility Purge
Evocation
Level: Clr 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility.
Anything invisible becomes visible while in the area.


The answer is clear as day - invisibility purge is a sphere and a sphere is not one of the types listed in the widen spell list. However, maybe I'm lucky and its been put into an errata or FAQ that I haven't seen yet...

(Here's hoping...)
Pittbull

05-31-06, 04:01 PM
I fairly sure, that it works only spells which have an area-discription like fireball.

Fireball
Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
TelinArtho

05-31-06, 04:08 PM
Figures... hrumph!

I was looking forward to have a 100+ft radius invisibility purge for all those annoying pixies out there... (later on anyway). Well at least its good enough to get rid of sneak attacks.

------------------

On to other news - Vath and TM - let's talk about Denth...

What would you like to do? Is it just going to be the 2 of you? Sdentch is ECL9 and Auburn is ECL8 - so what level would you like the quest to be?

I've decided I will give it a go and get one set up whenever you two (and others if applicable) are ready. I want to get some special effort into this one - since it is so "near and dear" to me. And just to warn you - don't expect to "resolve" everything in one quest...

At the moment, I'm planning on the two of you heading to the temple that Sdentch and Kraegin cleared out in Denth's Faithful (http://boards1.wizards.com/showthread.php?t=514397).

Anyway - just starting to work some more on it. Let me know what you think.

/d
Ariel23

05-31-06, 05:07 PM
It would work on Faerie Fire; a 15' (3 square) diameter with the center square being the middle, I guess.

Not quite as impressive, but a lot cheaper.
Ariel23

05-31-06, 05:15 PM
Of all posted mercs, I have added all we can use. There's no merc left in the Propose your Mercenary thread which I will add. That means I need new input! Post your mercenary here (http://boards1.wizards.com/showthread.php?t=542727).
Would you care to give any advice or recommendations regarding what you are looking for?
Even saying "I don't need any more ___" would be helpful.

It seems obvious that a non caster is needed from ECL 3 to ECL 5, for example.
TelinArtho

05-31-06, 05:37 PM
@MindWandererB - regarding your latest merc posted:

You have to keep the price on expendables down to 10% of the total money the merc has. At ECL3 - he's got 2500gp - so 250gp can be used for expendables. While you only have 250gp worth of stuff listed there - you have erroneously put the shuriken, crossbow bolts and tanglefoot bags under the regular equipment - and those add up to quite a bit.
MindWandererB

05-31-06, 06:06 PM
Is that the case? The merc that Cat just accepted of mine was built that way originally, but when Cat finalized it, he put all that stuff in the Equipment section. I'm just copying the way he did it.
TelinArtho

05-31-06, 06:11 PM
Well wouldn't that be a kick in the pants...

I'll raise it to his attention using Size 7 and see what the heck he is doing...
Pitlords

05-31-06, 06:16 PM
@Ariel: Just look at the list and try to create a merc that is different from the ones already posted. Also, look at what is needed. For instance, there are two level 1 mercs which means that I'll fill up the other ECLs before posting a third one. Or an archer at level 2 would also be unnecessary. Very exotic characters (pixie, ghost) or those who are difficult to pitlord (uh...pixie, ghost) will be last on the queue. And finally, the merc must be of use to the players, ie has some firepower or other vital function (like Hauber the protector).

@all: With the new expendables cap, we can erase the 10% limit mercs may have. Use it as a guideline instead.
Zevox

05-31-06, 06:18 PM
@ MindWaderer - Okay, that latest merc of yours (the monk version) just scared the heck out of me. Just this week I activated Indrithia Celeth for the first time, and I've had her in the works for months. Your merc is basically her in LN 25-pt-buy form, with a few skill selection differences, some different equipment, and one different feat.

Not a problem or accusing you of anything, but that just creeped me out big time.

Zevox
Pitlords

05-31-06, 06:20 PM
@MW: Gillian is too similar to Trillian who is already on the roster. A typo and someone enters with the wrong guy.

@ALL: Try to come up with some more creative requirements than just "non-lawful". Mindwanderer for example just posted "Will not work for PSI or EHTC members" which is a great idea!

Also, you now have to specify the region your merc comes from. If you're uncreative write "Gladius" but preference will be given to those who have a good background.
MindWandererB

05-31-06, 06:30 PM
Gillian is Telin's, BTW. Took me a sec to figure out what you were talking about.

@Zevox: You're right, it is pretty similar, except for the one feat and the skill points. I had seen Indrithia before, but never noticed what she was good at. Obviously I had a certain goal in mind with the character, of a merc that could quickly catch and restrain opponents while the employer got there. The monk version is faster, but the barbarian/fighter version is considerably more effective once she actually gets there. I played around with several concepts, and obviously didn't even settle on one.
TheMagister

05-31-06, 07:50 PM
On to other news - Vath and TM - let's talk about Denth...

What would you like to do? Is it just going to be the 2 of you? Sdentch is ECL9 and Auburn is ECL8 - so what level would you like the quest to be?

I've decided I will give it a go and get one set up whenever you two (and others if applicable) are ready. I want to get some special effort into this one - since it is so "near and dear" to me. And just to warn you - don't expect to "resolve" everything in one quest...

At the moment, I'm planning on the two of you heading to the temple that Sdentch and Kraegin cleared out in Denth's Faithful (http://boards1.wizards.com/showthread.php?t=514397).

Anyway - just starting to work some more on it. Let me know what you think.

/d

I think it would be good to do an EL 7 quest with Sdentch and Auburn, and I really like the idea of returning to Kraegin's Denthian temple ("Return to the Temple of Eternal Hunger!") with the intention of dismantling it.

Oh, and check out Sdentch's "Getting Bugged" (http://boards1.wizards.com/showthread.php?t=567337) miniquest as well for some RP mention of Denth involving Farlanghan...it could play a part.

I'm looking forward to this!


TM
TelinArtho

06-01-06, 01:06 AM
I remember the getting bugged MQ from before I left and I have once again reviewed it.

So the two of you just want an EL7 quest? Don't tell me you are putting stock into those rumours that I kill my questors...

Sounds good - can we plan to get it started the week we all get back online (the 14th right?)? That gives me plenty of time to get acquainted with the two characters (or rather - just Auburn since I've read a fair bit on Sdentch...).

Other than roleplay purposes - do either of you have quest goals?

I'll get cracking on it - I'm hoping it will be my best quest yet!
TheMagister

06-01-06, 01:15 AM
Well, I can't speak directly for Vathelokai (he made it clear to me that he was game for any questing, but I still would feel weird just up and volunteering his Auburn for anything), but that sounds great!

As far as quest goals go, Sdentch was really looking for a way to combat the Denthian hordes...a weapon of some sort.

I had an idea occur to me: how about some kind of item that creates a Magic Circle against Evil effect centered on the caster (duh) wearer? That would make the fiendish critters have to overcome spell resistance to be effective, and would protect Sdentch's companions, too!

I'm not really set on that idea, but it's a good one, I think. Really, we could leave it up to you to come up with something effective. You're in it for us, anyhow.

TM
Vathelokai

06-01-06, 04:05 AM
Auburn definitely does volunteer. I'll send details via PM.
TelinArtho

06-01-06, 10:39 AM
So we may have to hold off a few weeks - that's not a problem. Vath - let TM and myself know for sure when you are ready. If you think you need an extended break - I don't think anyone would begrudge it (I certainly wouldn't).

TM - for the custom item, you'd have to be willing to pay credits for it - unless you are willing to shift alignment. There is already a Horn of Goodness/Evil in the SRD - but it does nothing for Neutral characters. It can be blown 1/day and has either the effect of Magic Circle Against Good/Evil depending on the alignment and lasts for 1 hour.

This quest could serve to bring you to the good alignment if you wish - which seems to be her direction anyway (given her reaction to always trying to help good - but ending up helping evil inadvertantly...). Just a thought.

If you wanted a custom item, you could get the existing horn for 15 credits and the same gp cost with Magic Circle against Evil only. Same CL - easiest to get approved. Alternatively, you could go for a different type of item - but you'd have to let me know what you were thinking. Also, a 3 use per day item would be pretty expensive at 19440gp value.

If you want this item, we'd have to increase the EL of the quest to EL9 (gp rewards would be split 6353 for Auburn and 7147 for Sdentch with 6500 of that going to the horn).

At EL7, the rewards for each of you are 3671 and 4129 respectively. You will also gain 2400 (Auburn) and 2025 (Sdentch) experience for the quest.
Pittbull

06-01-06, 11:47 AM
May someone help me?

I'm looking for the dive-attack-discription in the SRD and can't find it.
TelinArtho

06-01-06, 11:55 AM
Look under "Types Subtypes and Abilities":


Fly: A creature with a fly speed can move through the air at the indicated speed if carrying no more than a light load. (Note that medium armor does not necessarily constitute a medium load.) All fly speeds include a parenthetical note indicating maneuverability, as follows:
Perfect: The creature can perform almost any aerial maneuver it wishes. It moves through the air as well as a human moves over smooth ground.
Good: The creature is very agile in the air (like a housefly or a hummingbird), but cannot change direction as readily as those with perfect maneuverability.
Average: The creature can fly as adroitly as a small bird.
Poor: The creature flies as well as a very large bird.
Clumsy: The creature can barely maneuver at all.
A creature that flies can make dive attacks. A dive attack works just like a charge, but the diving creature must move a minimum of 30 feet and descend at least 10 feet. It can make only claw or talon attacks, but these deal double damage. A creature can use the run action while flying, provided it flies in a straight line.


It has also been clarified that "claw or talon" can be any piercing attack I believe in a FAQ. I'll look that up if I get a chance.
SauroGrenom

06-01-06, 11:56 AM
May someone help me?

I'm looking for the dive-attack-discription in the SRD and can't find it.
It's under movement modes in the section called "Types, Subtypes and Special Abilities".
Pittbull

06-01-06, 12:26 PM
Thanks a lot! That helps.
MindWandererB

06-01-06, 02:15 PM
It has also been clarified that "claw or talon" can be any piercing attack I believe in a FAQ. I'll look that up if I get a chance.It's not in the FAQ, it's in a rules of the game article, here (http://www.wizards.com/default.asp?x=dnd/rg/20040706a), which says that a claw or any slashing or piercing weapon works.

I would point out, however, that the Rules of the Game series does occasionally contain flat-out errors. In my opinion, this is one. The RAW specifically says "claw or talon" only--this rule about weapons is a house rule.
TelinArtho

06-01-06, 04:12 PM
I'm sure this has been asked - I just can't find anything to be sure about it...

With regard to the 3-fight cycle - how are quests handled? Can I only go on quests at the start of a cycle? If I want to go on a quest after week 1 of the cycle - how is that handled?

The reason I am asking is because I want Kraegin to go on a quest - but before he goes - I want him to get in one fight first (to get myself reacquainted mostly). However, if he would have to wait 3 weeks - I'll just send him right away I think.
MindWandererB

06-01-06, 04:16 PM
If you participate in one fight, you can't go on a full quest until you've completed a cycle. You can miniquest, however, and it counts as a single fight.
DSugui

06-01-06, 04:20 PM
Just to mention, miniquests during the 3WC must have an EL at least equal to your ECL. Miniquests with EL lower than your ECL can be taken outside the 3WC, though.
TelinArtho

06-01-06, 04:45 PM
@MW: Gillian is too similar to Trillian who is already on the roster. A typo and someone enters with the wrong guy.

@ALL: Try to come up with some more creative requirements than just "non-lawful". Mindwanderer for example just posted "Will not work for PSI or EHTC members" which is a great idea!

Also, you now have to specify the region your merc comes from. If you're uncreative write "Gladius" but preference will be given to those who have a good background.

Forgot that I wanted to respond to this. In essence I wanted to get the basic idea of my merc down before I fleshed out the details. Spending more time on Requirements than on the build itself seemed like a bad idea.

Anyway - I'll make some more changes and see if he makes the cut later.
Ariel23

06-01-06, 05:50 PM
Just to mention, miniquests during the 3WC must have an EL at least equal to your ECL. Miniquests with EL lower than your ECL can be taken outside the 3WC, though.You could gain enough XP in Week 1 to level, but you are not allowed to level...then do you have to do an ECL+1 MQ even though you really aren't ECL+1 yet?

[I might be wrong about that, but that's how the last 3WC proposal I remember went.]
TelinArtho

06-01-06, 06:02 PM
This post is not meant to be a flame or anything - or even directed at any individual. I am mostly looking for people to stop trying to abuse things - and hopefully get some nods towards keeping things "real."

One of the things I have been looking at are some of the older fights and older posts. I realize that nothing is going to change in them, but I look to them as potential areas to help improve things.

One of the areas I think could use some improvement is the Black Market. In some cases, we've had players buy "illegal" items there - if you remember the powerstoring arrows... Cat was able to overturn that even though some of the damage had already been done.

More to the point, custom magic items should have very clear creation terms - and these should be set out specifically. When Aquin purchased a custom Necklace of See Invisibility - I specifically set out what calculations were involved, the CL and the spells needed for it.

When a player has the potential to craft a custom item - it gets even foggier. Take for example the "Forge of Armorsmithing" that Annixx created some time ago. All it did was provide a rather benign +10 bonus to craft (armorsmithing).

However, since he "crafted" the item - I, at least - would have required that he actually had ranks in armorsmithing (probably 10 ranks since that's what he wanted for the bonus). This is mostly in order to prevent abuse, but also to keep things in the realm of the reasonable. For items that increase skills - look to the ring of climbing for instance - clear - concise. If Annixx had the intention of keeping his "crafted" forge - I would have less of a problem with him creating it.

Instead however, Annixx crafted a suit of Adamantine Full Plate - and then sold off his forge - now that he had no need of it. In other words - he gave up a temporary 5k - to save himself ultimately 8.25k AND 10 skill points.

Now, I don't expect Iced to give up Annixx's armor for this - even though I feel it is a blatant attempt at circumventing certain rules in place - but I definitely want to see something done about this in the future.

I suggest that All custom magic items require very specific guidelines - even if the person asking for it doesn't intend on crafting it. Cat is already pretty busy - so I realize this is asking more from him - but not many people send in requests for custom items anyway. If the desire is there - I'd be willing to preside over magic item approval while I am here.

Like I said - I don't intend offense here. I just see this as a potential loophole abuse. If Annixx had had the ranks in Armorsmithing - I'd have no issue with what he did; if he had proposed a reasonable spell alternative - I'd have no problem with it. What actually happened though - I think is a poor result.

Thanks for listening to my tirade...

/d
MindWandererB

06-01-06, 06:04 PM
You could gain enough XP in Week 1 to level, but you are not allowed to level...then do you have to do an ECL+1 MQ even though you really aren't ECL+1 yet?If you haven't applied the level yet, your ECL does not increase for any purpose.
Caterane

06-01-06, 06:16 PM
:eek: Iced is so evil!

You're right Telin. I don't blame the guys of abusing 'holes' in the system (what is a hole? Iced can argue he lost credits. Where's the line?). It is my responsibility - and to a broader extend yours too - to make rules with which this board becomes a fair and balanced enviroment. Thanks to this idea, we have now found a new problem, and in this case the solution right along with it.

So, any idea on how to define the requirements of custom items in the Blackmarket description? For skills, you have to have the proper skill and the same value than the item you want to craft. What about items with spells? Other items?
TelinArtho

06-01-06, 11:03 PM
Creating custom items has always been the discretion of the DM in a table-top game and I'm of the opinion that it should mostly stay that way.

Regular black market purchases (for common items) - are pretty easy to say yay or nay to.

For the custom ones - I think at least 2 people should approve the creation and the price - before going on. Who should those 2 be? Elders probably - or just arbitrary people who are reasonable and fair.

We can suggest guidelines - if it is a skill bonus - ranks in that skill are needed equal to the bonus.

For other things - find 1-2 spells that are suitable and price it according to that (or better yet - find an equivalent existing item).

Custom items should be carefully handled - giving them a week or more for review and discussion shouldn't be out of the question, especially if the player is crafting it himself (so he stands nothing to lose if he later decides the item isn't as he planned).

I am willing to volunteer my time for approvals (in an unofficial capacity - not as an elder).
Traevanon

06-02-06, 12:25 AM
[Soapbox=on]

To throw in my :twocents: I think magic items aught to be strictly by the book, completely disallowing DMG p284-286 calculations.

The only exceptions should be scrolls, potions and wands and equivalent psionic items. I feel especially strongly about anything with continuous use, use activated or x/day items.

Completely deriviative items such as a Wands of Charm Person (6 charges), Gloves of Striding and Springing instead of Boots or an Amulet of Strength+2 and Dex+2 are one thing, but when you start talking about completely new items it can get too difficult to judge all the ramifications and worse, it steps outside of the basic parameters established for the world.

Remember that this is not only a living campaign, but also a testing ground.

And it is limited to core material.

My concern is that someone will request (and be granted) some magic item that simulates the effects of some item, spell or ability from outside of core, thus circumventing the parameters of the campaign.

Out of bounds for this campaign are things that are printed in sourcebooks such as a Wand of Lesser Orb of Acid Complete Arcane or Deadly Precision Dagger Complete Adventurer. Similarly completely new powers, spells, classes and abilities are out of bounds. I feel that custom magic items should be treated the same.

So, since this is the Core Colliseum, I suggest that we stick to core items. Even such innocuous items as a Military Pick of Profession (miner) +5 establish a precedent that is dangerous to the credibility of the campaign.

So please no Gloves of Power Attack, Bows of Phase Arrow or Cloak of Troglodyte Stench.

[/soapbox off]

Edit: Exceptions can be made for rare instances such as contest winners or tourney champions. This doesnt have to be limited to custom magic items though, it could be that they get to research an original spell or gain some sort of a unique ally.
Caterane

06-02-06, 05:43 AM
So please no Gloves of Power Attack, Bows of Phase Arrow or Cloak of Troglodyte Stench. Such items are never allowed. It must be core, and the creation table in the book is core.
Traevanon

06-02-06, 05:48 AM
In core there also exists spell research, making monsters, designing your own prestige class and sections on custom races and custom classes.

The common theme among these items is that they reside in the Dungeon Master's Guide (or in the back of the Monster Manual) and are tagged as guidelines for the dungeon master to add to his campaign. The only difference is that custom magic item creation section has a handy table for players to drool at.

Many factors must be considered when determining the price of magic items you invent.

Empahsis is mine, the "you" refers to the target of the Dungeon Master's Guide, the dungeon master. More importantly, this information appears in a sidebar, which are reserved for information on rules variants and campaign customizations (DMG p.4 "the purpose of sidebars").

Putting this section in the hands of the players, even when designating someone trustworthy as a DM surrogate for approval, is (or already was) a mistake.

Consdiering that custom magic items are already in place and established, I'm not sure what I'll do the first time I face a fighter in the arena wearing "Eyes of Magic Detection (3 x per day Detect Magic, 1200gp)" or standing behind a "Bracer of Shielding (3 x per day Shield, 2400gp)" a but I am sure to not be happy about it.

I wish I had known these kind of shenanigans were already going on. This really makes me want to reconsider my participation.

Maybe the previously approved items have been innocuous and reasonable. I guess I'll have to go through and check.
TelinArtho

06-02-06, 11:16 AM
Traevanon - before we go too far down this bent let's see what has been done - before we automatically assume that everyone has abused the system.

Just about every custom item that has been asked for is pretty closely tied to other items already present:

1. Forge of Armorsmithing - this is the one exception where something fell through the cracks. I brought it up because I don't want to see it happen again.

2. Necklace of See Invisibility 1/day. This is closely tied to the Hand of Glory - just with less benefits.

3. Item of Ability +1 - this is the most commonly bought "custom" item - just with a different bonus.

4. Item of Skill +x - this is pretty new since most of the skills benefits have come in (Pen of Forgery +8 bought by Archangel Ixenthor, Earrings of Listening +5 bought by Nycalik)

5. Customizing Armor/Weapon benefits (like Luck on a Breastplate or Shatterspike on a sword)

Items 3 & 4 are the most common and the easiest to adjudicate. In fact, I don't think there's really been a "truly custom" item developed yet - everything had a basis from which to be developed.

Anyway - truly custom items cost a good deal of credits (15) - so it is a fair amount of devotion to the CoCo just to get the requisite credits. Then you must get the item approved - and I can tell you that I will be watching things to make sure they stay reasonable whether Cat wants me to or not.

The situation with Iced and his Forge - well it was an exception. An exception that, hopefully, will never happen again.

/d
Traevanon

06-02-06, 12:22 PM
I've gone through the Black Market thread this morning and I still call shenanigans on #1, #2, #3 and #4.

UPD+5 and UMD+5 item - shenanigans!
Pen of Forgery +8 - shenanigans!
Necklace of See Invis 1/day - shenanigans!
+1 stat items - shenanigans!

Shenanigans!
Shenanigans!
Shenanigans!

Let my calling of shenanigans be noted.

I guess its just one more handicap to overcome.
TelinArtho

06-02-06, 12:46 PM
Now you see - with all of your use of "shenanigans" - I'm not sure whether you are seriously upset or not. If you are indeed upset about it - let me know where the specific issues are:

1. +1 stat items - these are priced just like the other +x items 1000*bonus squared (+2 is 4k, +4 is 16k and +6 is 32k; by extension +1 is 1k +5 credits, +3 is 9k + 5 credits, +5 is 25k + 5 credits)

2. +x skill items - these are priced just like most other +x skill items 100*bonus squared (cloak of Elvenkind 2500 (+5 hide), ring of climbing +5 2500gp; by extension Earrings of Listening +5 2500gp + 15 credits).

3. Necklace of See Invisibility - this is one of the most custom items that has been approved. First of all - since this item was for me - I did some extensive querying even before buying it (check the date of that post - and check the Tavern thread for the 2 weeks before it if you want to see).

I based it after the Hand of Glory - which is a necklace that allows you to use See Invisibility 1/day, Daylight 1/day and opens up a third ring slot. The hand of glory is priced at 8000gp. The closest equation to use should make it cost (CL5, See Invisibility 1/day (SL2), Daylight 1/day (SL3) --> See Invisibility ((1800*2*5)/(5/1) = 3600gp; Daylight ((1800*3*5)/(5/1) = 5400gp. Third Right slot?) more than 9000gp. The DMG's price is 8000gp - so you are already getting a discount on the two abilities - by adding in the third ring slot - that's just an extra I guess.

For myself, I priced it as a use activated item (incorrectly - it should've been command word) and CL3.

2000*2*3/(5/1) = 2400gp. If I had done it as a command word - it would've cost 2160.

My character had a weakness towards intense light - so the second power was harmful to him. He also had no need for a third ring slot - and the idea of a hand around his neck just didn't fit his character. So - I decided to go with the custom item.

Since my character got the necklace - several others have gotten them now.

In any case, if you feel there is something that has been done wrong - let me know. I am more than willing to work out a solution if there is a way to abuse this. Frankly - since everything has to be approved publicly - if you see something that is an abuse - point it out and don't remain silent.
Ariel23

06-02-06, 04:49 PM
I'm surprised there's no bracers of True Strike X/day. They would cost next to nothing and would be incredibly valuable.

I'm also supremely glad there aren't any that I've seen...
:noway:
TelinArtho

06-02-06, 05:15 PM
Well, like I said - everything should be approved and something like that would need some heavy consideration before allowed - and I very much doubt it would be as simple as 1800 x 1 x 1 / (5 x 1) = 360gp...

All I'm asking for is for the ability to propose custom items. Proposing one does not guarantee that it gets approved. Getting it approved does not guarantee that it won't be overturned later if balance seems to be thrown off because of it.

In terms of true strike - I personally don't think its that big of a deal. Unless you are a "1-hit wonder" - where you can consistently kill your opponent without retaliation AND have the luxury of an extra round to set up that kill - true strike isn't that useful. A 1/day item like that would only be able to be used once every three fights during the cycle too; a 3/day item is much more powerful obviously - but still has limited application.

To those that have access to true strike - it usually isn't important to have an item for it (diviners are pretty common and use it as their bonus spell for 1st level usually) - same goes for people who may not have it - but can still gain the benefits of it (sorcerer with a scroll for instance).

To those who don't have access (fighters, rangers, etc) - they don't generally "need it" - because they have pretty high attack modifiers already. In fact, true strike is mostly useful to wizards who need help on their scorching rays (in my experience) and rogues who want a nice invisible sneak attack with a psionically charged deep-crystal weapon with the psionic weapon feat...

Yes there's applications of true strike that can be exceptionally nasty - but if I was looking for a nice 1/day item - I'd take See Invisibility any day of the week and twice on Sundays.
Traevanon

06-02-06, 07:06 PM
Remember, I tried to back away and just say "shenanigans", but you asked. So...

I do seriously object, but I'm not going to quit over it. My objections are of the sort that a myriad and minor, but I feel that when added up they amount to something important.

1/day custom items are almost always cheaper than comparable fully constructed items. Also the question of what's allowed and what isnt being left to an adjudicator adds another level of subjectivity to a board that should strive to be objective as possible.

+1 stat items are just a way to sneak in an advantage on the cheap. Its not huge, but the tables are built at +2/+4/+6/+8/+10 for that reason.

+8 Pen of Forgery, also for the same reason +skill items aught to be +5 or +10 only to create some amount of "waste" so every gold piece isnt being taxed beyond its limits.

+5 UMD / +5 UPD, skills that are "Trained Only" (I'm at work right now, so I'm not in front of my books and my internet searching ability is limited) [EDIT: As I go through the magic item list in the DMG I am finding no items that grant skill bonuses to skills that cannot be used untrained. I could be wrong though.] shouldnt have skill items associated with them. I am of the belief that certain skills aught to be somewhat exclusive. Allowing these items feels to me like opening up access to everything to anyone with cash.

Necklace of See Invisibility 1/day is another example of Magic Item Bargain Hunting (MIBH), similar to the +1 stat items and +8 Pens of Forgery. You scavenge the parts of a more expensive item that is available without credits and get a major discount in GP, even though you are having it custom crafted. In effect you are trading credits to recover wasted GP.

Another more minor issue is "Renting" magic items that characters with Item Creation Feats can take advantage of. Buy an item for 50%gp + xp, get XP for easily overcoming an obstacle you are now well equipped for, get a reward, sell item for 50%gp. Net result is not only increased gp/xp ratio, a better record (if you keep track of such things) and the possibility of corrupted results in any "simulation of TT".

Finally I also object to advanced and elite allies, but I've already got enough on my plate for now.

I dont want to be a stick in the mud. To some degree this is a D&D campaign in itself and I can understand the desire to open some options for it to hold appeal to long time players. However, we dont need to invent new balanced items, hundreds upon hundreds of them already exist for us to use in supplements. We have chosen not to use them as a basic charter of this campaign though, and I feel its something we should stick by.

Addendum:To clarify my position:
I am strongly opposed to:
- New continuous, use activated or x/day items based on spells or abilities.
- Items that give bonuses to skills that are "Trained Only" such as UMD or Knowledge.

I am moderately opposed to:
- Items that grant bonuses to some of the most important or most common checks that are specific to this campaign. Such as items of Listen, See Invisible, touch attack, vs tripping, anti-reach etc.
- Items that grant an income, either directly or indirectly.

I am slightly annoyed by:
- Items that try to be uber-efficient goldwise. +1 stat items, skill items at numbers other than +5, +10 or +15 and dervatives of macro items (such as Boots of Striding but not Springing).
- Sticks in the mud.
Vathelokai

06-03-06, 05:06 PM
Warning: I'm rambling, and havn't read the last couple pages of posts yet....

I'm rather happy with my umd/upd +5 shennanigans, thank you very much. Being that that is the most expensive credit cost item possible (at a measly 20 credits), I feel it's a fair trade. Not to mention that I could go through the psionic items section and buy piles of +5 skill crystals instead and have saved myself the credits. Those are not even implied to be restriced against trained only skills.

Just you wait until the lv 12 league opens and Denshi can start crafting custom staffs and golems.

That being said, I see your point and agree with most of it. The +1 items seem to be avoided in the tables specifcly to not abuse the odd numbered stats. With enough credits to blow, you could make a character that simulates a 46 point buy.

The +3/+8 skill items... I really don't see a problem with that.

The see invis necklace; that's an outgrowth of this setting. It makes sense to me that since half the Gladius economy is wrapped up in invisibility potions, there would be a specialized items to counter it. From a setting perspective this makes sense to me.

Renting magic items? Other than Anixx, I havn't seen this one.

Now here is the major point; these all take credits. You can look at it from the perspective of giving bonuses to people, but I think of it as rewards for people who put tons of hours into this setting. One credit is hours of work. The 20 credits I paid for the UMD/UPD+5 headband was more work then I put in at my job this week. Sure, the fun of the game is a draw, but it feels good to get cool toys for my characters. It takes an investment to save up that kind of credits, and honestly, there isn't that much abuse of it going on (in my opinion). The bulk of it is +1 stat items, which if you look at higher lv characters, get upgraded to +2 later, then +3 with a credit cost and so on.

My second point is that there is no true TT simulation. In fact every TT game I've played was just a rendition of the game as it is written. This place cannot operate on the pure rules concept that so much of us desire (myself included). And in addition, any TT game that I run has custom items. They are novel, and novelty helps a game.

Now the rules abuse I can see. Renting magic items is a problem, but it is entirely within the rules, even without credits; you can make a hand of glory and then sell it after fighting the invisible ninja's of azkaban. Being that this town is large enough to support a wizard guild it makes sense theme wise. But to deal with it we need more rules controling commerce, which I've had plenty enough of.
Iced

06-04-06, 12:53 AM
Insta-Skill Points! ;) :D

Go Anixx! :w00t:

(That cost me a heap of credits and took me almost 8 levels to save up for btw :raincloud )
Traevanon

06-04-06, 01:15 AM
Well thank you for listening. I'm glad you understand where I'm coming from and I hope you believe that I know where you are coming from as well.

I dont expect to make policy, I only want to make sense.
Caterane

06-04-06, 09:42 AM
The Test Pairings are done. Please check the FotW: Interleague Fights thread.

I want to ask all of you to read those fights and comment on them. We want to learn from these pairings and the more input the more conclusion we can draw.
Anaconda

06-05-06, 07:01 AM
Hey guys n girls i got a little question.
can i use the two weapon fighting feat and flurry of blows to hit 4x?
TheMagister

06-05-06, 07:49 AM
Hey guys n girls i got a little question.
can i use the two weapon fighting feat and flurry of blows to hit 4x?

Yep.

Be sure to add the penalties up correctly, though (especially the damage penalty on the off-hand attack...that's where most people seem to mess up).

TM
Creole

06-05-06, 01:52 PM
where can i find the abilitie scores of my psycrystal? and the hp, ac, init, bab/grap, attacks???
MindWandererB

06-05-06, 01:58 PM
Hey guys n girls i got a little question.
can i use the two weapon fighting feat and flurry of blows to hit 4x?No, actually. The two of those combined gives you a total of 3 attacks.

Stats for a psicrystal are in the XPH on page 207, or in the SRD under "Psionic Monsters."
SauroGrenom

06-05-06, 02:21 PM
where can i find the abilitie scores of my psycrystal? and the hp, ac, init, bab/grap, attacks???
There are many ambigious and some contradictory rules in the SRD with regard to Psi-Crystals. As a result a lengthy debate in the "Ask an Elder" thread took place. The conclusion is here. All the points in that post are correct and current.
Ariel23

06-05-06, 02:24 PM
If you use Feat Leech to take "PsiCrystal Affinity" would you get their psicrystal as-is and could you get more than one Psi crystal in this way?
SauroGrenom

06-05-06, 02:50 PM
If you use Feat Leech to take "PsiCrystal Affinity" would you get their psicrystal as-is and could you get more than one Psi crystal in this way?
Interesting idea. However I'd say no you cannot actually steal another's psicrystal and bend it to your will. The victim of the power's effect would loose access to the feat, and his psi-crystal would temporarily become a stone and nothing more. You would not gain his psicrystal. You would gain the feat, and if you could somehow keep the feat, you could get (make) a psicrystal of your own.

Also you cannot stack multiple coppies of PsiCrystal Affinity. Only a few feats allow you to take the feat multiple times with increased or additional effect. This is not one of them. This feat does not stack, neither does any feat that does not specificially allow you to stack them. (You cannot take Leadership twice to gain two Cohorts).
TheMagister

06-05-06, 03:49 PM
No, actually. The two of those combined gives you a total of 3 attacks.

Stats for a psicrystal are in the XPH on page 207, or in the SRD under "Psionic Monsters."

{mumbling} You could use them to get 4 attacks...you'd just need +6 BAB to do it...

:ayyyy!:

TM
TelinArtho

06-05-06, 04:25 PM
@Traevanon - just to address further some of the issues you have with custom magic items, I do want to point out that not all of them are going to be issues really:

1. Items that grant income, either directly or indirectly. This can be broken into 2 options. The first is direct income, such as a bonus to a skill that can be used to make money. Let's take 2 examples - a +5 skill item and a +10 skill item.

In the first example, if you buy it outright - it will cost you 5*5*100 = 2500gp and 15 credits or 1250gp and 15 credits if you craft it. You can afford this pretty early in your fighting career - but at ECL 3, it only provides an extra 15gp/fight over someone without the skill bonus. In order to cover the initial cost of the item, that's 50+ fights (as you progress from ECL3 - ECL6 or so). It also assumes the character is losing a good portion of his fights.

For a +10 skill item, it will cost you 10kgp or 5kgp if you craft it. You wouldn't be able to get it until you have 10 ranks in the skill (ECL7), but at that point, you are still only getting an extra 70gp/fight. In neither case is this going to break the game unless the character deliberately loses a lot of fights - and then only if he crafts the item and eventually sells it.

Okay - so indirectly. The only way this happens is if an item is crafted and gives you access to a feat or skill you don't normally have. This is that example of Anixx's Forge. First of all, we pretty much all agree that it shouldn't have been approved (at least - everyone that has responded seems to agree). So, given that people would need the ranks or the feat on their character in order to gain the benefit - it is self defeating. In order to craft a forge of armorsmithing +10 - you need 10 ranks in craft (armorsmithing). In order to craft an item to give you access to forge rings - you would need the forge ring feat.

2. Items that give bonuses to skills that are "Trained Only" such as UMD or Knowledge Well, these aren't completely out of bounds in the SRD either. The shards in the Psionic items section provide very specifically a bonus to any one skill. Again, in order to craft it - you'll need to have ranks equal to the bonus provided and the cost is pretty significant. If that doesn't satisfy you - there is at least one example of a permanent magic item with a bonus to a trained skill: Helm of Comprehend Languages and Read Magic (+5 competence to Decipher Script).

The remaining items on your list (New Continuous/Use activated or x/day items and Items that grant bonuses to common checks) are pretty much the same thing in my opinion or are covered in the above sections.

Items that grant bonuses to combat usable skills - listen - are merely applications to items that have bonuses to spot. Listen isn't as precise as spot so I don't know why getting an item of listen is necessarily better. For some characters (like Nycalik, my grimlock) who are blind - they are virtually impossible to work with unless you get some bonus to listen, and even then - until the bonus is upwards of +30, it probably isn't going to be all that helpful (unless you have a very wide area of effect).

I don't think I've seen any custom item that has provided a bonus for tripping or reach - so I don't know why you picked on those 2 particular things. Regardless - they would be applicable to weapons and there's not much that could be done for them specifically.

As to see invisible - well, there's a fair amount to say.

First of all, See Invisible is a wizard-only spell (and bard I suppose - but not many are high enough to cast it). The only options for negating invisibility are See Invisibility, True Seeing (above the reach of most characters in the arena) and Invisibility Purge (and that has a fairly limited range).

However, Invisibility is much more widely available - because of potions. What are the options for a fighter in the arena? A hand of glory at 8k - which means he's going to be fighting invisible opponents for at least until ECL5, possibly 6. That is a 1/fight item (and now - 1/3WC) - so for 8k, the fighter can see an invisible opponent until the item's use is dispelled.

The fighter could get a lantern of revealing for 30k, and could use it for all of his battles - but then it is a lot more expensive and probably isn't available until ECL8-9.

So I proposed getting a custom item - the necklace of See Invisibility. It has a lower caster level (which decreases the price - but also makes it much easier to dispel), and doesn't have the benefit of the extra ring slot or the daylight ability. It is "available" for an ECL3 character - but probably isn't reasonable to get until ECL4. While a wizard might craft it for a very low price - most of the time - wizards don't need to worry about invisibility - they merely carry around See Invisibility scrolls as a just in case measure.

The credit cost is where it makes the difference to me. First of all, for the player to consider getting - they need to pitlord about 10-15 fights and/or provide some additional help to the CoCo to keep it running. Do you think this is minor? Let me bring up a small situation.

When I left the CoCo in February, I was pitlording upwards of 4-5 fights per week and running 2-3 quests simultaneously. At the time, I had put the most people into prison for violations (so I was auditing other character sheets a lot) and doing my best to roleplay some of my 8+ characters in various guilds.

When I left - CoCo went into a state of emergency for lack of pitlords.

Without some benefit for the work we do - I think the CoCo would really just fall apart. People don't need credits - but if they want to do something special - they'll need them. Pretty much the only way to get a good amount of credits is to provide a fair number of hours of work.

Most of the credits that are earned are put immediately back into the system for multiple characters. So even if the option to get a custom item is there - most pitlords still use their credits to get a 3rd or 4th character in the regular rotation. I went so far as to have 8 characters active in a single week because I was generating enough credits to do so.

Even without the extra characters - starting others off at a higher ECL or going on a full quest - these are all things that are used before going to completely custom items (those that cost 15 credits or more).

What I'm trying to say is leave the option open for development. Nothing new should be allowed without some thought - but at the same time - restricting everything just promotes stagnation.

Also, I think there was a comment made to instead allow some of the supplemental material rather than this custom stuff. The only thing I could say is that not nearly all of it is available online and reprintable (because of copyrights). I think we stretch our limits in this department by allowing yuan-ti, githyanki and red wizards - so opening more options here is not necessarily a good idea. I only have access to the SRD- so anytime someone uses one of those items that is not in the SRD - I'm not able to verify it.

Well, I think that's enough for now... back to arguing about allies in the council...
SauroGrenom

06-05-06, 05:45 PM
About custom magic items... Cat does a great job of forbidding anything too good. I've asked for several different items and been turned down. For example my ring of Anti Magic Field CL11 usable 1/day by Chaotic Evil Characters for about 17,000gp was turned down. Also my horseshoes of speed modified to grant increased fly speed for a griffon were turned down as well.

True true there are a small handfull of items out there that are not specificially listed in the SRD. However I have yet to see anything vastly overpowered. A +1 enhancement bonus to an ability score here, or a +8 to a skill there do not bother me at all. These are minor optimizations that are par for the course with a board full of Min-Maxed builds.

This is nothing compared to having a character sheet with 10CR worth of allies listed or walking into a ECL7 battle followed by a white dragon.
Myrridin

06-05-06, 06:29 PM
I know that I use most of my credits to start higher level characters; as that's where I have more fun. :)
Ariel23

06-06-06, 01:30 PM
So I proposed getting a custom item - the necklace of See Invisibility. It has a lower caster level (which decreases the price - but also makes it much easier to dispel), If you cast Dispel Magic, you would lose your Invisibility, anyway. :tongue:

Unless we are talking about Greater Invisibility, but that is 9th lvl single-class wiz/sorc minimum...
Anaconda

06-06-06, 03:17 PM
Hey guys n girls its my birthday today [PARTY] and I thought you get credits for that.
What do I have to do to get me those credits?
Zevox

06-06-06, 03:24 PM
Hey guys n girls its my birthday today [PARTY] and I thought you get credits for that.
What do I have to do to get me those credits?
Wait for Scribelords to notify Cat to assign them, if you've sent him your birthday before. Which won't be until after the boards upgrade, since anything done until then is going to be lost. I'm in the same boat - mine was June 1st, just two days after the snapshot was taken.

If you haven't yet sent Scribelords your birthday, you may be able to yet get them by PMing him that info now (and, to be safe, after the upgrade).

Zevox
Anaconda

06-06-06, 03:29 PM
Wait for Scribelords to notify Cat to assign them, if you've sent him your birthday before. Which won't be until after the boards upgrade, since anything done until then is going to be lost. I'm in the same boat - mine was June 1st, just two days after the snapshot was taken.

If you haven't yet sent Scribelords your birthday, you may be able to yet get them by PMing him that info now (and, to be safe, after the upgrade).

Zevox

Thanks
SoulLord

06-06-06, 04:17 PM
If you cast Dispel Magic, you would lose your Invisibility, anyway. :tongue:

Unless we are talking about Greater Invisibility, but that is 9th lvl single-class wiz/sorc minimum...

I think he means for others to dispel the invisibility generated by the magic item :)

@Anaconda happy birthday! so where's the party?
Ariel23

06-07-06, 01:22 PM
Alter Self:
A Gray Elf Wizard 3/Druid 5 Wild Shapes into a wolf (or Alters Self into something).

Per the FAQ, he loses all racial abilities (at least the EX ones, which are all of them) including saving throw bonus, sleep immunity, skill bonuses, weapon proficiencies, and all the usual suspects.
This would also mean that:

He loses the ability to speak or understand Common and Elven. (!!)

He loses his favored class, and takes a 20% XP penalty while wild shaped. (We'll assume he stays wild shaped for extended periods of time.)

He retains his INT...but loses his racial bonus to INT?

Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesnt change the creature type or subtype.What if you already have a template?
Inherited Template with EX and SU/SP abilities? Do they all transfer into the new shape? None? Just the SU/SP abilites?
Acquired Template?

If the answer is "No," you don't retain templates: the spell says you can "even turn into yourself" do you lose your template then? :P
TelinArtho

06-07-06, 01:49 PM
I've posted about this in the relevant guild threads, but just for greater exposure:

I'm looking for questlords for the following:

a Miniquest for Sir Valkin to rejoin the CEF (EL6) - preferably tying in investigation into the Silver Sun Edicts and San Alto (see CEF for more).

a Miniquest for Faelto to rejoin the TLT (EL5)

a quest for Sir Valkin to recover the Silver Sun Edicts starting after his 3WC (so June 14th, June 21st, June 28th) - starting ~July 5th? (give or take - he might spend a week to craft some stuff - I'll have to see how things go). For this - he wouldn't mind some company as well. Characters that come to mind:

a) Saffron Brass - who has already done some exploring of San Alto
b) (searching for others)

I'm not sure what the EL of the quest will be - as that will depend on who's coming - but I expect it to be in the range of 6-8. Sir Valkin will almost certainly be ECL7 by then.
TelinArtho

06-07-06, 01:58 PM
Alter Self:
A Gray Elf Wizard 3/Druid 5 Wild Shapes into a wolf (or Alters Self into something).

Per the FAQ, he loses all racial abilities (at least the EX ones, which are all of them) including saving throw bonus, sleep immunity, skill bonuses, weapon proficiencies, and all the usual suspects.
This would also mean that:

He loses the ability to speak or understand Common and Elven. (!!)

He loses his favored class, and takes a 20% XP penalty while wild shaped. (We'll assume he stays wild shaped for extended periods of time.)

He retains his INT...but loses his racial bonus to INT?

What if you already have a template?
Inherited Template with EX and SU/SP abilities? Do they all transfer into the new shape? None? Just the SU/SP abilites?
Acquired Template?

If the answer is "No," you don't retain templates: the spell says you can "even turn into yourself" do you lose your template then? :P

So are you trying to open up a can of worms?

Well, I'm not going to argue about it - but the vast majority of the "Racial Traits" are just base bonuses for the race, not all extraordinary abilities. See some of the entries in the Psionic races/monsters - some of the abilities there are specifically mentioned as extraordinary and such. This is merely a case where things were listed en masse and not specifically designated.
Ariel23

06-07-06, 02:29 PM
I'm working on a druid and it's confusing trying to figure out wild shape sometimes. A close reading of it answered a lot of questions but raised others...
Not to mention the headache that you basically need 2 character sheets for your shape and your normal form.

I'll send those in to sage advice, but I'm sure they're sick of dealing with polymorph by now.

@birthday people
I assumed we had gotten rid of the birthday credits, or else scribelords has been too backed up to do them for a few months.
I was told that I couldn't get them after a few requests.
Ariel23

06-07-06, 02:43 PM
For the heck of it, here are the other questions I'm sending to the sage:

A Druid 7 can turn into any medium animal of up to 7 HD, but most animals advanced to 7 HD become large. Does this mean he must stop 1 HD short of becoming large? If someone used Animal Growth on him, would he revert to his normal form, or would the spell fail?

Can a Duerghar Druid of 9th level wild shape into a large animal, then Expand into a gargantuan one and then Animal Growth into a colossal-sized animal?
If he takes a form with hands and wields a Colossal club, then casts Shilelegh, how much damage would it do?

What would the Disguise modifier be to look like your animal companion? Would you use Spot to tell the druid apart from the companion, or would you use Knowledge (Nature)? Let's assume the druid has the same visible equipment as the animal, and no disguise kit, and does not take several minutes to prepare the disguise.

- - - - -

Most obnoxious build ever:
9th lvl druid
Spell Focus (Conjuration), Augment Summoning, Two-Weapon Fighting (or 2 RGR levels), Mart Weap Proficiency (Hvy Mace), Craft Rod
--snake companion
--snake handle animal allies,
--Summon Nature's Ally for 1d4+1 snakes (multiple castings possible)
--Animal Growth on all snakes (2 castings possible)
--Dual-wield Rod of Viper
You could be looking at a 10 attacks per round doing from 1d6 to 1d10 CON with Fort Saves ranging from 14 to 20 (CON-based).
Augment Summoning and size changes all raise CON (not to mention bite to-hit and damage).
TelinArtho

06-07-06, 03:04 PM
While that would be nasty - bear in mind that the snake's speed is not very good - mostly 20ft (although swim and climb speeds are there too). Unless you are up against a fighter-type or cleric in medium or heavy armor - the snakes won't have much of a chance to catch up. Even against a fighter though, the fortitude save is their strongest save and the snakes don't have a terribly good AC to defend with.

Far nastier is sending a couple of ghouls in... (see Daeren Stronghammer's futile attempts to take down some ghouls in a monster fight...)
bluemage55

06-07-06, 03:07 PM
And a single use of neutralize poison gives you headaches. :D
TelinArtho

06-07-06, 03:11 PM
Actually - I prefer Delay Poison - as it is lower level and will work for the entirety of one arena battle (or at higher levels - a few of them). Since poison effects don't carry over from fight to fight - it is exceptionally nice.
MindWandererB

06-07-06, 03:39 PM
I'll tackle these.
A Druid 7 can turn into any medium animal of up to 7 HD, but most animals advanced to 7 HD become large. Does this mean he must stop 1 HD short of becoming large?The form you choose must be limited to both your hit dice and the form you choose. Turning into an advanced version of a creature doesn't really do you any good unless the size does change. So a level 5-7 druid could become a medium wolf, and a level 8 druid could become a large wolf. Per the FAQ, you should provide the DM (in this case, pitlord) with the stats of your new form when you take on an advanced form.
If someone used Animal Growth on him, would he revert to his normal form, or would the spell fail?The spell would fail. Your type and subtype don't change when using Alternate Form, except for the aquatic subtype.
Can a Duerghar Druid of 9th level wild shape into a large animal, then Expand into a gargantuan one and then Animal Growth into a colossal-sized animal?Per CoCo house rule/interpretation, Polymorph and Alternate Form are considered size changes, and thus do not stack with other size changes.
If he takes a form with hands and wields a Colossal club, then casts Shilelegh, how much damage would it do? If anyone somehow manages to get themselves a Colossal Shillelagh, it does the same damage as a Colossal greatsword, or 8d6.
What would the Disguise modifier be to look like your animal companion? Would you use Spot to tell the druid apart from the companion, or would you use Knowledge (Nature)? Let's assume the druid has the same visible equipment as the animal, and no disguise kit, and does not take several minutes to prepare the disguise.You would follow all the rules of the Disguise skill. Your skill check would be modified by +10 for the ability, and -2 for being disguised as a different race (you don't act very much like an animal, thus the penalty). Knowledge (nature) doesn't affect your powers of observation, although I would personally grant a +2 circumstance/synergy bonus to the Spot check for someone with at least 5 ranks in Knowledge (nature).
TheMagister

06-07-06, 03:48 PM
If anyone somehow manages to get themselves a Colossal Shillelagh, it does the same damage as a Colossal greatsword, or 8d6.

Should read (I think):

If anyone manages to get themselves a Colossal Club, it would do this much under the effect of a shillelagh spell:
Club = 1d6 (medium) => 1d8 (large) => 2d6 (huge) => 3d6 (gargantuan) => 4d6 (colossal) => 5d6 (+size shillelagh) => 6d6 (+size shillelagh)

I don't think you can start with the weapon shillelaghed and THEN apply size mods to it. Sdentch would SO be doing that if that's the case.

TM
Ariel23

06-07-06, 04:01 PM
@TM
I would tend to agree, but I don't know about Colossal+ damage being RAW. (And, yes, I meant you already are carrying a Colossal club, give or take Expansion. The Shillelagh comes at the end of the sequence.)
The spell would fail. Your type and subtype don't change when using Alternate Form, except for the aquatic subtype.
This is not what the FAQ says:
What kind of spells work on characters transformed into creatures of different types than their own by polymorph*? Can you cast hold person on a humanoid who is transformed into a dire bear or would hold monster be required?
If a creatures type changes (such as from polymorph*), it is affected by spells according to its new type. An elf polymorphed into a dire bear is immune to hold person (since she is now an animal), but could be affected by hold animal or hold monster.
*And similar effects


Edit:
I somewhat oppose letting someone without the appropriate knowledge use Spot to tell apart two seemingly identical creatures of an unknown species.
I can't even tell a weasel from a giraffe in the arena if I don't have Knowledge Nature, or an Elf from a Human without Knowledge Local.
MindWandererB

06-07-06, 04:08 PM
@Ariel: Polymorph changes your type. Alternate Form doesn't. Ane even though you can't physically get any bigger than Colossal, effects that increase damage dice (like Shillelagh or INA) keep going.

@Magister: There is no 5d6 damage category. It skips straight from 4d6 to 6d6, and then to 8d6. And there's absolutely no reason why you can't use Shillelagh followed by a size increase. That would be just like casting Bull's Strength followed by Polymorph, which was addressed in the Rules of the Game recently.
TelinArtho

06-07-06, 04:32 PM
Just a thought - I don't know if anyone has done this as well...

I would suggest grabbing any and all quest and miniquest threads for your characters if they hold anything of value to you more than what is in the questlog. Although the questlogs have been grabbed for saving - the rest of the quest is the important part (in my opinion).

I'm in the process of grabbing all of mine and saving them locally. I will probably miss most of the miniquests that I ran though - but those are of least importance to me.

Anyway - figured I'd suggest it. For anyone who has ever had a quest run by me or accompanied me in a quest - I have saved those quests already.
TelinArtho

06-07-06, 05:02 PM
Does anyone feel like doing a once-over on my 3 open characters?

Kraegin (http://boards1.wizards.com/showthread.php?p=6687335)

Faelto (http://boards1.wizards.com/showpost.php?p=7816708)

Sir Valkin (http://boards1.wizards.com/showpost.php?p=6851361)

I'm mostly looking to make sure I didn't make any errors with the rules that have been put in place in the last 4 months - but any errors would be nice to know...
Caterane

06-08-06, 07:52 AM
Question. Does anyone know where I can get a program with which I can take snapshots while a movie runs on my disc? I have these Diablo II act movies and want to extract all the Ixenthor uh Tyrael pictures.

Speaking of the movies, I only have them in spanish. Asides from me not understanding a word, Tyrael's voice is very very bad synchronized. The best multi-layer voice of the archangel is in the German version but the English version is good too. Any idea where I can download them?

And finally: is there a way to extract the sound files from the movies? I am only interested in Tyrael and Hadriel (and maybe Izual).
Sunwolf

06-08-06, 09:22 AM
Does anyone feel like doing a once-over on my 3 open characters?

Kraegin (http://boards1.wizards.com/showthread.php?p=6687335)

Faelto (http://boards1.wizards.com/showpost.php?p=7816708)

Sir Valkin (http://boards1.wizards.com/showpost.php?p=6851361)

I'm mostly looking to make sure I didn't make any errors with the rules that have been put in place in the last 4 months - but any errors would be nice to know...

Telin,

Did a quick review -- They look good.

I would suggest that you list max expendable value for each character in the expendable section. ie ECL^2*50=1800gp or whatever it is to make checking a little easier.

Also wands are not counted in the expendable total and should be moved to the regular equipment section (Sir Valkin).

You might also consider breaking out the hp totals like 10+5.5*5 + 6*2(con) -- that's just a personal preference but makes checking hp a little easier.
Caterane

06-08-06, 09:48 AM
@Telin: the horseshoes only work on animals, not magical beasts like your paladin mount. Since you're one of the few paladins with more than 2 levels in the whole coco history, I'm inclined to say that they also work on paladin mounts that are based on animals. I just don't feel like taking away another incentive to take paladin levels.
TelinArtho

06-08-06, 10:17 AM
@Telin: the horseshoes only work on animals, not magical beasts like your paladin mount. Since you're one of the few paladins with more than 2 levels in the whole coco history, I'm inclined to say that they also work on paladin mounts that are based on animals. I just don't feel like taking away another incentive to take paladin levels.

You're kidding me right?

I realize that the entry in the Magic items sections does specifically say animal - but if you read this to the letter - I'm going to be very disappointed.

To me at least, the horseshoes should only apply to creatures that have four hooves - so it would work on a horse, a paladin's special mount as long as it was a four-hooved creature and a centaur.

I strongly believe the wording is merely an oversight of the creators - not their intention.

If you feel the need to make this ruling - let me know now - so I have a chance to completely rearrange Sir Valkin for the next pairings... and that's if I am able to find a suitable change that I'm happy with.

[EDIT] Just for clarification, I have sent an email to customer service for future reference. If they get back to me, I'll make sure to post the response here.
TelinArtho

06-08-06, 10:19 AM
Telin,

Did a quick review -- They look good.

I would suggest that you list max expendable value for each character in the expendable section. ie ECL^2*50=1800gp or whatever it is to make checking a little easier.

A solid suggestion. I don't think I'll ever have to worry about it - but I might as well put it up there, just in case...

Also wands are not counted in the expendable total and should be moved to the regular equipment section (Sir Valkin).

Hmm - I assumed they were part of the expendable total. After all - they are expendables... Well, I'll double-check the rules on it and assuming you're right, I'll make the change.

You might also consider breaking out the hp totals like 10+5.5*5 + 6*2(con) -- that's just a personal preference but makes checking hp a little easier.

Eh - to each his own I guess. I prefer to have the HD and total bonus listed.
Caterane

06-08-06, 11:02 AM
Telin, that's actually one of the oldest rulings we have, prior to getting our own board. However I understand that such old decisions should be reviewed, and if you read my last post you know my position.
TelinArtho

06-08-06, 11:25 AM
Okay - let me rephrase then (as much a pointer to my above post as an apology to the irational PM I sent...).

If a ruling is expected to be enforced - then there should be a concrete location that I can look up a ruling. How am I supposed to know about a ruling that is neither in the Rules of Gladius nor in the Court Rulings?

I do think that the ruling should be reviewed. The paladin's mount is one of the paladin's main benefits past level 5. Since, as far as I know, we aren't allowed to use the alternative mount options (and I could be wrong here) for them, then the paladin is pretty much limited to the ground unless they forego using that benefit and get a handled animal.

I have tried to make better use of my mount by using the horseshoes. Since I have already used them in a fight (and it didn't help me in that fight I might add), I kind of feel like it is being taken away from me with little reason. That being said - I definitely reacted too quickly.

If the ruling is upheld - and I assume it probably will - what are my options then? Sir Valkin's build would need to change - but if I can make the horseshoes available to his special mount with credits, I suppose I can work with that (assuming I didn't have to rebuy the horseshoes...). While I'm at it - I might as well put Countess Ural in this change since although she isn't yet active - I want to make sure she is corrected at the same time.

Anyway - I do think this should be brought up for discussion - but I can take a credit hit now in order to make Sir Valkin legal during the discussion if that is amenable (and I would wait on Ural).

Does that work?
Caterane

06-08-06, 02:10 PM
Look, there are a lot of things not in the rules. You just detected one. When the ruling was made, we didn't even have a GM or Elders or a board. There was me, and Jindl, and Mo, and Snark and Magagumo and maybe Barrelmaster lurking somewhere in the back and when we sat down we voted 2:3 or something against horseshoes because it says animals. Wether they explicitely meant the type 'animal' or just linked everything with hooves to animals, we don't know.

I said I would rule that the horseshoes are fine for paladin mounts or anything based on a real animal. Perhaps the simplest thing would then be to say that the beast just needs 4 hooves but we should check the possible creatures first to which it would apply. Some animals, centaur, pegasus, nightmare, did I forget anything?
TelinArtho

06-08-06, 02:25 PM
I think that does cover it - and while you are thinking about it, I'm just going to refresh that it affects land speed - so while it would affect a pegasus and a nightmare - it would only affect the land speed - not the fly speed (and so - in most cases wouldn't even come into play for them).
TheMagister

06-08-06, 02:30 PM
:devil:

Now, if you put the horseshoes on a mount and then cast air walk on it, that would be something!

:ayyyy!:
TelinArtho

06-08-06, 02:36 PM
Yes - but if it is a normal animal mount, then the mount will need the air walk trick (see the spell) in order to be effective. Then unless you are a druid/ranger - you wouldn't have enough tricks for combat riding...

Of course, that's not the case with the paladin's/blackguard's mount - but then they don't have that spell on their spell list and multiclassing it would be next to impossible... (given that airwalk is a 4th level spell - you'd need a level 5 paladin/level 7 cleric - well into the frozen leagues). At Paladin 5/Cleric 5 - you could buy scrolls of Air walk - but you are still right on the cusp then... Fly is a much better spell to use in most cases though.

This all implies without using credits of course.
TelinArtho

06-08-06, 03:30 PM
Looking over some more characters, I noticed that Macbrea's Izumi is using a Kusari-Gama. Since this weapon is not listed in the SRD (as far as I can tell - unless it is listed in an obscure area...), I believe it is invalid for the arena.

Can someone confirm or deny this?

If it is valid - can someone post the stats of a standard one so I can continue auditing his character?

Thanks
/d

[EDIT] If I reverse the process of the weapon being gargantuan, it seems that it would be a light weapon with reach that deals 1d6 damage and has a crit range of 20/x2.

The part that I'm having trouble with is the light weapon with reach...
TheMagister

06-08-06, 03:33 PM
Yes - but if it is a normal animal mount, then the mount will need the air walk trick (see the spell) in order to be effective. Then unless you are a druid/ranger - you wouldn't have enough tricks for combat riding...

That's pretty much exactly what I meant. I was considering a Light Horse animal companion for an archery-based ranger. Ranger uses scrolls of Air Walk (expensive!) and buys horseshoes of speed for his animal companion, who he teaches the combat riding package to as the animal companion gains its extra tricks.

Sounds good to me...

TM
MindWandererB

06-08-06, 03:33 PM
I can confirm that it is legal--there's a line in the rules that permits the oriental weapons in the DMG. I don't know where (or if) they're in the SRD, but I'll look them up in the DMG (3.0) and put them here in a minute.

Medium size
Kusari-gama - 10 gp - 1d6 - 20/x2 - 3 lb. - Slashing. 10-foot reach, like a spiked chain, and is also like a spiked chain regarding trip attacks, disarming, and Weapon Finesse.

The 3.0 DMG is inconsistent, though: the stat block says it's a martial weapon, and the text says it's exotic. Has this been fixed in the 3.5 book?
Zevox

06-08-06, 03:38 PM
3.5 DMG, page 145:

Kusari-Gama: light exotic weapon, 10 gp, 1d6 damage, x2 critical, 3 lbs, slashing, reach weapon.

Zevox
TelinArtho

06-08-06, 03:43 PM
Okay - it seems that it has changed slightly from 3.0 to 3.5 - but just to be sure I know all of the rules (in case I ever have to deal with it...), is it essentially a light spiked chain that deals slashing damage? (so does it still count as a trip weapon, and get a bonus to disarm and attack creatures adjacent and at reach?)
Zevox

06-08-06, 04:04 PM
Okay - it seems that it has changed slightly from 3.0 to 3.5 - but just to be sure I know all of the rules (in case I ever have to deal with it...), is it essentially a light spiked chain that deals slashing damage? (so does it still count as a trip weapon, and get a bonus to disarm and attack creatures adjacent and at reach?)
Thats pretty much how it works works, yep, although physically its technically a small sickle on a chain according to the description.

Zevox
TheMagister

06-08-06, 04:34 PM
Yeah...I've had visions of a fast, dual-wielding fighter with improved disarm and improved trip whirling around the arena with twin kusari-gamas.

I just can't seem to wrap my mind around the idea in my head, though. Too cheesy (nothin' against Macbrea's idea, though). :P

TM
TelinArtho

06-08-06, 05:11 PM
I was thinking that the fact that it is a light weapon would make a big difference, but it only seems that way when I am looking at Izumi's gargantuan weapon. The only downside is his chance to hit...

of course if he manages to get a brilliant energy enchantment on it - he won't care much about his to-hit bonus...
MindWandererB

06-08-06, 05:15 PM
Or if he's setting up for Deep Impact. That little toy + Deep Impact + Power Attack could be quite ugly.

The dual-wielding guy is an idea. Or maybe a kusari-gama in the off-hand and a more damaging weapon--say, a Large bastard sword--in the on-hand. Hmm....
TheMagister

06-08-06, 05:44 PM
Or if he's setting up for Deep Impact. That little toy + Deep Impact + Power Attack could be quite ugly.

The dual-wielding guy is an idea. Or maybe a kusari-gama in the off-hand and a more damaging weapon--say, a Large bastard sword--in the on-hand. Hmm....

Funny thing...can't power attack with a light weapon...

even a colossal one?

:confused:

TM
TelinArtho

06-08-06, 05:53 PM
That's something I wasn't sure about myself. Actually it goes to the damage as well, since under the equipment section, it does say that a light weapon does not give you 1.5 damage when wielded two-handed.

The only thing is - it is light when it is wielded for a gargantuan creature, but is two-handed for him. If it is always considered light (for damage bonus) - then it is consistent. If it gets the damage according to the designation for the wielder, it gets kind of funky...

Large person wielding it 2-handed with a 20 str gets damage +8
Huge person wielding it 1-handed with a 20 str gets damage +5
Huge person wielding it 2-handed with a 20 str gets damage +8
Gargantuan person wielding it as a light weapon with a 20 str gets damage +5
Gargantuan person wielding it 2-handed with a 20 str gets damage +5?

Worse when you take into account power attack. The large and huge person could use power attack with it - but for some reason the gargantuan person would not...
MindWandererB

06-08-06, 06:12 PM
Big news: Although it's unofficial, the new boards are up! Simply change the "boards1" in the URL to "community" and you're there.

They're asking that folks not make new posts there, except in the bug report threads (here (http://community.wizards.com/forumdisplay.php?f=400)), but y'all can take a look-see, and maybe hit a few buttons without actually sending anything.

And I have to say, the new boards look great. And the features... I thought what we had was fine, but when they said they were making improvements, they meant it. In-line editing, quick reply... I wonder if the Firefox sblock glitch is fixed?
Book5

06-08-06, 07:18 PM
in line editing... nifty!
Traevanon

06-08-06, 07:26 PM
I'm back from robot training and I see that something has come up that may affect one of my future characters.

I need to know whether Horseshoes of Speed work with anything with hooves, or whether my Centaur is going to have to wear boots... similarly of course, if Horseshoes of Speed arent allowed for a Paladin mount, can the horse wear boots instead?

Thanks

@Telin re magic items: I understand your position on custom magic items and I feel that it has been kept relatively under control so far. I just wanted people to know that there is one player out here that is "for" control rather than loose interpretation.

It still strikes me as odd that any rules that allow custom rules would be used in this venue. I simply thought it natural that the very passages in the DMG that allow for the use of Complete Warrior, Races of the Wild, Savage Species and outside source material would be excluded.

2. Items that give bonuses to skills that are "Trained Only" such as UMD or Knowledge Well, these aren't completely out of bounds in the SRD either. The shards in the Psionic items section provide very specifically a bonus to any one skill. Again, in order to craft it - you'll need to have ranks equal to the bonus provided and the cost is pretty significant. If that doesn't satisfy you - there is at least one example of a permanent magic item with a bonus to a trained skill: Helm of Comprehend Languages and Read Magic (+5 competence to Decipher Script).

When someone gains a competence (or any other type) bonus to a skill that cant be used untrained, and they have no ranks in I dont think the skill can be used.
MindWandererB

06-08-06, 07:56 PM
Ooohh, I just found another thing I like about the new boards:

Inbox contains 6 messages.
You have 12 messages stored, of a total 30 allowed. (Empty Folder)
Heck yeah.
Caterane

06-08-06, 08:00 PM
I just wanted to post that the changes are minor but the 30 messages changed my mind :D Finally!
Book5

06-08-06, 08:05 PM
Ooohh, I just found another thing I like about the new boards:


Heck yeah.

huh - I seem to remember someone saying that was not the way its going to be - like they are still setting all the system defaults down to the minimum levels. Or sumthin.

@Traevanon - I don't think centaurs can wear shoes or boots.

Actually interesting enough those little "pads" they put on horses hooves (for when they have to be taken inside and not scuff the linolium / marble are called boots.... so umm.. prolly not relevant. But true! Nonetheless.

I also bet centaurs can wear "normal" armor here too... I force em to buy barding. :shrug: but then I am a meanie DM.
MindWandererB

06-08-06, 08:28 PM
I just wanted to post that the changes are minor but the 30 messages changed my mind :D Finally!If you liked that, Cat, you'll love this:
Anyway, reg users now have 30 pms. GMs have 60.
Caterane

06-08-06, 08:31 PM
:eek: :love: :cheer: :cloud9:
Traevanon

06-08-06, 09:59 PM
@Traevanon - I don't think centaurs can wear shoes or boots.

Actually interesting enough those little "pads" they put on horses hooves (for when they have to be taken inside and not scuff the linolium / marble are called boots.... so umm.. prolly not relevant. But true! Nonetheless.

I also bet centaurs can wear "normal" armor here too... I force em to buy barding. :shrug: but then I am a meanie DM.

A centaur is a large humanoid so I was paying for armor via the rates for that in the PHB (x2 cost, x2 weight). Whether a centaur wears boots or horseshoes is debatable, but they aught to get *some* sort of foot slot like everyone else. Why wouldnt they?
TelinArtho

06-08-06, 10:00 PM
I also bet centaurs can wear "normal" armor here too... I force em to buy barding. :shrug: but then I am a meanie DM.

Well, since a centaur is a "monstrous humanoid" - it would have to purchase armor on the non-humanoid price factor - which happens to be the price of barding...

This actually brings up another point. All non-humanoid medium sized characters (such as Sahaugin, Half-Giants, Elans, etc) should be paying 2x the price of regular armor - as far as I can tell. Has this ever been addressed?
Traevanon

06-08-06, 10:07 PM
Wait a tick... a monstrous humanoid is not a humanoid? I gotta check that.

Edit: I'm still not sure. x4 (instead of x2) cost, x2 weight is no big deal though.
NiQil

06-08-06, 11:02 PM
Well, since a centaur is a "monstrous humanoid" - it would have to purchase armor on the non-humanoid price factor - which happens to be the price of barding...

This actually brings up another point. All non-humanoid medium sized characters (such as Sahaugin, Half-Giants, Elans, etc) should be paying 2x the price of regular armor - as far as I can tell. Has this ever been addressed?

I think you are slightly off...the armor chart is broken down between humanoid and non-humanoid only. A monstrous humanoid still uses the humanoid chart.


ARMOR FOR UNUSUAL CREATURES
Armor and shields for unusually big creatures, unusually little creatures, and nonhumanoid creatures have different costs and weights from those given on Table: Armor and Shields. Refer to the appropriate line on the table below and apply the multipliers to cost and weight for the armor type in question.
Humanoid Nonhumanoid
Size Cost Weight Cost Weight
Tiny or smaller1 x1/2 x1/10 x1 x1/10
Small x1 x1/2 x2 x1/2
Medium x1 x1 x2 x1
Large x2 x2 x4 x2
Huge x4 x5 x8 x5
Gargantuan x8 x8 x16 x8
Colossal x16 x12 x32 x12
1 Divide armor bonus by 2.
MindWandererB

06-08-06, 11:18 PM
Unfortunately, they don't actually mean humanoid and non-humanoid. They mean humanoid in shape. Elans, half-giants, medusae, and hound archons should all pay the standard cost. Centaurs would have to pay double, since half of their armor is horse-shaped.
Traevanon

06-09-06, 07:19 AM
It doesnt matter I'm not wearing armor anyhow, I really only care whether I can buy Horseshoes of Speed or whether I have to buy Boots of Striding and Springing or pay credits for Horseshoes of Striding and Springing.
TelinArtho

06-09-06, 11:21 AM
I've posted about this in the relevant guild threads, but just for greater exposure:

I'm looking for questlords for the following:

a Miniquest for Sir Valkin to rejoin the CEF (EL6) - preferably tying in investigation into the Silver Sun Edicts and San Alto (see CEF for more).

a Miniquest for Faelto to rejoin the TLT (EL5)

a quest for Sir Valkin to recover the Silver Sun Edicts starting after his 3WC (so June 14th, June 21st, June 28th) - starting ~July 5th? (give or take - he might spend a week to craft some stuff - I'll have to see how things go). For this - he wouldn't mind some company as well. Characters that come to mind:

a) Saffron Brass - who has already done some exploring of San Alto
b) (searching for others)

I'm not sure what the EL of the quest will be - as that will depend on who's coming - but I expect it to be in the range of 6-8. Sir Valkin will almost certainly be ECL7 by then.

Just highlighting this since it seems to have gotten a few pages back without a response.

Any takers?
TelinArtho

06-09-06, 12:26 PM
Also, as I am sure people have noticed, I am taking a good amount of time this week to do violations and audits. If anyone has a character in particular that you think might have errors worth investigating - let me know and I'll try to get some time in for at least a quick once-over.

I just finished a rather extensive Audit of Ba'al and found he had missed about 2000gp in his accounting...
TelinArtho

06-09-06, 03:38 PM
When you take levels in a prestige class that adds caster level and spells per day (such as Eldritch Knight) and you pick up extra levels in Wizard, do you get the 2 spells/level automatically in your spellbook as well?

So you are a Ftr1/Wiz5/Eld1 and advance, picking up 2nd level Eldritch Knight. Adding that 2nd level gives you CL6 and spells per day as if you were a 6th level wizard. Do you also gain 2 3rd level (or lower) spells to add to your spellbook for free?

[EDIT] Looking over the only EK that I know of in the CoCo - it appears Morgan Macniven (Myrridin) assumes that yes, you do get the bonus spells to your spellbook.

Are there other EKs in the CoCo that I can use for comparison?
Myrridin

06-09-06, 03:55 PM
Man, I sure hope so. Otherwise it's going to be really expensive to keep Morgan in his spells while he levels up. Though I did just reread the EK description, and I can see how he wouldn't get 2 free spells upon leveling up.

If that's the case, I may just stop taking EK, and move back over to my original plan of going with Arcane Archer...we'll see.
SauroGrenom

06-09-06, 05:51 PM
I'm looking for advice on what to do with Kracknol and Raskos.

Kracknol leveled and I haven't fought with him since then. So I'm thinking about what to do with his 10,000gp he has laying around, and also which animal companion to take. I chose an eagle for right now, and I figured I could train it so that my crystal can ride around on it. But it is small, so the trample feat the crystal has will not be of much use. It would be usefull if I take perhaps a heavy horse. Then the crystal could use the trample ability to reasonable effect. I like the eagle for the fly speed and the great spot skill. Also 10,000gp is a good chunk of change. With that I could increase the enhancement bonus on my flail to +2, or buy spell storing for the flail. Or I could make the glaive into a sundering weapon. Possibly I could sell my griffon and buy an advanced one.

In the past he has been defeated by enemies with high AC and enemies with avoidance tactics. The flying mount helps some vs avoidance, but he was still defeated by Cyra because the griffon is relatively fragile with a low AC and moderate HP. So what do you guys think?

For Raskos, he is in a difficult stage in his career. He has multiclassed and begun into cerebremancer. But he is fighting at ECL9 and he has only CL4 and ML4. Also his damage output is highly reliant on Mind Thrust or Ego Whip. So vs opponents with a good will save he is in bad shape. Also while his rival spell casters are casting 5th level spells Raskos is stuck with only 2nd level spells/powers. From now on he will be always stuck 5 caster levels below his rivals. So far I've keept him alive by questing and relying heavily on using expendibles, but the gp cost of all those expendibles is starting to take it's tole on his wealth. He has spent almost 10,000gp on scrolls, stones and potions in his carreer. That's enough money to pay for a major piece of equipment at his level. I'm having real trouble thinking of a way to decrease the dependance on expendibles, but also keeping the character from loosing every battle. Suggestions?
TelinArtho

06-09-06, 06:14 PM
Well, before you get your hopes up on the trample with the heavy horse - do note that the horse cannot make attacks with a rider (no matter how small the rider).

In terms of Kracknol's griffon - you might consider simple improvements to the griffon's AC to make it more lasting. A potion of Mage Armor and Shield of Faith can go a long way towards helping that. Alternatively a light mithril chain shirt barding with a +1 enhancement is a reasonable option as well and I think it'll still keep you under weight for the light encumbrance.

Another thing to consider would be the secondary augmentation for Expansion. Instead of getting 80 minutes of large size - mix things up with 8 rounds of huge size and see how it works for you. That difference could be huge against your land-bound opponents.

I personally wouldn't bother with spell storing - since you already have power storing. From the looks of things - assuming you hit - you shouldn't have much problem killing in 1 hit most of the time. The extra size category from expansion might compensate a little more too.

Beyond that perhaps some better defensive strategy could help - better armor. Protect yourself with potions of Prot. from Arrows and Blur for the odd ranged fight. Improving your offensive ranged capability might be a suggestion too - a flaming enhancement to your bow could help a little in persuading people to come to melee.

Hope that opens up some possibilities - got to go for now.

/d
TelinArtho

06-09-06, 10:12 PM
Your problems with Raskos stems from a number of places, let's take a look and see if there's anything we can find.

First of all, whenever you multi-class with 2 caster classes - you are accepting a decrease in power by giving yourself more variety. This is the same for a wizard/cleric etc. In the case of the wizard/psion, you gain no benefit of HP, attack power or defensive power from switching - so the only benefit you gain is in terms of new powers.

Add to this the template that you chose. This template effectively trades off 2 class levels to give you access to some psi-like abilities, and most significantly - Power Resistance. That being said, most of the powers are defensive in nature and since they can be used either once per day or 3/day - their usefulness in battle is limited.

The worst part of all this is that your most damaging and powerful attack is the psi-like Mind Thrust. It can be devastating - but at the same time - it is an All or Nothing attack. Beyond that - you max out at 4d10 for a regular mind thrust or something similar.

However, not all builds need a highly damaging attack. Do you have anything that can incapacitate the powers of others? Your PR does this a fair amount for spellcasters - that's for sure, but what about against warrior types. Against those HP-sinks - you only have your mind thrust really. To make matters worse - since it is so close range - you are limited in using it.

One possibility would be to invest in some allies - something that can engage an opponent in melee while you set up for a good solid attack. Another possibility would be to take Enlarge Power - so that you aren't so close-range limited.

On the positive side - next level opens up 3rd level powers and spells for you. I would suggest spending some serious time looking at your options and choosing very carefully. I might suggest Summon Monster III - to give you ally options (at SMIII and higher - the SR of the creatures is high enough to battle against people with Protection potions. Also - since you can summon for any alignment (since you aren't a cleric) - you have great variety to choose from.

Since you do have a few options on attacks - I would suggest focusing more on the non-attacks as well - hold person is open to you. I'm not real familiar with powers, but from a quick glance you get 2 powers to choose from. Time Hop seems like an interesting choice - especially if you combine it with powers that can be used to "set up" the return into devastating circumstances (an army of summoned allies for instance).

Sorry I can't offer more. The combination of splitting up your powers and the level adjustment is really what is hurting you here. The powerful side that you have are amazing power and spell DCs. Hold Person with a DC22 save is impressive - especially if it is followed up with multiple mind thrusts at DC21.
Pittbull

06-10-06, 08:26 AM
Two psionic questions:

What happens when you augment expansion for the increase of size. Of course you count as huge and get the modfiers, but is your height increase a second time too, meaning the original height is multiplied by four? I'm not sure about this because there is nothing about there in the discription. Let's make an example: Hagrid manifests normal exapansion so he grows from 7 ft to 14 ft. If he augments the power does he grow to 28ft? What happens if there is not sufficient room, does it work like enlarge person, meaning he uses the full space, but stops then?


What happens, if you use gaft weapon on spiked gauntlets, stay the hands functional?
Vathelokai

06-10-06, 11:46 AM
http://i14.photobucket.com/albums/a327/Vathelokai/Picture_607.jpgIt's a girl.

Been in the hospital all week with no internet access, or I would have told you guys sooner.
SauroGrenom

06-10-06, 11:54 AM
Congratulations Vath!
SauroGrenom

06-10-06, 12:14 PM
Pittbull,

I think you probably tripple in size, since in DnD a doubling of a doubling is a trippling. Thus you would occupy a square that is a 15' cube. In this instance I would inclined to not actually measure Hagrid's actual height and tripple that. Because in his normal un-expanded state Hagrid is a 5' cube. Thus his head and shoulder's stick out of his occupied area. Since he is so tall it complicates things. For the purpose of this power, just consider him to be a 15' cube when expanded to huge size. This will make him in game terms to be roughly the same size as any huge creature.

As for Graft weapon and a spiked gauntlet... all the typical benefits and typical penalties of the power apply. If you will be recieving the +1 competence bonus to attack rolls, then you will also loose the use of the hand.

Telin,

Thanks for the comments. You point out the same difficulties that I'm struggling with. I think that what I'll need to do is performa a signifigant "rebuild" of Raskos and fork over the credits in the character changes thread. I'll make him old, shuffle a few skills, put two extra points into Cha and craft a cloak of charisma+4, all together those changes will increase the DC on the phrenic mindthrust by +4, and put me in a better situation to get a decent diplomacy ally.

For Kracknol, I don't want to spend any time in combat buffing the griffon. I've noticed that Kracknol does infinitely better when he can get melee started right away. He has only 1 or two buffs that he can even use, and I'd rather start hitting my foe before they start casting lots of spells or using lots of expendibles. So I think I'll go for the mithral chain on the griffon. However, the expansion represents a two edged sword for Kracknol. He cannot use the power while riding. And he needs the riding to improve his movement speed so he can get into melee with his opponent's very quickly. So I haven't been using the expansion in recent weeks because the enemies are flying or have high movement speeds, and I need the mount to get into melee. I have plenty of credits, so I wonder what you think about a custom See Invisibility Ring or perhaps some kind of item to cast Dispell Magic 1/day. That could be very usefull to defeat a number of buffs on mages or even potion/scroll users as levels increase.
Abyssal Stalker

06-10-06, 01:56 PM
Look what I madeCongratulations!
Book5

06-10-06, 02:21 PM
http://i14.photobucket.com/albums/a327/Vathelokai/Picture_607.jpgIt's a girl.

Been in the hospital all week with no internet access, or I would have told you guys sooner.



:D Big Poppa! :D
TelinArtho

06-10-06, 02:32 PM
Congratulations Vath. And welcome to the world of parenthood.

I suspect you probably have a network of people to get advice from, but if you ever need an ear to listen or a mouth for advice - just let me know. I've got two of my own, after all.

Congratuations again.
TelinArtho

06-10-06, 03:34 PM
For Kracknol, I don't want to spend any time in combat buffing the griffon. I've noticed that Kracknol does infinitely better when he can get melee started right away. He has only 1 or two buffs that he can even use, and I'd rather start hitting my foe before they start casting lots of spells or using lots of expendibles. So I think I'll go for the mithral chain on the griffon. However, the expansion represents a two edged sword for Kracknol. He cannot use the power while riding. And he needs the riding to improve his movement speed so he can get into melee with his opponent's very quickly. So I haven't been using the expansion in recent weeks because the enemies are flying or have high movement speeds, and I need the mount to get into melee. I have plenty of credits, so I wonder what you think about a custom See Invisibility Ring or perhaps some kind of item to cast Dispell Magic 1/day. That could be very usefull to defeat a number of buffs on mages or even potion/scroll users as levels increase.

Well, since you are reducing your effectiveness by being smaller - perhaps when you pick up your next psychic warrior level, pick up a power that would increase your damage potential while mounted. Looks to me that you get a power, a feat for PW and a feat for your 9th HD.

For a power - you might consider Psionic Lion's Charge and then merge that with the benefits of picking up Mounted Combat/Ride-by-attack/Spirited Charge.

See Invisibility is a must for your character - and whether you get a ring of See Invisibility or a Hand of Glory (not very useful with your Light Sensitivity) or something else - you need something to cover that kind of opponent.

If you want to keep the power of expansion, then using the griffon for grappling purposes (to move the grapple down to you), might be the best option for you. Then - use your expansion for the 2 size increase - and while you wait for your opponent - peg him with arrows. Here - boosting your ranged attack will make a difference - and you'll still need something to see invisibility with.

Dispel Magic has never really seemed worth it to me, as most of the buffs that people use are minutes not hours. Getting one that had a 1/day use wouldn't be horrible - but personally - I wouldn't bother.

I don't have further advice for Raskos - but your ideas seemed like reasonable routes to pursue.
MindWandererB

06-10-06, 05:12 PM
Pittbull,

I think you probably tripple in size, since in DnD a doubling of a doubling is a trippling. Thus you would occupy a square that is a 15' cube. In this instance I would inclined to not actually measure Hagrid's actual height and tripple that. Because in his normal un-expanded state Hagrid is a 5' cube. Thus his head and shoulder's stick out of his occupied area. Since he is so tall it complicates things. For the purpose of this power, just consider him to be a 15' cube when expanded to huge size. This will make him in game terms to be roughly the same size as any huge creature.

As for Graft weapon and a spiked gauntlet... all the typical benefits and typical penalties of the power apply. If you will be recieving the +1 competence bonus to attack rolls, then you will also loose the use of the hand. D&D math only applies to D&D numbers. When it comes to actual physics, like size increases, a doubled double is quadruple. If you look at the actual measurements for the size categories, you'll see that each category is double the size of the previous one. However, a Huge size creature (bipedal) does take up a 15' square (3d is complicated--a 7-foot tall character occupies a 5' square but 10' vertically).

I agree with Sauro about Graft.
SauroGrenom

06-10-06, 11:38 PM
D&D math only applies to D&D numbers. When it comes to actual physics, like size increases, a doubled double is quadruple. If you look at the actual measurements for the size categories, you'll see that each category is double the size of the previous one. However, a Huge size creature (bipedal) does take up a 15' square (3d is complicated--a 7-foot tall character occupies a 5' square but 10' vertically).
I dissagre. If you are Huge you occupy a 15' cube. Period. Take a Treant for example. The description says that it is 30' tall. But since it is Huge, then it is considered to be a 15' cube for all intensive purposes. Otherwise a Treant can stand 2 feet firmly on the ground and reach to attack 45' high. However the Jump skill says that a huge creature can only reach 32' high. So the Treant can attack 15' above it's head, but only reach 2' above it's head?

Using a character's actual height get's funky fast. I wouldn't go their. Just use the 15' cube as size of the character.
Zevox

06-11-06, 12:29 AM
@ Vath - congratulations man!

Zevox
SoulLord

06-11-06, 12:38 AM
http://i14.photobucket.com/albums/a327/Vathelokai/Picture_607.jpgIt's a girl.

Been in the hospital all week with no internet access, or I would have told you guys sooner.



Congrats Vath!

All the best hopes and wishes for your family
MindWandererB

06-11-06, 01:03 AM
I dissagre. If you are Huge you occupy a 15' cube. Period. Take a Treant for example. The description says that it is 30' tall. But since it is Huge, then it is considered to be a 15' cube for all intensive purposes. Otherwise a Treant can stand 2 feet firmly on the ground and reach to attack 45' high. However the Jump skill says that a huge creature can only reach 32' high. So the Treant can attack 15' above it's head, but only reach 2' above it's head?

Using a character's actual height get's funky fast. I wouldn't go their. Just use the 15' cube as size of the character.Unfortunately, this doesn't make much sense. A Huge creature can be up to 32 feet tall, but creatures attacking it can attack only a space 15' above the ground? Or imagine two Huge creatures dueling each other, one using Spider Climb, with a 50' ceiling. Since the one standing on the ground has the top of its head 30 feet in the air, and the on standing on the ceiling has it's head at an elevation of 20 feet, their spaces overlap. But if they take up only a 15' cube with 15' reach, they can't even attack each other. That's nonsense.

If you look at the rules definitions, Space is defined only in terms of two dimensions, never three. 3D needs special attention.

As for the Jump skill, I disagree with your interpretation. "Vertical reach" is for grabbing and climbing on to a ledge of some sort, not for attacking. Otherwise, as you point out, a 30-foot tall creature can't even attack a creature directly over its head.
Pittbull

06-11-06, 03:48 AM
http://i14.photobucket.com/albums/a327/Vathelokai/Picture_607.jpgIt's a girl.

Been in the hospital all week with no internet access, or I would have told you guys sooner.



Hey! Congrats! Really a nice girl!
Pittbull

06-11-06, 04:02 AM
@Sauro/Mindwanderer:

Thanks for your quick reply.

As for the gauntlets, I got they same view, but just wanted to hear it from another person.

For expansion: So, a character's size is really multiplied by four and he takes the fithteen ft square as a base. This means Hagrid will be 28ft tall, pretty impressive. But what happens, if he is in a room that is only 20ft high. 20ft are enough to be huge and Hagrid can stop his size-increase without getting harmed, but since this power ins't finsished, does he gets the benefits from it.
MindWandererB

06-11-06, 04:09 AM
For expansion: So, a character's size is really multiplied by four and he takes the fithteen ft square as a base. This means Hagrid will be 28ft tall, pretty impressive. But what happens, if he is in a room that is only 20ft high. 20ft are enough to be huge and Hagrid can stop his size-increase without getting harmed, but since this power ins't finsished, does he gets the benefits from it.There are two interpretations of this. One is that he safely stops growing at 20 feet tall, which is enough to be Huge (16-32 feet). The other, and the one I'm inclined to follow, is that he keeps growing until he'd become too big to even squeeze into the space. That's about 8 feet for a Huge character. The reason I go with this interpretation is that you make a Str check to burst your enclosure as you expand, which means that you're really busting it at the seams. It doesn't make any sense for you to grow to completely fill the available space, fail to break away the restraints, then shrink safely down to where you can move around.

I seem to recall there's a rule somewhere for low ceilings, but I can't recall where it is.
Caterane

06-11-06, 04:47 AM
Cognratulations Vath! If you now send me a picture of you, too I can add it to the gallery.
Ravashack

06-11-06, 05:51 AM
I had a thought that seemed too good to be true, and wanted to bounce it off you guys.

Conceal Thoughts gives the user a +10 circumstance bonus to Bluff "against those attempting to discern its true intentions with Sense Motive." This DOES include Feinting in combat, right?
Abyssal Stalker

06-11-06, 06:45 AM
I seem to recall there's a rule somewhere for low ceilings, but I can't recall where it is.
Could this be what you are looking for?

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it the spell cannot be used to crush a creature by increasing its size.
Traevanon

06-11-06, 07:47 AM
Way to go Vath! You knitted a nice hat. I didnt realize you were so small though. ;)
SauroGrenom

06-11-06, 12:22 PM
Unfortunately, this doesn't make much sense. A Huge creature can be up to 32 feet tall, but creatures attacking it can attack only a space 15' above the ground? Or imagine two Huge creatures dueling each other, one using Spider Climb, with a 50' ceiling. Since the one standing on the ground has the top of its head 30 feet in the air, and the on standing on the ceiling has it's head at an elevation of 20 feet, their spaces overlap. But if they take up only a 15' cube with 15' reach, they can't even attack each other. That's nonsense.Only a few creatures in the SRD have an actual height listed. How are we to decide how tall a Large Wolf is? If we do as you suggest, we will have to make it up in many cases. If we simply make all highe creatures 15' cubes we must accept a few cases where the listed "height" of a creature does not match with the size of the creatures occupied squares. I can accept that, to do anything else is complicated.

If you look at the rules definitions, Space is defined only in terms of two dimensions, never three. 3D needs special attention.Agreed. However there is a simple and standard way to arbitrate this, and a not so simple way to do it. The simple way is to just consider all large creatures to be the same size, a 10' cube. And all huge creatures can be a 15' cube. This is the simple way to think about it. There is no need to complicate things with a different "size" for each and every character in CoCo and creature in the srd. As soon as you start allowing creatures with the same size for most combat characteristics (size penalties, reach...) to have different actual sizes in terms of squares they threatin in the vertical direction and how tall they are, then you get into a system where each character must be considered individually. Also we won't even be able to consider all humans to be the same. For example the shortest human is 5' tall, while the average human is 5' 4" and a tall human is 6' 6". Is this to say that you would consider all but the shortest humans to be a 10' tall cube in normal combat? Now not even members of the same race can be the same size in 3d.

As for the Jump skill, I disagree with your interpretation. "Vertical reach" is for grabbing and climbing on to a ledge of some sort, not for attacking. Otherwise, as you point out, a 30-foot tall creature can't even attack a creature directly over its head.So are you suggesting that a 30' tall Treant can attack an enemy 45' into the air with a slam attack, but cannot reach and grasp a ledge 33' high? My point is that listing a creature's "height" should be just flavor text. As far as a battle in the Arena is concerned, you should be able to consider all huge creatures to be 15' cubes. All gargantuan creatures should be 20' cubes. And so on. Different heights and different sizes of 3D threatined area is one more thing for pitlords to keep track of, and it is unecessary in my opinion to require that of them. Keep it simple. Let the "height" stat be flavor text.
Pittbull

06-11-06, 02:08 PM
So, after expansion Hagrid looks like a 15 ft gelatinious cube? :weep: :weep: :weep: :weep: :weep: ;) ;) ;) ;)

Strange, but this might be the easiest way to calculate everything.
Ariel23

06-11-06, 02:13 PM
I have to agree with the uniformity of size proposed by Sauro (basically also RAW). Anything else is much too complicated. This was one of the major changes from 3 to 3.5e. It makes far less sense, but makes combat far easier.

Simply consider the 10'x10' cube or 15'x15' cube (etc) to be the space the creature effectively needs in combat, and that it can effectively affect in combat (plus reach).

Just because a treant has a single leaf 30' above the ground does not mean it can apply the full force of its mass and strength from that height. The same could be said of a giraffe (to use a RL example). Even if its head is 20' high, it can't hoof attack from that height.


Speaking of treants, using "real" size also creates the same problem in 2 dimensions. A treant lists as 2' in diameter!
A huge snake could probably uncoil to 40' in length and 1' girth, but how would we represent that in the arena?
Instead we just say that it effectively fills a 15'x15'x15' cube. This does not mean that its mass physically occupies every part of that cube at all times. With the exception of the gelatinous cube, this will never be the case.
nightbanegod

06-11-06, 03:07 PM
i am returning to gladius after quite a long break and it seems that things are vastly different. as it is i am trying to update an old character of mine to be up to code with the new regulations and i discovered this nifty time roll deal. it appears we are stretching 3 weeks worth of fights to be interpreted to be a single day's worth of activity. well it only makes sense i suppose to actually USE that other 2/3 of unused spells in a day. this, however, has left me with a slight dilemma. what is the rule on undead minions (IE: the 2 ogre skeletons my character has) on being reanimated for the next fight. or is it once they are dead i have to take a whole nother miniquest to get more? seems a bit unfair. also i am intrigued on how damage caries over from one fight to another. especially for those that die. if someone could help me out. i have some decent editing to do before my character can again fight but here he is Kobold (http://boards1.wizards.com/showpost.php?p=8183688&postcount=636). this is of course the unedited version so there are some errors on him that i am aware of but i will be correcting them in the near future. any advice on making him up to date?
NiQil

06-11-06, 04:27 PM
Only a few creatures in the SRD have an actual height listed. How are we to decide how tall a Large Wolf is? If we do as you suggest, we will have to make it up in many cases. If we simply make all highe creatures 15' cubes we must accept a few cases where the listed "height" of a creature does not match with the size of the creatures occupied squares. I can accept that, to do anything else is complicated.

Agreed. However there is a simple and standard way to arbitrate this, and a not so simple way to do it. The simple way is to just consider all large creatures to be the same size, a 10' cube. And all huge creatures can be a 15' cube. This is the simple way to think about it. There is no need to complicate things with a different "size" for each and every character in CoCo and creature in the srd. As soon as you start allowing creatures with the same size for most combat characteristics (size penalties, reach...) to have different actual sizes in terms of squares they threatin in the vertical direction and how tall they are, then you get into a system where each character must be considered individually. Also we won't even be able to consider all humans to be the same. For example the shortest human is 5' tall, while the average human is 5' 4" and a tall human is 6' 6". Is this to say that you would consider all but the shortest humans to be a 10' tall cube in normal combat? Now not even members of the same race can be the same size in 3d.

So are you suggesting that a 30' tall Treant can attack an enemy 45' into the air with a slam attack, but cannot reach and grasp a ledge 33' high? My point is that listing a creature's "height" should be just flavor text. As far as a battle in the Arena is concerned, you should be able to consider all huge creatures to be 15' cubes. All gargantuan creatures should be 20' cubes. And so on. Different heights and different sizes of 3D threatined area is one more thing for pitlords to keep track of, and it is unecessary in my opinion to require that of them. Keep it simple. Let the "height" stat be flavor text.

I don't have my PHB handy at the moment, but I did want to point out here that large, huge and bigger creatures do *not take up cubes all of the time as you suggest. When I have my PHB (haven't unpacked it yet from moving), I will post the relevant text unless someone else beats me to it, but in the PHB where it talks about different creature sizes, it also talks about creatures that are huge (long) and huge (tall), where huge (long) creatures are only 5 high but 15 long, etc, and vice versa for huge (tall). So the cubes that you are referring to are not a constant, by the RAW.

That being said, you are correct in that D&D measures *everything in 5 ft increments. So a medium creature that is 7 ft tall (such as most half-giants) would still only take up a 5 ft cube when calculating reach, etc.
SauroGrenom

06-11-06, 05:07 PM
I don't have my PHB handy at the moment, but I did want to point out here that large, huge and bigger creatures do *not take up cubes all of the time as you suggest. When I have my PHB (haven't unpacked it yet from moving), I will post the relevant text unless someone else beats me to it, but in the PHB where it talks about different creature sizes, it also talks about creatures that are huge (long) and huge (tall), where huge (long) creatures are only 5 high but 15 long, etc, and vice versa for huge (tall). So the cubes that you are referring to are not a constant, by the RAW.

That being said, you are correct in that D&D measures *everything in 5 ft increments. So a medium creature that is 7 ft tall (such as most half-giants) would still only take up a 5 ft cube when calculating reach, etc.
You may be thinking of something else, but the distinction between Long and Tall creatures is in the SRD here (http://www.wizards.com/d20/files/v35/combatII.rtf). In that case it's mentioned in the way that the long and tall dimensions effect reach. There is no mention about how it would have any effect on the vertical dimension of size.

I went looking and I found this chart (http://www.wizards.com/default.asp?x=dnd/rg/20050222a) in a "Rules of the Game" article. Since it is in that serise I assume it is not in the PHB. In any case if you wish to use that chart, then fine. My point is that we should not calculate the height of each and every character individually. Those details should be determined by size and should be standard for all creatures of the same size. Regardless of what your character's "height" is listed as on the sheet.
TelinArtho

06-11-06, 05:25 PM
i am returning to gladius after quite a long break and it seems that things are vastly different. as it is i am trying to update an old character of mine to be up to code with the new regulations and i discovered this nifty time roll deal. it appears we are stretching 3 weeks worth of fights to be interpreted to be a single day's worth of activity. well it only makes sense i suppose to actually USE that other 2/3 of unused spells in a day. this, however, has left me with a slight dilemma. what is the rule on undead minions (IE: the 2 ogre skeletons my character has) on being reanimated for the next fight. or is it once they are dead i have to take a whole nother miniquest to get more? seems a bit unfair. also i am intrigued on how damage caries over from one fight to another. especially for those that die. if someone could help me out. i have some decent editing to do before my character can again fight but here he is Kobold (http://boards1.wizards.com/showpost.php?p=8183688&postcount=636). this is of course the unedited version so there are some errors on him that i am aware of but i will be correcting them in the near future. any advice on making him up to date?

As far as I can tell - your allies are healed/restored just as before the week they got injured. If they had limited use abilities - like memorized spells for instance - those would not be restored until the end of the 3FC and they would be limited as before in that in the week they are used, they are allowed only 1/3 of their abilities.

The difference comes in on the 2nd and 3rd weeks - where you are allowed 1/3 of your powers plus anything you didn't use in week 1.

I don't have time to review your character right now - but I should have some time on Monday. Shoot me a PM and I'll do a quick audit to make sure all the i's are crossed and the t's dotted. :)

Welcome back (it'll be my first active week back too...)
MindWandererB

06-12-06, 01:15 AM
Could this be what you are looking for?No, that's not what I meant--I was trying to recall a rule about low ceilings in general (such as when the humans have to fight kobolds in their lair, which has a 4' high ceiling).

You made one argument that convinces me: we simply don't have height data for most creatures. While it seems silly that a 30' tall creature can only attack a target at an elevation of 30' or less, there simply isn't a better rule. I think I'll send this one on to the Sage and see if he bites.
SoulLord

06-12-06, 10:31 AM
@MindWandererB

Is this what you are looking for?

Table: Armor Class Modifiers
Defender is Melee Ranged
Squeezing through a space -4 -4

Table: Attack Roll Modifiers
Attacker is Melee Ranged
Squeezing through a space -4 -4
Caterane

06-12-06, 02:13 PM
Mr. Dracazar has uploaded the new maps into his mapmaker (http://www.hwx.it/coco/)! There's no way we can thank him enough for what he does for our board.
Zevox

06-12-06, 02:56 PM
Indeed. I noticed he was tinkering with it while running my last inter-league fight - the old arena map temporarily disappeared for a time when he had both arena map slots using the new one. Only thing left is getting the sewer map in, then once the pairingsmaker has the random maps in we finally get to make use of all those maps :) . Thanks Dracazar!

Zevox
SauroGrenom

06-12-06, 03:12 PM
Thanks Dracazar! The maps are great.
NiQil

06-12-06, 07:38 PM
For those that might be wondering...

Folks - hold on but we're going to be delayed another day. I will take a moment to explain a little more about what is going on. The tech team is working on a setup that vbulletin wasn't designed for - a dual front end setup with a load balancer and a single backend database. In other words the new boards aren't one machine but 4. Throughout the last two weeks we've been dogged by errors while getting this new setup to work - some simple and one ridiculously complex.

It is that last bugbear that knocked the development site down earlier today. While repairing the database for the third time the exact cause of the problem might have been tracked down. We hope to have everything rebuilt and ready to go tomorrow morning sometime, but let me stress we have to make sure the setup is stable before finalizing the move, otherwise the inconvenience to the community will be a lot greater than what we've already seen. Again, please be patient as we work out the last couple of bugs in the system.

@ Cat: With this delay, we may want to consider delaying pairings a day...with all of the updating that this place needs to get up to par, this would not leave much time for people to get their characters active.
MindWandererB

06-12-06, 09:24 PM
@ Cat: With this delay, we may want to consider delaying pairings a day...with all of the updating that this place needs to get up to par, this would not leave much time for people to get their characters active.Actually, I disagree. The old boards will still be available after the new boards are finished, so the moment the old boards get locked, all you have to do is copy your old sheet over your new one. If you don't have time in between the transfer and the deadline to do this, just tell your pitlord and your opponent to use the copy of your character sheet on the old boards. For many people, it won't even be an issue, if their character was ready to go before the snapshot.
NiQil

06-12-06, 09:49 PM
Actually, I disagree. The old boards will still be available after the new boards are finished, so the moment the old boards get locked, all you have to do is copy your old sheet over your new one. If you don't have time in between the transfer and the deadline to do this, just tell your pitlord and your opponent to use the copy of your character sheet on the old boards. For many people, it won't even be an issue, if their character was ready to go before the snapshot.

Except that we have a large number of people who haven't even been around to get their characters ready due to this whole mess with the boards, we have lots of characters who are not set ready, or who were set ready after the snapshot, so will not show as ready when they switch. It's not fair to those people to give them less time then they would normally have to get ready for pairings.

Also, I can't update the prison until the boards switch, and that will have a large affect on several characters, since almost no one fixed their errors during the down time. Again, to give people less time than they would normally have to update their characters is unfair to all involved.

As a final point, with all of the new rules going into effect this week, we should be trying to give *more time for people to get ready, not less.

Ultimately, it's Cat's call, but if the boards aren't going to be updated on time, I don't see how we can hold everyone to the same deadlines and be fair about it.
Iced

06-13-06, 12:27 AM
If you move up the ready date it becomes more fair to the players, but less fair to the pitlords who have to run their fights. In a conflict like this i'd side with the pitlords and make the deadline on the day it always has been.
MindWandererB

06-13-06, 02:27 AM
@Dracazar: I love you, man, but all the old maps are dead now....

@SoulLord: Still no. That's for 2D space, not low ceilings.
KerlanRayne

06-13-06, 05:35 AM
Mr. Dracazar has uploaded the new maps into his mapmaker (http://www.hwx.it/coco/)! There's no way we can thank him enough for what he does for our board.Who made the new map? Is there a reason things were moved around from the old map? The starting boxes are a little smaller, the rocks are moved around, and there are extra rocks were there weren't any before. Was this intentional? Just wondering why.

KerlanRayne
Dracazar

06-13-06, 07:48 AM
Hi Friends,

Thanks for your words, you know that I love CoCo, my only regret is that I have so low time in these weeks that I'm unable to do more.

If there are urgents things to do try also my email and instat messaging.

Go Italy for Germany2006!
Pittbull

06-13-06, 08:41 AM
Nice Game, yesterday!

Go Germany!!
SoulLord

06-13-06, 09:42 AM
Did Anyone say Soccer

Group A
1 Germany
2 Ecuador

Group B
1 England
2 sweeden

Group C
1 Holland
2 Argentina

Group D
1 Mexico
2 Portugal

Group E
1 Italy
2 Czech Republic

Group F
1 Brazil
2 Croatia

Group G
1 France
2 Switzerland

Group H
1 Spain
2 Ukraine

-----------------------------------------------
Germany Germany Germany Germany
Sweeden

England England
Ecuador

Holland Holland
Portugal

Mexico Mexico Mexico
Argentina

Italy Croatia
Croatia

Brazil Brazil Brazil Brazil Brazil WC winner.
Czech republic

France France France
Ukraine

Spain Spain
Switzerland
DSugui

06-13-06, 11:08 AM
SouLord, do you really think Mexico can win Argentina?

Well, no matter, Brazil is gonna win this one, too. :D
Pittbull

06-13-06, 11:34 AM
Sorry, my friend. Alltough I admit that the Brazil-team is very, very good, they won't have a chance, we will cheer our team Germany from win to win.

Wir fahren nach Berlin!

Wir fahren nach Berlin!

Wir fahren nach Berlin!
SoulLord

06-13-06, 11:35 AM
Yes they can beat either Argentina or Holland in case they are paired against them.

but surviving Germany is another story.

and even then I have no doubt that brazill will again become the world cup champions.

A little known fact: Mexico sub-17 team is world cup champion in their category.
Caterane

06-13-06, 11:41 AM
I agree with NiQil that pairings should be done on thursday. To be honest, this isn't the worst thing to do because on wednesday it's Germany vs. Poland (don't worry, this time it's just about soccer LOL j/k). Anyway, Thursday 10 PM Central European time.

@DSugui: Fortunately, football is not as predictable as that. Brazil has a long way to go before they get the cup.

@Pittbull: Show your colors, man!
Pittbull

06-13-06, 12:09 PM
Showing the color? I'm wearing white all the day! But these days there is an eagle on my breast too.

I guess, three people from Poland will score a goal on wednesday: Klose, Podolsky and somebody else! :D
Caterane

06-13-06, 12:48 PM
@Pittbull:

Join Date: Feb 2004
Location: Germany
barrel_master

06-13-06, 06:44 PM
As an ignorant north american, I must cheer for Brazil... the worlds default team.
MindWandererB

06-13-06, 07:20 PM
The new boards are officially up. Though not 100% guaranteed to be bug-free, everyone should begin transferring posts and edits now.

Edit: Hmm, they still seem to be a little buggy. So don't invest too much energy into transferring things just yet.

Edit 2: Never mind, they're down again. I think we may be in for another week of hiatus.

However, please keep in mind that the current boards will continue to be accessible through the end of June. So you won't lose anything; you can just copy and paste whatever you want from this board to that one.
TelinArtho

06-14-06, 09:43 AM
So are the new boards up yet? They took away the message linking to the progress report, so I seem to not be up on current info. If it is up yet - what's the link again?

/d
Myrridin

06-14-06, 09:47 AM
@Telin: When would you like me to start your MQ? When the new boards are up?
TelinArtho

06-14-06, 09:48 AM
Whenever the pairings are set I would guess.

[Edit] Actually - if you think we'll be pressed for time - I have no problem getting started early. It certainly wouldn't hurt as long as we commit to moving the thread when the boards are up.
baalzamon999

06-14-06, 10:12 AM
Hey all!

I'm new here, and just decided to say hi. So yeah...

How about that... Children of Bodom? Or Tool? Maybe Disturbed?
Macbrea

06-14-06, 11:27 AM
So, Myself, Mitza and Mal-2 where doing the registration dance for Gencon this year. Any chance we might be seeing others of CoCo at the event this year?
MindWandererB

06-14-06, 01:48 PM
To get to the new boards, just replace "boards1" with "community". However, they're down right now. Some sort of critical error resulting from them trying to split the workload across four servers. No word yet on how long it will take to fix. So I think we're going to be on hiatus for another week.

@baalzamon999: Welcome! Although I have no idea what you're talking about. We're currently taking a break from our normal routine due to the pending boards update. Feel free to prepare a character so that you can post it when the update is complete.
DSugui

06-14-06, 01:48 PM
If I recall correctly, a character can go on a MQ outside the 3WC, is that correct?

Valek only needs 475xp to level up, and since the next level he will take Psychic Warrior, I intend to send him on a MQ for this purpose. Any takers?
TelinArtho

06-14-06, 02:10 PM
@DSugui - the MQ is still a part of the 3FC - so no, you wouldn't be able to do that.

The only things that are outside of the 3FC are full-quests and crafting activities.

Sorry.
MindWandererB

06-14-06, 02:12 PM
Wait, no, that's not what I recall. Hold on, looking it up....

Edit: here it is.You can go on a Miniquest as part of your 3-Fight Cycle if the EL of the Miniquest is at least as high as your ECL. In this case, the Miniquest is treated just like if it would be your next Battle of Gladius in the 3-Fight Cycle. Miniquests with a lower EL than your ECL must be run outside the Cycle.
TelinArtho

06-14-06, 02:16 PM
Ah - so Valek can MQ at a lower EL and gain his level and then start in on the 3FC. Actually - does that mean you can do any MQ outside of the 3FC if you haven't started one yet?
DSugui

06-14-06, 02:20 PM
Well, clearer it's impossible.

Valek will go on an EL 3 MQ to acquire psionic powers (a lame excuse to say "MQ objective: to level up)

Anyone interested in running it?
MindWandererB

06-14-06, 02:21 PM
Yeah. Basically, you can MQ in or out of the 3FC. If you do it as part of the cycle, it has to be at least your ECL and it counts as one of your three fights for all purposes (e.g. leftover spells, etc.) If you do it between cycles, it can be any EL and you just use the 1/3 rule the way we always have.
Zevox

06-14-06, 03:03 PM
Really? Interesting. Asran is only about 700 xp from leveling up, and hasn't done a quest this level, so maybe I should consider having him do a miniquest to level up before his first cycle myself. I'll have to consider what to have it be RP-wise, but if we're getting another week with no pairings I guess I have plenty of time for that.

Zevox
TelinArtho

06-14-06, 03:12 PM
I think pairings are still on - but we may need to plan to move stuff over. Since I doubt many people will be active this week - it shouldn't be too much effort, in my opinion.

Per Cat's statement, pairings will be on Thursday at 10pm Central Europe time.

/d
Zevox

06-14-06, 03:15 PM
Theres the little problem of the new boards not being up though. If they don't get put up by tonight we run into the problem NiQil mentioned before, and putting pairings off until Friday hurts pitlords schedules, so it would in such an instance probably be best to just wait until next week.

Zevox
TelinArtho

06-14-06, 04:22 PM
Has anyone made note of the undead listed in the available races - specifically the ghoul, shadow, ghast, vampire spawn? In the list, they have LA listed - but in their entries in the SRD - no LA is listed.

Since when did they become available?
MindWandererB

06-14-06, 04:32 PM
Has anyone made note of the undead listed in the available races - specifically the ghoul, shadow, ghast, vampire spawn? In the list, they have LA listed - but in their entries in the SRD - no LA is listed.

Since when did they become available?Yeah, that was a discussion we had in your absence. Those LAs come from Libris Mortis. We decided there wasn't any reason to disallow those races--it's not really using non-core material, since it's just one number.
SauroGrenom

06-14-06, 04:33 PM
Has anyone made note of the undead listed in the available races - specifically the ghoul, shadow, ghast, vampire spawn? In the list, they have LA listed - but in their entries in the SRD - no LA is listed.

Since when did they become available?
Yea I know they are available. The LA was taken from one of the Wizards supplimental texts. I don't remember which one. The basic idea was that Cat wanted to have the possibility of more undead in the arena so clerics turn undead ability will be more usefull. It all happened a couple months back. Since then there has yet to be any undead characters. If you want, you can be the first.
Pittbull

06-14-06, 06:45 PM
Germany vs Poland ----> 1:0

Deutschland! Deutschland! Deutschland! Deutschland! Deutschland!
Caterane

06-14-06, 07:50 PM
About pairings: I got a PM from Wizo Shadow saying that the boards go up soon but at the moment there are no new boards and it's only 20 hours till the deadline so I am not sure if we will have pairings this week at all. It'd be of course a pity but as long as there are unexpected delays - might very well last another week - it's probably safer to skip another week. But let's see what the next hours bring...

http://www.supernature-forum.de/vbb/images/smilies/wm/wm0631.gif

http://www.supernature-forum.de/vbb/images/smilies/fahneschwenk.gif
MindWandererB

06-14-06, 08:01 PM
The last official word from WotC_Mel (with the techno-jargon omitted):

....The bug itself is not a small one -- it reports a table "going suspect" and this can indicate a serious problem that can lead to massive data loss. This is not a bug that can be resolved after being put into production.

As an added wrinkle, there is a possibility that the problem might stem from bad hardware that only emerged once we moved to the production servers that were about to go live.

What is being done: The tech team is builging out a new production environment to eliminate or confirm a hardware problem. At the same time, we are working closely with MySQL to allow them to examine our specific case in detail.

What this means: The migration to upgraded boards is once again on hold. We can only provide an ETA on when we will proceed again once we discover the source of the suspect table. I will share this information with you once I know it. I'll be making an announcment post with a less lengthy explanation of the situation to the boards at large tomorrow.My interpretation: they'll figure out in the next day or two whether this is a "couple more days" issue or a "never mind, we'll try again later" issue. Due to the time frame in relation to our weekly schedule, I don't think we have any choice but to delay another week. The sucky thing is that there's a good chance we could go ahead and run fights this week, and they wouldn't be lost, but there's no way of being sure.

We could run some more test battles, though. I'm personally not satisfied that the ECL+ECL=ECL+2 works--the only times where the underdogs won, either the higher-ECL player was unusually sloppy with tactics, or the lower-ECL ones got unusually lucky.
TelinArtho

06-14-06, 09:19 PM
Well, that's too bad.

I've been tweaking my current builds so much that they are bursting at the seams...

Hmmm - anyone want an exhibition match against one of my characters? Here's the deal - I'll write up tactics for both sides, and we'll see who wins. This will help the both of us - because I might see capabilities that you don't and at the same time - you might see something missing in mine to catch the next time we match up.

If no one volunteers - I'll just pick someone and write it up... any of my three characters are available.

Also - I'm working on a ghoul character. It has proven to be an interesting project - since there are certain things that a ghoul would need to worry about that a regular player might not. When he's closer to ready and if I like what he turns out to be - I'll post him and send out a call to break him...
Traevanon

06-14-06, 10:01 PM
You are welcome to use Khabil (ECL3) if you like.
TelinArtho

06-14-06, 10:11 PM
I would Trae - but my characters would probably not be well challenged.

Faelto is ECL5
Sir Valkin is ECL6
and
Kraegin is ECL7

even the ghoul - when he's done is ECL6

I do have another Denthian Summoner in the works - but she still needs a fair bit of work.
NiQil

06-14-06, 10:17 PM
I would Trae - but my characters would probably not be well challenged.

Faelto is ECL5
Sir Valkin is ECL6
and
Kraegin is ECL7

even the ghoul - when he's done is ECL6

I do have another Denthian Summoner in the works - but she still needs a fair bit of work.

You are welcome to pit Faelto against one of my Horsemen...pick one LOL
TelinArtho

06-14-06, 10:26 PM
Ok - I'll see what I can do.

Honestly - if Sir Valkin had made it to level 7 - I was going to challenge 2 of your horsemen - just to give you another shot at him. It'll have to wait until after this first 3FC though - and then I don't know if he'll be ready.

In any case - I'll draft up the tactics when I get a chance and see how it turns out.
Zevox

06-14-06, 11:03 PM
Heh, if Valkin were ECL 7 I'd have Asran challenge him :D . He hasn't gotten a chance to kill a Paladin yet, with TWH surrendering the match they were supposed to have and all, and hes the type that would enjoy that.

In the meantime, if you want, go ahead and play around with Destra Stormwind or Eraca Moralta vs Faelto (for added challenge give Eraca those scrolls she'll be scribing next pairings ;) ), or pit Kraegin vs Asran. Heck, try Eraca vs Valkin - shes managed so well in the arena thus far that I'm actually considering having her challenge an opponent of ECL 6 when she finishes her scribing after next pairings, so that could prove interesting (for that one you'll probably want to give her those scrolls to make sure its a challenge).

Zevox
MindWandererB

06-15-06, 12:16 AM
All right, it's official from WotC Mel: The old snapshot is 99.9% sure to be chucked. We can safely continue our lives as usual, at least until the next time they try this.

It's not necessarily too late to do pairings this week. About 16 hours left before the Thursday deadline. It's Cat's call, of course.

@Telin: If Cat decides not to do fights this week, my characters are up for grabs, too. As soon as I finish updating them, you'll have two ECL 6's and an 8 to play with. Or if anyone else wants to copycat Telin's idea.

Here's another idea: I've been dying for a while to do an EYE/PSI fight of some sort with Sunstroke for RP purposes. If I can get volunteers, how about I copy Telin and just run the whole fight myself, tactics and all? That way I can work the story and the fight completely together. Anyone in EYE or PSI within two ECL's of Sunstroke (currently 6th) willing to try this?
Zevox

06-15-06, 12:35 AM
*sigh* Well, I suppose that means we can look forward to another frozen period for upgrade effort #3. Ah well, at least we can do pairings this week. :)

As for EYE/PSI, I'd offer Istima for PSI, but I have a feeling hes not what you're looking for on thier side. A quiet scholar isn't the type that'll make you want to leave a Guild. ;)

Zevox
MindWandererB

06-15-06, 12:45 AM
Question: do elixirs count as potions toward the expendables cap? I just kind of assumed they did, but I guess they shouldn't, since they're technically wondrous items.
NiQil

06-15-06, 01:03 AM
Question: do elixirs count as potions toward the expendables cap? I just kind of assumed they did, but I guess they shouldn't, since they're technically wondrous items.

Wondrous items do not count towards the expendables cap. Only potions/oils, tattoos, scrolls and powerstones.
NiQil

06-15-06, 01:06 AM
Since it appears that we will be able to do pairings tomorrow since the most recent snapshot is going to be scrapped, I have updated the prison for everything through the beginning of the current snapshot. Anything done after that (such as all of Telin's recent violation posts) will be in the next update. Please make sure and read the entirety of the roll call post, as there are a couple of announcements in there that everyone should know about.

PS: For those that are affected, WAR has also been updated.
Zevox

06-15-06, 01:28 AM
Quick question: does anyone know if we're starting using any of the discussed new ally rules this pairings? Specifically, switching allies to penalizing only gp, not both it and xp? Because if we are I'd like to set Destra to stop bringing her extra wolves into the arena - they're just not helpful enough to take that hit for.

Zevox
TelinArtho

06-15-06, 01:33 AM
@Zevox - if you don't get an answer before the pairings time - I would suggest putting in a line declaring your actions in the prebuffs according to the ruling on it.

I would presume that the gp only penalty is applied - but everything else is still up for discussion (not that I'm an official source though...).

Try PMing Cat before his mailbox gets full... or pitlords for that matter.
TelinArtho

06-15-06, 01:36 AM
In light of the possible pairings - I guess the exhibition match will be put on the backburner... oh well - maybe soon.

I'm tempted, if I have time, to make a feature fight each week that is beyond the pairings - not necessarily with my own characters. Kind of a pitlord's review of characters and how the story might be told... anyway - its still in thought at this point - I'll keep you posted.

Good luck to everyone this week. I'm looking forward to my first week back.
Caterane

06-15-06, 06:43 AM
We have already lost enough time - 4 weeks of pairings!!! :weep: :weep: :weep: - so we are having pairings tonight, snapshot or not.

In the future we're going through the snapshots. I'll save any battle of gladius and repost it after the upgrade sits.

Long Live the Core Coliseum! :D
Zevox

06-15-06, 10:28 AM
:D

And on that note - anybody in particular interested in running Asran's level-up MQ? I've decided the RP goal will be to investigate the Harvester's presence in Gladius - Asran's been more than a little curious and concerned as to why he has an avatar here ever since they fought in his second match. Of course whether he discovers anything and how much if he does is entirely up to the QL.

Zevox
TelinArtho

06-15-06, 12:59 PM
Everyone ready to tear apart my ghoul?

Blaergh (http://boards.wizards.com/showthread.php?p=9396703)
Scribelords

06-15-06, 09:11 PM
Though belated, a happy birthday to Anaconda, whose birthday has been added to the Roster (http://boards1.wizards.com/showpost.php?p=7048484).

Birthdate? Why, none other than 6 - 6- 06 ...
SauroGrenom

06-15-06, 09:39 PM
I just noticed that Blaergh is not on boards1.wizards.com Rather he is located at boards.wizard.com

That is interesting. I was under the impression that the new boards were not up. What is the difference between boards.wizards.com and boards1.wizards.com?
Zevox

06-15-06, 09:45 PM
Birthdate? Why, none other than 6 - 6- 06 ...
Ah, but that 0 does mess that up, doesn't it? The real date 6-6-6 was 2000 years ago :) .

On another note, does that mean we're still getting credits on our birthdays? In that case I have some coming from June 1st.

Zevox
MindWandererB

06-15-06, 09:51 PM
I just noticed that Blaergh is not on boards1.wizards.com Rather he is located at boards.wizard.com

That is interesting. I was under the impression that the new boards were not up. What is the difference between boards.wizards.com and boards1.wizards.com?That's not the new boards. It appears to just be a mirror URL. Except that I seem to be logged in as MindWandererB on boards1 and Guildmaster (TLT) on boards....
SauroGrenom

06-15-06, 10:18 PM
That's not the new boards. It appears to just be a mirror URL. Except that I seem to be logged in as MindWandererB on boards1 and Guildmaster (TLT) on boards....
That's how I noticed a difference. When I first went to Boards... I noticed that I wasn't logged in as anything. But at the same time I had a different window up logged in as SauroGrenom. Both sites update with any new posts automaticially. So they are linked some how. But the ability to be logged in as different accounts is usefull.
TelinArtho

06-15-06, 11:08 PM
Well, the two sites are replicated, which I think was their attempt to solve the huge population issues. This probably means maintaining two databases on the backend with 2 or more front ends.

The new solution that they were working seems to take out the replication and set up a shared database server with multiple front ends - which since I'm a db guy - I'll tell you that it is a much better way to do it. Unfortunately, the platform the boards use (MySQL) isn't as scalable as say MSSql Server or Oracle or DB2 - and that is where the bulk of their problems seem to be stemming from.

Anyway - you shouldn't have to worry about which one you post to - as far as I can tell the replication is set up at a quick refresh rate.

So what do you think of my trusty little ghoul anyway?
MindWandererB

06-15-06, 11:46 PM
So what do you think of my trusty little ghoul anyway?He's cute. Three tries a round to paralyze, not bad. That's assuming he can get close--only one potion of Fly to boost his speed and get to the air. Immune to mind-affecting and metabolism-affecting effects, which are killers. However, ranged specialists, damage-dealing casters, and elves of all kinds will give him a hard time. Clerics can turn him, of course. Grapplers with decent ACs will probably kill him before he can dish out a successful paralysis. Pretty nasty against straight melee builds, though.
King Uther

06-16-06, 01:56 AM
Personal feelings on the ghoul:

1. Mithril Breastplate would rock your socks off. AC28 unbuffed.
2. Trading off Point Blank shot(unless you plan on focusing on range which I assume you are), could prove very valuable. Especially if you traded in Fighter for Psychic Warrior, grabbed some GoI, and Improved Grapple. With some expansion you could have a +18 grapple, which helps a lot in getting some NAs in.
3. 1 level in monk gives you some fun options
4. 1 level in barbarian for the speed boost and 1/day +4 STR could be nice
5. Brains good. Brains damn good.

Overall, I like it, if even for the fact it is new, and therefore cool.
MindWandererB

06-16-06, 05:14 AM
Personal feelings on the ghoul:

1. Mithril Breastplate would rock your socks off. AC28 unbuffed.
2. Trading off Point Blank shot(unless you plan on focusing on range which I assume you are), could prove very valuable. Especially if you traded in Fighter for Psychic Warrior, grabbed some GoI, and Improved Grapple. With some expansion you could have a +18 grapple, which helps a lot in getting some NAs in.
3. 1 level in monk gives you some fun options
4. 1 level in barbarian for the speed boost and 1/day +4 STR could be nice
5. Brains good. Brains damn good.

Overall, I like it, if even for the fact it is new, and therefore cool.Umm... he already has mithral breastplate. And with the newer FAQ, using natural weapons in a grapple is a bad idea unless you have Improved Grab.
KerlanRayne

06-16-06, 05:42 AM
Mr. Dracazar has uploaded the new maps into his mapmaker (http://www.hwx.it/coco/)! There's no way we can thank him enough for what he does for our board.Who made the new map? Is there a reason things were moved around from the old map? The starting boxes are a little smaller, the rocks are moved around, and there are extra rocks were there weren't any before. Was this intentional? Just wondering why.Any response to this?

KerlanRayne
Pittbull

06-16-06, 05:53 AM
Any response to this?

KerlanRayne

As far as I know, Cat made the map himself.
TelinArtho

06-16-06, 12:02 PM
He's cute. Three tries a round to paralyze, not bad. That's assuming he can get close--only one potion of Fly to boost his speed and get to the air. Immune to mind-affecting and metabolism-affecting effects, which are killers. However, ranged specialists, damage-dealing casters, and elves of all kinds will give him a hard time. Clerics can turn him, of course. Grapplers with decent ACs will probably kill him before he can dish out a successful paralysis. Pretty nasty against straight melee builds, though.

Well, the speed issue is just something I couldn't work with under my income. I could've bought boots of striding and springing, or boots of skate - but the boost is not "enough" in my opinion. I will probably save for Boots of Speed for later.

I think ranged specialists will be decent against him, though they need a decent attack bonus to be successful in that respect. There's nothing I can do about clerics - so that just is "part of the job." For straight damage spellcasters - I'm working on that as well - but it will probably take a backseat to the speed issue.

I do get to avoid most of the "nasty" psionic powers (like Mind Thrust) and I don't have to worry about most of the "auto-win" spells - like hold person, sleep, etc.

Unfortunately I don't have enough of a plan for him to know where he's going. I made him on a whim, but didn't get to test him really against that infernal dragon of yours...

Personal feelings on the ghoul:

1. Mithril Breastplate would rock your socks off. AC28 unbuffed.
2. Trading off Point Blank shot(unless you plan on focusing on range which I assume you are), could prove very valuable. Especially if you traded in Fighter for Psychic Warrior, grabbed some GoI, and Improved Grapple. With some expansion you could have a +18 grapple, which helps a lot in getting some NAs in.
3. 1 level in monk gives you some fun options
4. 1 level in barbarian for the speed boost and 1/day +4 STR could be nice
5. Brains good. Brains damn good.

Overall, I like it, if even for the fact it is new, and therefore cool.

As noted, he already has a mithril breastplate. PBS is really the gateway to make the character viable. Without some sort of ranged capability - Blaergh would have to rely on being able to close - and his speed is a major issue there.

As a personal thing - I don't like grapplers - so I will never make one... if I was - of course I would go for Psychic Warrior and trick him out with things to help. On the same note - I carry a similar bias against monks - so that's out too...

Barbarian seemed like a good route to me - rage without the fatigue at the end would be sweet. Unfortunately, since he has no Con score - I think that means it would only last 3 rounds - which is not very impressive. Fighter gets a whole bunch of bonus feats which I can use to help round out his capabilities.

I'm actually thinking of picking up some levels in wizard in order to take care of some of his issues, but if I was to do that - I'd need a solid way to boost his melee capability (in terms of his chances of hitting). No matter what - this guy's main attack power is his paralysis.

Anyway - next level, I'll probably stick with fighter and pick up Rapid Shot. After that it is still up in the air, but I'm leaning towards either a) Wizard or b) Wilder. The first has a nice versatility of buffing options, the latter gets some versatility but mainly get's some offensive options to give him better diversity in that department. Psychic Warrior is not out of the question (expansion would be fun...) either.
TelinArtho

06-16-06, 03:20 PM
Was just working on an exhibition match and had a bit of a glitchy response from the CoCo Die roller. Has anyone experienced this:

Here's the Roll:

1d20+4;1d20+4;1d20-1

Here's the Result:

16/20;8/20
20;12

The only thing I can expect is the last attack was a 1 on the die roll, modified to a 0 and the 0 is dropped in the results.

What's the best route to bring this to the attention of Dracazar?
MindWandererB

06-16-06, 03:35 PM
last attack was a 1 on the die roll, modified to a 0 and the 0 is dropped in the results.

What's the best route to bring this to the attention of Dracazar?There's a mailbox on the roller page, but I think he knows about this glitch. It happens to me frequently, and I don't think it's because a 0 was rolled. Sometimes it just doesn't roll one of the dice.

Edit: No, you're right! I did some experimenting, and it does indeed leave out results of 0. That's definitely a bug.
SauroGrenom

06-16-06, 03:45 PM
I'd like to point out a few "funny" things I've found in the SRD by looking at staffs and psicrowns.

First, we need to remember that staffs are activated with the spell trigger method. So you must have the spell on your class list and you must use a standard action to activate the staff. So look at the Staff of Defense. This staff has both clerical and wizard spells on the staff, so you cannot use it fully unless you are multiclassed. The Staff of Illumination is another example of a staff with both arcane and divine spells on it. That strikes me as being a bit funny, but not as bad as other things.

Now look at the Evader Psicrown. This crown has multiple powers that are typicially manifest as immediate or free actions. Hustle is on the list for crying out loud. Why would anyone ever want to manifest Hustle as a standard action and just gain an extra move action? Other stupid powers on various psicrowns include Psionic Lion's Charge, Catfall and Fiery Discorporation.

What were these guys thinking when they wrote these items up?
TelinArtho

06-16-06, 04:43 PM
Well on the former issue - with staves - it is perfectly reasonable (in my opinion) that some staves may only be fully used with access to multiple class lists of spells. Multiclassing is a part of the core rules - so having a few items using those benefits is certainly within reason.

On the latter, well, that's just one of many errors Wizards has made. The only thing you can do is get a clarification in an official capacity (from Sage or customer service) or just house-rule them to either a) work as the spell in special cases or b) be not available in your game.
Setzertrancer

06-17-06, 02:29 AM
A Halfling walks into the Tavern and heads straight to the bar
Hi, Barkeep give me something strong, I am new here and would like to see how bad the brew is here.
Book5

06-17-06, 08:32 PM
A Halfling walks into the Tavern ...

Howdy feller! You have the look of a newcomer about you. (that is a big miniature! ) First thing I recommend is the fights of the week thread. Thats where the real magic happens. Here in the tavern we like to ask really peculiar questions about the rules. Fotw (as we call it) is where we "do stuff" though if you want someone to overlook your character - post a link and quick description here and one of these fine mathmaticians will certainly take a quick look. :D I am horrible with math.
Book5

06-17-06, 08:37 PM
A Halfling walks into the Tavern and heads straight to the bar
Hi, Barkeep give me something strong, I am new here and would like to see how bad the brew is here.

hehe a mystic I see... I formally invite thee to The TAO (http://boards1.wizards.com/showthread.php?t=500767&goto=lastpost) ... I can do that. The guildmaster is my buddy ;)
Book5

06-17-06, 08:50 PM
@ Telin - Woot! You are rockin the tavern homie!

ummm... :rolleyes: can you take a look at Tan and tell me what you think? I was thinking of a enchanted extra damage (+2 dice) weapon? eh?
Hawkeye_60

06-17-06, 11:01 PM
Hey guys, sorry for my long absence. I got busy with school finals and then graduation, and then my new job, and I just now got things back under control. Hope I didn't miss too much.
Hawkeye_60

06-18-06, 03:00 AM
Hey guys, what skill(s), if any, do you need to be able to use powerstones?
TheMagister

06-18-06, 03:51 AM
Welp, you need to have the power on your spell list (either by class or by the Expanded Knowledge feat) and you need to be able to "address the stone", which requires a Psicraft check of 15+power level. You can "take 20" on this check, which means a Psychic Warrior with 10 Intelligence can sink 2 skill points into Psicraft (a cross class skill for EVERYONE except Wilders and Psions, which is STUPID) and be able to address stones with up to 6th level Psywarrior powers stored within.

I think that covers it.

TM
Mal-2

06-18-06, 12:43 PM
I think that covers it.

You didn't mention the Use Psionic Device skill. With UPD, it's a DC 25 + Power Level check to address the stone, and a DC 20 + Manifester Level check to activate the stone.
Anaconda

06-18-06, 01:10 PM
I would like to start pitlording or questlording (prefer questlording) from the pairings 21-06-2006
who should I pm or in wich treath should I post to tell pitlords how many fights I want to PL or QL?
Hawkeye_60

06-18-06, 01:25 PM
You didn't mention the Use Psionic Device skill. With UPD, it's a DC 25 + Power Level check to address the stone, and a DC 20 + Manifester Level check to activate the stone.
@ TheMagister: Thanks. And yea, that is kinda stupid.

@ Mal-2: Ok, first, why would I use UPD when I can take 20 with Psicraft? And as long as I have the power on my list and have the requisite ability score, I don't have to make the Manifester Level check. But thanks anyways.
Mal-2

06-18-06, 02:08 PM
@ Mal-2: Ok, first, why would I use UPD when I can take 20 with Psicraft? And as long as I have the power on my list and have the requisite ability score, I don't have to make the Manifester Level check. But thanks anyways.

Well, first, you asked what skills let you use powerstones. Without any reference to a particular character, I have no idea if you can make use of powerstone without UPD. I was just trying to cover the various ways you could activate one, like you asked.

The only reason anyone would use UDP is because they don't fufil one of the other requirements for activating the stone, just like with Use Magic Device.
Hawkeye_60

06-18-06, 02:16 PM
Well, first, you asked what skills let you use powerstones. Without any reference to a particular character, I have no idea if you can make use of powerstone without UPD. I was just trying to cover the various ways you could activate one, like you asked.

The only reason anyone would use UDP is because they don't fufil one of the other requirements for activating the stone, just like with Use Magic Device.
Ah, true. I forgot to mention he is a psy-war. Sorry about that. Thanks.
Hawkeye_60

06-18-06, 02:29 PM
How do you calculate powerstone prices? Or where can I find how to do it? And would it be better to use powerstones or tattoos?
TelinArtho

06-18-06, 03:40 PM
@ Telin - Woot! You are rockin the tavern homie!

ummm... :rolleyes: can you take a look at Tan and tell me what you think? I was thinking of a enchanted extra damage (+2 dice) weapon? eh?

I don't have the time at the moment, but I'll try later tonight or during the day tomorrow.

I would like to start pitlording or questlording (prefer questlording) from the pairings 21-06-2006
who should I pm or in wich treath should I post to tell pitlords how many fights I want to PL or QL?

Send a PM to Pitlords with the number of fights you are willing to take each week and when you can start. Your post above is pretty much enough as long as you include how many fights you want. If you want to be on the available questlords as well, include that in your PM as well.

My suggestion is to start off with one per week - and expand that after you have a couple of them under your belt. That way, if changes are needed in your first few, you can give them extra time. No matter how perfect anyone is - errors do happen.

How do you calculate powerstone prices? Or where can I find how to do it? And would it be better to use powerstones or tattoos?

Powerstones are similar to scrolls and pretty much use the same pricing when they are not augmented [25gp * ML * PL]

For augmented powerstones, it is a little more complicated with our house rule on them. For every 2 ML a powerstone is augmented, the PL increases by 1.

So a regular ML1 Vigor is 25gp, ML2 Vigor (5hp for 2 mins) is 50gp, ML2 VigorA (10hp for 2 mins) is 50gp, ML3 Vigor (5hp for 3 mins) is 75gp, but ML3 VigorA (15hp for 3 mins) jumps to 150gp. Etc.

Tattoos would be a fair amount more expensive, since the bulk of the powers available for tattoos are personal range and cost double because of that. Also, tattoos are only available at the minimum power level without credits.

A ML1 Vigor tattoo would cost 100gp.

Hope that helps.
Hawkeye_60

06-18-06, 03:42 PM
That helps very much. Thanks Telin.
Hawkeye_60

06-18-06, 04:11 PM
Ok, guys, thanks for all your help. Now, here's my first finished character, Ash-Del Oghoth (http://boards1.wizards.com/showpost.php?p=9417399&postcount=834). Please feel free to look him over and bring any mistakes to my attention. Also, any helpful tidbits are appreciated.
NiQil

06-18-06, 04:35 PM
Ok, guys, thanks for all your help. Now, here's my first finished character, Ash-Del Oghoth (http://boards1.wizards.com/showpost.php?p=9417399&postcount=834). Please feel free to look him over and bring any mistakes to my attention. Also, any helpful tidbits are appreciated.
A couple of things that jumped out at me....

Get yourself a ranged weapon...you're gonna lose a lot without one. We have lots of fliers and speed - archer/ranged attacker builds, neither of which you would be able to attack at all right now. You are proficient with all simple and martial weapons, so a bow or crossbow would be recommended, depending on your gold remaining (didn't check that), but even a sling would be better than nothing.

Also, with regard to your chainshirt....you have it priced incorrectly. A normal mithral chainshirt is 1100. You have added armor spikes to yours. Those cost extra, and don't necessarily have to also be mithral This may also affect your weight, if you didn't adjust it for those also.
Hawkeye_60

06-18-06, 05:02 PM
A couple of things that jumped out at me....

Get yourself a ranged weapon...you're gonna lose a lot without one. We have lots of fliers and speed - archer/ranged attacker builds, neither of which you would be able to attack at all right now. You are proficient with all simple and martial weapons, so a bow or crossbow would be recommended, depending on your gold remaining (didn't check that), but even a sling would be better than nothing.

Also, with regard to your chainshirt....you have it priced incorrectly. A normal mithral chainshirt is 1100. You have added armor spikes to yours. Those cost extra, and don't necessarily have to also be mithral This may also affect your weight, if you didn't adjust it for those also.
Ok, thanks. And the weight is correct, I just mispriced the shirt. Anything else?
TheMagister

06-18-06, 06:55 PM
Anything else?

A few things:

On your skill list, you seem to hint that your skill ranks are from your half-giant heritage. I'm pretty sure they should be labelled as Psychic Warrior skill points.

Give your racial psi-like ability a DC for us pitlords that don't wanna look it up.

"Address Powerstones" is listed twice. Delete the one under Conditional Modifiers:.

The costs and weights for your weapons are incorrect. Large weapons are x2 the normal cost and weight. I don't think this'll throw your character into medium load, but it could matter in a "ray of enfeeblement" situation.

Important note: you only double the base cost of the weapon. The masterwork component is never doubled. Still, this can get expensive for deepcrystal and crystal weapons. It is actually compounded for mighty bows that are also deepcrystal.

Ex. - Price a Large [Ma] Mighty (+3) Deepcrystal Composite Longbow!

Composite Longbow = 100 gp
Mighty (+3) = +300 gp
Deepcrystal = +1000 gp
Base Cost: 1,400 gp
Large Multiplier (x2) = 2,800 gp
Masterwork Component = +300 gp
Total = 3,100 gp.

Problem is even worse for some other special materials (think adamantine!!).

Your arrows need to be double weight, too.

Fix this and I won't have to NARC you in the Prison. =)

Good luck!

TM
Book5

06-18-06, 07:36 PM
I don't have the time at the moment, but I'll try later tonight or during the day tomorrow.


Brother, you soo exist on a different time scale than me. :nonono: I meant.. you been rockin the tavern all week, and could you take a look sometime before then and pairings! hehe, thanks man!
TheMagister

06-18-06, 07:41 PM
Oh, man.

RL definition of squeezing into a tight space!

Here. (http://www.killsometime.com/video/video.asp?ID=527)

Be sure and have your popup blocker and virus protection on. This site is thick with adware.

TM
Hawkeye_60

06-18-06, 08:31 PM
A few things:

On your skill list, you seem to hint that your skill ranks are from your half-giant heritage. I'm pretty sure they should be labelled as Psychic Warrior skill points.

Give your racial psi-like ability a DC for us pitlords that don't wanna look it up.

"Address Powerstones" is listed twice. Delete the one under Conditional Modifiers:.

The costs and weights for your weapons are incorrect. Large weapons are x2 the normal cost and weight. I don't think this'll throw your character into medium load, but it could matter in a "ray of enfeeblement" situation.

Important note: you only double the base cost of the weapon. The masterwork component is never doubled. Still, this can get expensive for deepcrystal and crystal weapons. It is actually compounded for mighty bows that are also deepcrystal.

Ex. - Price a Large [Ma] Mighty (+3) Deepcrystal Composite Longbow!

Composite Longbow = 100 gp
Mighty (+3) = +300 gp
Deepcrystal = +1000 gp
Base Cost: 1,400 gp
Large Multiplier (x2) = 2,800 gp
Masterwork Component = +300 gp
Total = 3,100 gp.

Problem is even worse for some other special materials (think adamantine!!).

Your arrows need to be double weight, too.

Fix this and I won't have to NARC you in the Prison. =)

Good luck!

TM
Ah, thanks. On the DC, would it just be 10+Cha bonus? Or do I add ML to it as well?
MindWandererB

06-18-06, 08:35 PM
Ah, thanks. On the DC, would it just be 10+Cha bonus? Or do I add ML to it as well?It's 10 + Cha bonus + Power level, which is 1 for Stomp.
Hawkeye_60

06-18-06, 08:38 PM
Sounds good. Thanks.
Hawkeye_60

06-18-06, 09:07 PM
Powerstones are similar to scrolls and pretty much use the same pricing when they are not augmented [25gp * ML * PL]

For augmented powerstones, it is a little more complicated with our house rule on them. For every 2 ML a powerstone is augmented, the PL increases by 1.
Ok, a question about this, just for clarification. If I augmented Energy Ray (for my psion) with two additional pp, that would make it ML 3 and PL 2, thus costing 150 gp? Or how does that work?
TelinArtho

06-18-06, 09:12 PM
Ok, a question about this, just for clarification. If I augmented Energy Ray (for my psion) with two additional pp, that would make it ML 3 and PL 2, thus costing 150 gp? Or how does that work?

That's correct. If you augmented it further - to ML5, it would be PL3 and works out to 375gp.
TelinArtho

06-18-06, 09:14 PM
Ex. - Price a Large [Ma] Mighty (+3) Deepcrystal Composite Longbow!

Composite Longbow = 100 gp
Mighty (+3) = +300 gp
Deepcrystal = +1000 gp
Base Cost: 1,400 gp
Large Multiplier (x2) = 2,800 gp
Masterwork Component = +300 gp
Total = 3,100 gp.


Actually - this analysis is slightly wrong - since Deep Crystal is always masterwork:

100gp (base) + 300gp (mighty +3) + (1000-300) (deep crystal, less the [Ma] component) = 1100gp * 2 = 2200gp + 300gp ([Ma] Component) = 2500gp.
Setzertrancer

06-18-06, 09:22 PM
A question if you don't mind my character has the craft wonderous item feat and I was wondering if it was possible to sell this service to other characters by selling magic items to them, that would be cool.
TelinArtho

06-18-06, 09:24 PM
He can't - but he does get to craft magic items on his own for the reduced cost (which makes them nearly free) - which is a huge benefit on its own.
SauroGrenom

06-18-06, 09:24 PM
A question if you don't mind my character has the craft wonderous item feat and I was wondering if it was possible to sell this service to other characters by selling magic items to them, that would be cool.
Not a possibility to sell anything to other players. Sorry. Such things would be just far too hard to audit.
Zevox

06-18-06, 09:25 PM
If I augmented Energy Ray (for my psion) with two additional pp, that would make it ML 3 and PL 2, thus costing 150 gp? Or how does that work?
Exactly like that. You've got it.

Ex. - Price a Large [Ma] Mighty (+3) Deepcrystal Composite Longbow!

Composite Longbow = 100 gp
Mighty (+3) = +300 gp
Deepcrystal = +1000 gp
Base Cost: 1,400 gp
Large Multiplier (x2) = 2,800 gp
Masterwork Component = +300 gp
Total = 3,100 gp.
Slight correcion there - Deepcrystal is always masterwork, and has the price for it built in. So you'd only double its cost minus the 300 gp for masterwork, which means you end up with 100 bow + 300 str +700 crystal w/o MW = 1,100 x2 large = 2,200 +300 masterwork = 2,500 gp.

Zevox
Hawkeye_60

06-18-06, 09:26 PM
That's correct. If you augmented it further - to ML5, it would be PL3 and works out to 375gp.
Ok, great. Let's just hope I can remember that for future characters, purchases and the like.
TheMagister

06-18-06, 09:33 PM
Actually - this analysis is slightly wrong - since Deep Crystal is always masterwork:

100gp (base) + 300gp (mighty +3) + (1000-300) (deep crystal, less the [Ma] component) = 1100gp * 2 = 2200gp + 300gp ([Ma] Component) = 2500gp.

Okay, I know this is nitpicky. I'm saying that up front.

Show me where it says that deepcrystal is already masterwork.

I see it in the crystal description, but not in the deep crystal description. I'm intentionally being extra-nitpicky here, because we're supposed to be super-duper-RAW-following players here. In my home games, deepcrystal is "a better grade" and includes the masterwork component.

Also, in your calculation, why on earth do you subtract the masterwork component from the deepcrystal cost? If it is indeed included in the 1000gp just by virtue of the material's awesomeness, then it is not added on last...the material is just that hard to work with.

I hope I'm being clear, and I see what you mean in your calculation.

TM
SauroGrenom

06-18-06, 09:35 PM
Ok, a question about this, just for clarification. If I augmented Energy Ray (for my psion) with two additional pp, that would make it ML 3 and PL 2, thus costing 150 gp? Or how does that work?
Just to be perfectly clear on this...

The actual Power level does not increase. Only the power level with respect to cost. So if you attempted to use energy missile targeting a wizard, and the wizard is protected by a minor globe of invulnerability, then nothing will allow your power to effect the wizard. No matter how high you augment the power, you will be unable to have it effect the wizard.

However if you are just interested in buying an augmented energy missile powerstone then the CoCo and core rules limitations are as follows.

The total power point cost must be less than or equal to the ML of the power.

The ML of the power cannot be higher than your character's ML+2.

For every +2pp spent on augmenting a power, the power level with respect to pricing only is increased by 1 level.


So your ML5 augmented energy missile power stone will cost 25gp x 5 (ML) x 3 (PL2+1) = 375gp. And it will have a save DC of 15 = 10 + 2 (Power Level) + 2(Augmented) + 1 (Level 2 power requires at least 12 int so stat mod is +1).
Zevox

06-18-06, 09:55 PM
Okay, I know this is nitpicky. I'm saying that up front.

Show me where it says that deepcrystal is already masterwork.

TM
Here you go:

While a weapon made of deep crystal is no different from a mundane crystal weapon for a nonpsionic character, a psionic wielder of a deep crystal weapon can focus psionic power through it, increasing the damage that weapon deals. As a free action that does not provoke attacks of opportunity, the wielder can channel psionic power into a melee weapon or ranged weapon made of deep crystal. For 2 power points, the deep crystal weapon deals an extra 2d6 points of damage. The weapon will stay charged for 1 minute or until it scores its next hit. Bows, crossbows, and slings bestow this power on their ammunition. All missile weapons lose this effect if they miss. However, they may be recovered and charged again.
Bolding mine. That particular line says that Deep Crystal works exactly like mundane crystal, which is already masterwork, as you can see:

Crystal, Mundane: Mundane crystal can be used in place of metal in weapons or armor, using a special forging process. The fortified crystal possesses the properties of a similar masterwork steel weapon or armor, except for visual appearance.
I also could've sworn this was in the court rulings, but it appears not.

Zevox
TelinArtho

06-18-06, 10:15 PM
@TheMagister - as to the part about taking the [Ma] Component out - I believe that is in the FAQ at some point. I would've only echoed Zevox's quotes for you, so I'll save the space for that.

Look on pg 26 of the FAQ:

A strict reading of the rules that in such a case the masterwork cost for armor should be subtracted from the special material price before applying the multiplier for any unusual size or shape of the inteded wearer.
Hawkeye_60

06-18-06, 10:34 PM
Just to be perfectly clear on this...

The actual Power level does not increase. Only the power level with respect to cost. So if you attempted to use energy missile targeting a wizard, and the wizard is protected by a minor globe of invulnerability, then nothing will allow your power to effect the wizard. No matter how high you augment the power, you will be unable to have it effect the wizard.

However if you are just interested in buying an augmented energy missile powerstone then the CoCo and core rules limitations are as follows.

The total power point cost must be less than or equal to the ML of the power.

The ML of the power cannot be higher than your character's ML+2.

For every +2pp spent on augmenting a power, the power level with respect to pricing only is increased by 1 level.


So your ML5 augmented energy missile power stone will cost 25gp x 5 (ML) x 3 (PL2+1) = 375gp. And it will have a save DC of 15 = 10 + 2 (Power Level) + 2(Augmented) + 1 (Level 2 power requires at least 12 int so stat mod is +1).
Nevermind.
TheMagister

06-18-06, 10:36 PM
@TheMagister - as to the part about taking the [Ma] Component out - I believe that is in the FAQ at some point. I would've only echoed Zevox's quotes for you, so I'll save the space for that.

Look on pg 26 of the FAQ:

Fantastic! Thanks a lot.

TM
Book5

06-18-06, 11:18 PM
I wrote what I know.. anyway (http://boards1.wizards.com/showpost.php?p=9423484&postcount=1337) - may the best bard win! :D
Hawkeye_60

06-19-06, 12:10 AM
And now, my second complete character, Hawkeye (http://boards1.wizards.com/showpost.php?p=9423716&postcount=836).
SauroGrenom

06-19-06, 12:16 AM
Would my powerstone of augmented Energy Ray give me the extra 2d6 damage I would get for spending an additional 2 pp to manifest the power? And your explanation of the DC is making me confused, to be honest, lol.
Yes you get to cause 5d6 damage with a energy missile augmented to ML5.

As for the DC of the power, I was hoping to demonstrate how you calculate the DC. In this case the important issues are as follows:

All magical items except staves and psicrowns cast spells as if they were cast by casters with the minumum stat necessary to cast the spell. This same rule applies to psionics. So if you are manifesting a 2nd level power like Energy Missile, then you must have atleast 12 on your primary stat (int for psions and wis for psiwarriors).

Also the DC of any spell is 10 + Spell level + primary stat modifier + Misc. modifier.

In the case of this power being augmented, the save dc increases by +1 for each pp on augmentation. So you get +2 as a Misc. Modifier on the save dc.

Also the primary stat is considered to be the minimum, so in this case the DC is calculated as if the power were manifest by a psion with int of 12. In other words the primary stat modifier is +1.

The spell level of energy missile is 2nd level. The augmentation has no effect on this. Although augmentation does effect the spell level for the price of the item, it does not effect the spell level for any other effects.

In all you get 10 + 2 (spell level) +2 (augmentation) +1 (min int modifier) = 15
Hawkeye_60

06-19-06, 12:29 AM
Ok, thanks.
Setzertrancer

06-19-06, 01:16 AM
hehe a mystic I see... I formally invite thee to The TAO (http://boards1.wizards.com/showthread.php?t=500767&goto=lastpost) ... I can do that. The guildmaster is my buddy ;)

I accept your invitation.

(In character)
(Illior gets an evil look in his eye)

Muahahaha!

(Out of Character)
Any chance you could tell me more about what guild do in Coco?
Pittbull

06-19-06, 12:00 PM
Will somebody check my Zwengerl (http://boards1.wizards.com/showpost.php?p=5203486&postcount=163)? He be active soon and I don't want to start in prison. ;)

Advice is welcome...

Thanks a lot!
SauroGrenom

06-19-06, 12:55 PM
Will somebody check my Zwengerl (http://boards1.wizards.com/showpost.php?p=5203486&postcount=163)? He be active soon and I don't want to start in prison. ;)

Advice is welcome...

Thanks a lot!
You always find the coolest pictures.

Celestial Warrior isn't a srd class, although it's a cool RP class. So make sure it says psywarrior on the top someplace.

Also your total ECL should be shown prominently someplace.

You have a typo in the initiative line.

Also you are a dwarf, so you can craft weapons and armor fairly easily with a racial bonus. The ranks in profession have a long long way to go (like 40 fights) before they will earn more money than you can save now by crafting your own mithral armor. If you also craft you own MW other weapons, you can further increase your savings. As time goes on you can craft adamantium items and improved armors for allies and continue to save money.

Finally you have at least 13500gp left. You could buy an ally (Bronze Griffon). Or you could drop the +1 on the mithral plate for now and buy gauntlets of titan's grip for a +8 on your grapple check. Get the magical enhancement later.

It looks like you realy want to grapple, but your movement speed is a bit low. High to medium speed opponents will be able to avoid you. So something to boost the movement speed would be good. Perhaps Speed of Though or Boots of Speed or a high speed mount (pegasus with horse shoes of speed). Or you may want to make avoidance a bad idea by putting seaking (to counter invisibility) and/or shocking into your bow.

To counter falling damage, you can put the Landing effect on your armor. This negates 60' of a fall and allows you to land on your feet every time, thus no need to stand up.

You can also defeat invisibility by buying a custom amulet of see invisibility usable x/day or even command word activated (dispell is not a worry anymore). These cost 15 credits and about 10,000gp at least. Perhaps you can make the item usable only by characters who are Lawfull Good and save 30% on the cost. I'm not sure if Cat will buy that, but give it a try.

That's a few idea that just came to mind now.
TelinArtho

06-19-06, 01:09 PM
@Sauro - hmmm - little bit of a point on your suggestion of the Necklace/Amulet of See Invisibility.

First of all, a CL3 1/day necklace will cost 2160gp, and 15 credits. It would be easily dispelled with dispel magic however. There are many examples of people already using these.

As to the point about alignment restrictions on magic items and how they "reduce price" - I'll tell you right now that it'll be vetoed. If Cat were to approve something like that, it would open up a can of worms no one wants. Alignment restrictions cost reduction should not exist in an environment such as this - where they are much more a benefit than in the campaign world - where the situations that it happens are more likely to be dictated by the DM than the player.
Pitlords

06-19-06, 01:35 PM
That's not even allowed in my group.

NiQil, can you please add that to the Prison FAQ somewhere? Thanks.
TelinArtho

06-19-06, 02:11 PM
So... has anyone noticed how Kytons (Chain Devils) have an illegal feat?

8HD - 3 feats - 1 at 1HD, 1 at 3HD and 1 at 6HD.

Alertness (no prereq)
Improved Initiative (no prereq)
Improved Critical (Chain) (+8 BAB minimum).

Since the chain devil only gains the required BAB at 8HD... it seems to be a bit of a problem...

Oh well - guess I'll just curse wizards for this one... while Sir Valkin nearly dies...
waywreth

06-19-06, 02:36 PM
So... has anyone noticed how Kytons (Chain Devils) have an illegal feat?
8HD - 3 feats - 1 at 1HD, 1 at 3HD and 1 at 6HD.
Alertness (no prereq)
Improved Initiative (no prereq)
Improved Critical (Chain) (+8 BAB minimum).
Since the chain devil only gains the required BAB at 8HD... it seems to be a bit of a problem...
Oh well - guess I'll just curse wizards for this one... while Sir Valkin nearly dies...

Well I've failed to confirm the crit so far... and for the record, I just picked a devil because I thought it would be dramatic vs. a paladin, but it turns out EL vs. EL quests are extremely harsh. Not surprising considering an entire party of 6th level characters would consider this a roughly even encounter.
Hawkeye_60

06-19-06, 02:39 PM
Would someone mind looking over Hawkeye (http://boards1.wizards.com/showpost.php?p=9423716&postcount=836) for me? Thanks.
Myrridin

06-19-06, 02:42 PM
Please check the prison. I audited Hawkeye on there. He's got a couple illegal feats and is WAY over the alloted expenables cap.
TelinArtho

06-19-06, 02:56 PM
Well I've failed to confirm the crit so far... and for the record, I just picked a devil because I thought it would be dramatic vs. a paladin, but it turns out EL vs. EL quests are extremely harsh. Not surprising considering an entire party of 6th level characters would consider this a roughly even encounter.

Not for a lack of trying... don't you realize who you are talking to?

Sir Valkin is in a world of hurt - but I have confidence in him... assuming you cut that crap out...
Ariel23

06-19-06, 03:10 PM
I'm currently running for Iced (Anixx) who has undead minions.

How are we working Animate Dead?
Are they pre-buffed or what? Do they cost SP and spell levels at the beginning of the 3FC? Do they just need to be cast once (like finding a familiar or animal companion)?

IMO, they should work like other class allies, except that when they die, you must spend 25 GP/HD to replace them. Whether or not this costs SP or can be done during the 3FC is up to people more knowledgeable than I.
If the Nimbus Resurrects them, obviously that would mean the loss of the undead, so either way they are lost if brought to -10 HP...


Also, what the $%&@ does this mean? At any one time, the cleric may command any number of undead whose total Hit Dice do not exceed his level. Arghh!
Do they lose their previous commands when you switch to a new one?
Does this mean that Anixx [Clr 8] cant ever command his hydra [9 HD]?
Or maybe that it is a full round action? I guess with a hydra, I can say that he can only command 8 of the 9 heads. :)
And what kind of commands can they follow with INT /- anyway ?
TelinArtho

06-19-06, 03:23 PM
More importantly - the hydra isn't quested for - so the hydra isn't even a valid ally on his sheet as far as I can tell.

Checking the last link on his sheet - the fight against the hellwasp swarm - the hydra didn't exist on his sheet. It just magically appeared when he advanced to 8th level.

Off to the prison he goes.

For his fight though - the hydra is not a valid ally - so he cannot bring it with him.
Hawkeye_60

06-19-06, 03:28 PM
Please check the prison. I audited Hawkeye on there. He's got a couple illegal feats and is WAY over the alloted expenables cap.
Ok, I fixed the longsword to a rapier, and switched the order of my feats so they should be legal now. Would someone show me where this expendables cap can be found? I can't seem to find it.
Ariel23

06-19-06, 03:32 PM
@TelinArtho
Thanks. I really didn't even know where to begin with checking undead allies. I certainly agree that evil caster-types should be entitled to use them, but I wouldn't really know if they were correctly obtained or not.

At some point, he'll still have to answer those other questions, but hopefully not this week.
waywreth

06-19-06, 03:37 PM
Do they lose their previous commands when you switch to a new one?
Does this mean that Anixx [Clr 8] cant ever command his hydra [9 HD]?
Or maybe that it is a full round action? I guess with a hydra, I can say that he can only command 8 of the 9 heads. :)
And what kind of commands can they follow with INT /- anyway ?

Ariel23 - For a cleric, they have two "pools of undead" per se. The rebuked pool - which as you noted is 1HD per level. In Annix's case he cast animate dead, which allows :
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level.

Of course as TelinArtho correctly noted, you can't just randomly acquire a 9-headed hydra skeleton. I should've noticed that as well. Also note that undead (and constructs) die at 0 hp, not -10.
Myrridin

06-19-06, 04:17 PM
Ok, I fixed the longsword to a rapier, and switched the order of my feats so they should be legal now. Would someone show me where this expendables cap can be found? I can't seem to find it.

It should be in the rules. Regardless, the cap is (ECL*ECL)*50 for the amount of expendables you can have.
MindWandererB

06-19-06, 04:20 PM
So... has anyone noticed how Kytons (Chain Devils) have an illegal feat?

8HD - 3 feats - 1 at 1HD, 1 at 3HD and 1 at 6HD.

Alertness (no prereq)
Improved Initiative (no prereq)
Improved Critical (Chain) (+8 BAB minimum).

Since the chain devil only gains the required BAB at 8HD... it seems to be a bit of a problem...

Oh well - guess I'll just curse wizards for this one... while Sir Valkin nearly dies...If you send an email to Gwendolyn Kestrel about this (look here (http://p198.ezboard.com/fgameschat19968frm10.showMessage?topicID =538.topic)), she will at least give you a promise that the errata team will look into it. Errata takes a while these days, but they do have every intention of fixing things like this.

Would someone mind looking over Hawkeye for me? Thanks.Most importantly, the expendable cap is ECL2 x 50 gp. You'll find the rule here.

You might want to make him a gray elf--the only difference is a +2 Int and -2 Str, which are purely to your benefit.

You can (and should) leave out most of the 0 modifiers in the breakdowns.

He's missing a language (two free, three Int).

You need to mark self-crafted items with a C.

Finally, you have seven powers that deal direct damage and not a single one that does anything else. You really might want to reconsider that.
TelinArtho

06-19-06, 04:31 PM
@MWB - that link seems to head to a "post not found" - can you check to make sure the link is correct or just give me the address I would need?
MindWandererB

06-19-06, 04:44 PM
@MWB - that link seems to head to a "post not found" - can you check to make sure the link is correct or just give me the address I would need?Hmm, don't know why that didn't work. I'll copy the info into the following sblock:
Send PH and DMG errata to Kim Mohan: kim.mohan@wizards.com

Send MM errata to Gwendolyn Kestrel: gwendolyn.kestrel@wizards.com

In the subject line, include the book (PH/DMG/MM), page number, and a keyword or two to help categorize it.

In the text, describe in brief what you think is incorrect.

When possible, limit errata to one per email (it's a lot easier for Kim or Gwendolyn to sort them that way).

Don't philosophize about the change, pose questions, or include anything other than the error you find.

EXAMPLE:

Subject: PH 91, Weapon Finesse
Body: The entry for Weapon Finesse on Table 5-1 includes a superscript 2, but this footnote no longer applies to Weapon Finesse (since you can't take it multiple times).
Hawkeye_60

06-19-06, 05:11 PM
Most importantly, the expendable cap is ECL2 x 50 gp. You'll find the rule here.

You might want to make him a gray elf--the only difference is a +2 Int and -2 Str, which are purely to your benefit.

You can (and should) leave out most of the 0 modifiers in the breakdowns.

He's missing a language (two free, three Int).

You need to mark self-crafted items with a C.

Finally, you have seven powers that deal direct damage and not a single one that does anything else. You really might want to reconsider that.
I fixed the expendables, and found the cap from Cat, but thanks guys. And nah, I think I'll keep him as he is. I also took out the 0 mods I could find. Thanks for the heads up on the self-crafted. And I know all my powers are dd. I meant to do that. But thanks for the advice.
TelinArtho

06-19-06, 05:34 PM
(Cross-posted in the CEF guild thread)

I am still looking for a questlord who would be willing to work on the quest for Sir Valkin. It will start after my current 3FC (so July 5th), and should be EL7 (maybe EL8 if I get another player to join me).

I am also willing to take one more person with me, if the interest is there. This other person need not be in the guild, but as long as ideals and goals work out - I think it would be wonderful.
TheMagister

06-19-06, 08:28 PM
@TelinArtho - have you heard from Vathelokai about the availability of Auburn for the upcoming Denth quest with Sdentch?

I'm setting Sdentch to ready.

Recap with me what the goals are here:

- Story goal: shut down Denthian temple
- Material goal: item that allows protection from evil? Better weapon? Better armor? I don't remember.
- EL of the quest was 7 right?

TM
TelinArtho

06-19-06, 09:53 PM
Got an unofficial response from the errata team:


Thanks very much! Its one we noted (but Id much rather hear 5 people come forward with an error/a potential error than none) and weve given it Weapon Focus (chain), retaining Improved Crit as a bonus feat.


Of course it doesn't make me feal better - but its good to know...
TelinArtho

06-19-06, 10:03 PM
@TelinArtho - have you heard from Vathelokai about the availability of Auburn for the upcoming Denth quest with Sdentch?

I'm setting Sdentch to ready.

Recap with me what the goals are here:

- Story goal: shut down Denthian temple
- Material goal: item that allows protection from evil? Better weapon? Better armor? I don't remember.
- EL of the quest was 7 right?

TM

The EL is 7, but you don't have a real defined material goal. Since the quest is only EL7, and you don't have the bonus that we used to get from it, the total value of the quest is 7800gp which is divided evenly according to your levels.

I had suggested the horn of goodness/evil - but that would only work if Sdentch was non-neutral, and is valued at 6500gp - so it would be a fair amount more than your share of the quest treasure (though you could pay for it with gold to Auburn in that case). If you want that, I can certainly work in the alignment change to good.

Alternatively, you could send in a custom item along the same lines just without the alignment requirement to Cat and see what he says. That would certainly cost 15 credits - and you'd need to clear it past him first.

Vath has confirmed he'll be ready to go on the 21st, so I've included him in the quest request. If Auburn can't join you - the quest is still 2 ELs lower than Sdentch - so I don't foresee any problems with it as is.

Also, I have written up the "second part" of the quest - which does a little more than what I have planned for this one, at EL11 for multiple players. Frozen quest most likely - but should be interesting if you are up to it later.
TheMagister

06-19-06, 10:26 PM
Vath has confirmed he'll be ready to go on the 21st, so I've included him in the quest request. If Auburn can't join you - the quest is still 2 ELs lower than Sdentch - so I don't foresee any problems with it as is.

Also, I have written up the "second part" of the quest - which does a little more than what I have planned for this one, at EL11 for multiple players. Frozen quest most likely - but should be interesting if you are up to it later.

Cool, and thanks! I'll set Sdentch to ready, then.

TM
Hawkeye_60

06-19-06, 10:40 PM
Uther, did you get my pm about the miniquest?
Hawkeye_60

06-19-06, 10:48 PM
Nevermind.
Hawkeye_60

06-20-06, 12:11 AM
Do I need UPD and Psicraft to use Powerstones if my character isn't psionic? And if so, how many points in each to use ML 1 stones?

Edit: Nevermind, I found it.
Hawkeye_60

06-20-06, 02:23 AM
Ok, would someone look over Krystal (http://boards1.wizards.com/showpost.php?p=9432668&postcount=837) for me? Thanks.
MindWandererB

06-20-06, 02:40 AM
Ok, would someone look over Krystal (http://boards1.wizards.com/showpost.php?p=9432668&postcount=837) for me? Thanks.Sure.

Grapple: 2+1=3, not 4.

You're human, so you have one language too many.

There's no such thing as Human skill points, unless you're talking about the Human Paragon (which is not the case here for many reasons). That's 66 Rogue skill points.

Rogues are proficient with neither the scimitar nor the longbow. Rapier and shortbow are available substitutions.

Potion of Invisibility is CL 3, not 1.

For some odd reason, a mithral chain shirt weighs 10 pounds, not 12.5. I don't know why, but it's in the DMG.

You have Forgery but not Diplomacy or Handle Animal. I can only wonder at this. Is it in preparation for Leadership later on?

The longbow you listed is for a higher Strength than you have. I'm guessing the character had a 14 Str in an earlier incarnation, thus this mistake and the grapple one.

You don't have enough Search ranks to get the Survival synergy.
Zevox

06-20-06, 03:05 AM
Ok, would someone look over Krystal (http://boards1.wizards.com/showpost.php?p=9432668&postcount=837) for me? Thanks.
Big one MWB missed:

An 18 in a stat costs 16 points of your buy, not 14. 13 points gets you a 17 in a stat, but 14 isn't even an option. You'll need to either syphon off 2 points from another stat to make your dexterity 18 or put one of those in another stat and accept a 17.

Zevox
Pittbull

06-20-06, 09:59 AM
Thanks Sauro for your advice on Morathor (http://boards1.wizards.com/showpost.php?p=5203486&postcount=163), I changed him a little and now he's better.
TelinArtho

06-20-06, 11:13 AM
Couple of points I want to make about my first week back. Most are just observations, but I do have some opinion about it as well:

1. The 3FC can be very unforgiving. On the one hand, I think it will be good for fighter-types, because they are able to stretch themselves out pretty well. A well-built spellcaster can do the same with some preparation.

For a new player, or someone just coming in though - with a "bad" spell memorization selection - you could very well be stuck for 3 weeks. Faelto will just have to suffer I guess - or hope for a couple of good pairings in order to recover.

These are errors on my part and I want to fix them. Faelto was helpless in her encounter because she couldn't see - but had I planned better - I could have had at least a backup plan. I'd like to get one now, but I have to wait until the 3FC is over to do it.

In other words - if a flaw in your character is exposed in week 1 - you can't work to fix that flaw until people have had the opportunity to exploit it for two weeks. I like the concept of the 3FC, but at the same time - it makes customization of your character very difficult.

2. Questing 1/level - seems good on paper to me. But now that Faelto has failed her miniquest - I can't join TLT for another level - which is at least 5 fights away (2 fights in the current 3FC which won't be enough to level her and then 3 fights in the next 3FC to gain a level, and THEN I can try again). I would like to see failed quests available for retry (with the same quest goal).
Pittbull

06-20-06, 11:56 AM
Deutschland!
Deutschland!
Deutschland!
Myrridin

06-20-06, 02:30 PM
Faelto has failed to recover the remains of the druid of TLT, falling to a cleric of Xaris. A Return to Balance (http://boards1.wizards.com/showthread.php?t=653541&page=1&pp=30) has unfortunately not been completed.

That said, Telin touched on some pretty potent parts of the new 3 week cycle. You can't customize your character in the middle of it, leaving those holes that can be exploited still available. Also, as someone how built a character for the express purpose of questing, and having that fun role-playing, I find the 1 quest per level pretty restrictive. What about putting something into place like, 1 quest per level for levels 3-5, 2 per level for levels 6-9...etc?
TelinArtho

06-20-06, 02:44 PM
Actually the 1 quest/level really doesn't affect much for characters who are full questors - because a quest of around your ECL is usually enough to advance most characters (well - it was when we used to have the 25% bonus attached - now that I think of it - it is slightly less now...).

The problem really comes in for miniquests - but at the same time miniquests are a drain on pitlords (which can be easily seen in this situation: 10 characters, would normally be 5 fights. However 5 of them want to go miniquesting - requiring 5 pitlords. The remaining 5 make up 3 fights - requiring another 3 pitlords).

I, personally, don't want to encourage miniquests - because I do feel they do little for the expansion of the CoCo. That being said, they are needed for things like getting new allies and fulfilling Guild requirements. The ones that aren't needed - in my opinion - are the "level up" miniquests we saw this week and the general role play ones. If we got rid of these (and forced them to be full quests) - I think the pitlording situation wouldn't be as bad. As it is - we already have a number of pitlords who only want miniquests- and I think that is indicative that perhaps they are overrunning the board.

Anyway - I'm only disappointed in my performance in the miniquest because it means the Living Tree doesn't get my rewards for the next 5-6 fights. I'll try again at that point - but it seems absurd to have to wait so long.
Hawkeye_60

06-20-06, 02:52 PM
Sure.

Grapple: 2+1=3, not 4.

You're human, so you have one language too many.

There's no such thing as Human skill points, unless you're talking about the Human Paragon (which is not the case here for many reasons). That's 66 Rogue skill points.

Rogues are proficient with neither the scimitar nor the longbow. Rapier and shortbow are available substitutions.

Potion of Invisibility is CL 3, not 1.

For some odd reason, a mithral chain shirt weighs 10 pounds, not 12.5. I don't know why, but it's in the DMG.

You have Forgery but not Diplomacy or Handle Animal. I can only wonder at this. Is it in preparation for Leadership later on?

The longbow you listed is for a higher Strength than you have. I'm guessing the character had a 14 Str in an earlier incarnation, thus this mistake and the grapple one.

You don't have enough Search ranks to get the Survival synergy.
Thanks MWB. Oh and you do get extra skill points for being human, that's why I have them marked as human.

Big one MWB missed:

An 18 in a stat costs 16 points of your buy, not 14. 13 points gets you a 17 in a stat, but 14 isn't even an option. You'll need to either syphon off 2 points from another stat to make your dexterity 18 or put one of those in another stat and accept a 17.

Zevox
Thanks, fixed that.
MindWandererB

06-20-06, 02:57 PM
@Hawkeye: You get extra class skill points for being human. They're still rogue points, not human points.

Re: quests 1/level: I posted a request in the Council thread to not count failed minis. Guilds are the least reason for this; a failure to acquire an ally is worse, and a failure to qualify for a PrC such as assassin or war mind is the worst of all.
SauroGrenom

06-20-06, 05:12 PM
What do you think of building "teams" to fight in the Arena?

So the idea is that groups of characters can link up as a Team. Give them names, and a group CR. There should be a leader of the Team and that person is responsible for submitting tactics for the whole team. Rewards can be divided among the members of the team.

Perhaps they can be Guild Themed as well.
MindWandererB

06-20-06, 05:33 PM
What do you think of building "teams" to fight in the Arena?

So the idea is that groups of characters can link up as a Team. Give them names, and a group CR. There should be a leader of the Team and that person is responsible for submitting tactics for the whole team. Rewards can be divided among the members of the team.

Perhaps they can be Guild Themed as well.Didn't we toss that idea around once before? I think the problem was the burden--a team vs. team fight would be more than a pitlord can handle in a reasonable time.
SauroGrenom

06-20-06, 05:44 PM
I recall the biggest complaint was that it would be hard to get tactics from everyone on time. That's why i thought of the Leader idea. The Leader would be required to submit tactics on time and would have authority to govern the behavior of all team members in the tactics.

But you have a good point. Two teams of 4 could get to be a large long fight.

Perhaps if the teams are limited to two or three combatants. Also we may be able to figure out an ECL+ECL = ECL+2 kind of encounter table, so that high level characters can fight teams of lower level characters. Only now the teams are predetermined and listed on the roster as a team. That way you can build your character to be a good complement to the other character. You can prepare to be a team member with a particular other character by memorizing buffs or buying items to complement the other character. Perhaps the same player can have two characters that always fight as a team and complement each other.

You're probably right that it would be too long and hard to run such fights. I'm just brainstorming and thinking about teamwork and how it's woefully lacking in CoCo.
TelinArtho

06-20-06, 05:51 PM
Failed miniquests are failed miniquests. I know your arguments but they don't convince me at all. If you are worried that you don't pass the MQ to go Blackguard on time, then begin questing at ECL 3. If you fail all MQs up to ECL 8 then you're not good enough to become a blackguard yet and have to go through another level but come on, this is the worst case scenario and the guy has deserved it: Prestige Class Requirements are still requirements, not presents.

If a character relies so heavily on allies that he cannot even complete a miniquest at his level then he should probably rather play the ally and scrap his character. It's surely not the board's fault. Neither is it if you fail to enter the guild. The guild has to make it without you for some weeks, so what?

You're pulling out impossible worst-case scenarios or ask that failing characters should get an advantage and exception just because they failed. I really like it as it is now and the things you listed as problematic are actually things I'm very glad that they exist because they are what makes miniquests still something of a risk. Without that, they would be nothing but empty shells that do nothing but burden our pitlords.

Let's get back to the topics at hand please instead of opening up new topics. There's enough that needs to be concluded.

Since Cat wants to move the discussions in the council along his own lines - I'll just continue this thread here.

Someone failing a miniquest for an important part of their character, in case you didn't know, happens on occasion through no fault of his or her own. Sometimes the questlord rolls a lucky crit (or two or four in my cases as a questlord). Sometimes the questor gets an "unlucky" draw when the questlord was drafting up the quest.

If you fail the quest, you have used resources on your character, you have not gained any exp and you have not gained any gold. You also have not gained the goal you were striving towards.

If you fail the quest at the beginning of your level, you have around 3-10 fights to go through before you can even attempt the same thing. While it might be "realistic" that this would happen in a regular campaign - I want to stress that CoCo is NOT a regular campaign. If I built a character and wanted him to be a blackguard, but when it came time - he failed his miniquest on a fluke hit, an unlucky draw or even a mistake in my own preparation - I'm going to want a "do over" so I don't need to remake my character.

Yes - these are the "worst-case scenarios" - but let's see what happens if you spend 4 months creating a character, only to see him go down the tubes when some scythe-wielding maniac slices your character's head off in a freak accident. No one expects to lose if they plan well, but at the same time - accidents do happen.

The CoCo is a living and breathing world - and decisions have impacts. However, I disagree that if we get an unlucky roll, or a bad streak of luck or something similar that we should just "suck it up."

I urge you to reconsider this Cat, if only for miniquests that actually impact a character's build (prestige class requirements, allies).
MindWandererB

06-20-06, 05:54 PM
You're probably right that it would be too long and hard to run such fights. I'm just brainstorming and thinking about teamwork and how it's woefully lacking in CoCo.

Yeah, I agree. I would love to see a build centered around, say, buffing up other people. I think about the max would be a two-person team, due to both pitlord workload and balance (I for one think that the ECL+ECL+ECL=ECL+3 didn't work very well at all). However, it's not impossible. If we treated a two-person team as two characters for the purposes of activation, it wouldn't be unreasonable at all.
TelinArtho

06-20-06, 05:55 PM
You're probably right that it would be too long and hard to run such fights. I'm just brainstorming and thinking about teamwork and how it's woefully lacking in CoCo.

Actually, I've found that teamwork happens quite often in the quests that I've been involved in with more that one character.

True - teamwork isn't as cohesive in the arena - but that is mostly due to the random assignments. Also, unless a character could be designated as only a team player - I don't think this would work too well - as you'd have to be still good on a stand-alone side, which would not work as well with the coordinated characters.

I'm not opposed to the idea - but frankly - I think there's enough variety at this moment to deal with. Perhaps after some of the very new changes are more concrete it could be considered.
Hawkeye_60

06-21-06, 01:19 AM
Question, if a barbarian is wearing medium armor, would his speed be 30' or 20'?
TelinArtho

06-21-06, 01:25 AM
Assuming a base move of 30ft, modified with +10 fast movement - yes the barbarian would move at 30ft in medium armor.
Hawkeye_60

06-21-06, 01:37 AM
Ok, just making sure, thanks.
Yellow

06-21-06, 03:36 AM
how to create a character?
Pittbull

06-21-06, 03:39 AM
Have a look to the Quick-Start-Guide (http://boards1.wizards.com/showpost.php?p=5179917), it'll help you to create a character. If you have any questions, just post here.
Yellow

06-21-06, 04:47 AM
How can I give a ranger rage-ability?
How can I earn experience? Without fighting to other.
MindWandererB

06-21-06, 05:18 AM
How can I give a ranger rage-ability?Multiclass with barbarian. That's the only way.How can I earn experience? Without fighting to other.Unfortunately, arena combat is the focus of the CoCo. You can gain some XP in quests and eventually guild activities, and campaigns are also an option once you have a few credits, but for the most part, it's going to be the arena.
waywreth

06-21-06, 11:31 AM
Two 3FC question I would like some opinions on:

1. Character A has 5 allies. Can he mix and match between them on a week by week basis, or must he use the same ones all three fights of the 3FC?

2. Character A has 15pp. Week 1 he uses 1pp out of his 5pp that he could use. This means week 2 he could use up to 9pp (4pp from week 1, 5pp from week 2)?

Thanks,
TelinArtho

06-21-06, 11:35 AM
According to the way the rules are currently the answer to 1 is yes - he can switch out his allies with others already on his character sheet at the start of the 3FC, or even hire mercs if he wants.

2 is yes - if you have unused allotments from previous weeks within the cycle, you can use them in subsequent weeks. Your example is correct.
TelinArtho

06-21-06, 01:09 PM
I've said it before and I'll say it again:

Sir Valkin is looking for a questlord for an EL7 quest with follow member of the CEF - Ignatius. We are hoping to get started after the current 3FC - which would end in 2 weeks (possibly 3).

The quest goal is to recover the Silver Sun Edicts - a roleplaying item I've dropping hints about here and there over the last year or so.

Any questlord who is interested - please send a PM to myself and Erithmu. If no one responds still, I'll have to take to bludgeons...
Hawkeye_60

06-21-06, 01:27 PM
How does Zog (http://boards1.wizards.com/showpost.php?p=9441384&postcount=839) look guys?
TelinArtho

06-21-06, 02:01 PM
The only errors I note are the rebuke attempts per day should be 3 not 5 and the damage with your greatsword should be 2d6+6 not +4 since you add 1.5x your strength bonus.

Do make sure to note with a "C" what items in your equipment were crafted.

Oh and the potion of Enlarge Person you have is CL5, not CL2.

/d
Hawkeye_60

06-21-06, 02:54 PM
The only errors I note are the rebuke attempts per day should be 3 not 5 and the damage with your greatsword should be 2d6+6 not +4 since you add 1.5x your strength bonus.

Do make sure to note with a "C" what items in your equipment were crafted.

Oh and the potion of Enlarge Person you have is CL5, not CL2.

/d
Ah, I new I was forgetting something on my equipment. Thanks.
TelinArtho

06-21-06, 02:59 PM
Multiclass with barbarian. That's the only way.

Just figured I'd add to this. There are a few races that have rage-like abilities:

Sahaugin - may frenzy after they take damage, providing a +2 Str/Con, -2 ac - may not end frenzy until opponent is dead. 1/day

Bearded Devil (Barbazu) - battle frenzy for 6 rounds with +4 Str/Con, +2 Will, -2 AC with no ill effects at the end. 2/day

These are the ones I can think of off the top of my head.
SauroGrenom

06-21-06, 03:05 PM
How does Zog (http://boards1.wizards.com/showpost.php?p=9441384&postcount=839) look guys?
If you're inactive, leave the title line blank.

Also you have almost 2000gp unused. Perhaps you are saving up for something, but if not you should put that money to use.

You need to show your expendibles cap, and I'd suggest ditching the potions of CLW for a wand. The wand is far far cheaper per hp healed.

Next you have the option of using powerfull divine scrolls, but none are listed. Look at those and perhaps you will find something you can use.

Also why the war and destruction domains? Magic is a very usefull domain because you can use arcane scrolls and wands.

At your level a wand of Magic Missile is a fantastic ranged weapon that will beat the pants off of your heavy crossbow.

If you want to take the war domain, then perhaps you can choose an exotic weapon as the dieties favored weapon. A bastard sword would be a nice option that causes decent damage and can be either 1 or 2 handed.

What are the ranks in intimidate for? Infact most of your skill choices are hard to understand. Heal is not a very usefull skill in the Arena. The Knowlege Religion ranks not usefull for any CoCo purpose. With heavy armor and moderate dex, hiding and moving silently are not options that will be very successfull in the arena. Rather you should invest barbarian skill points in listen (to counter invisibility), craft (to craft armor and weapons), handle animal (to maybe gain an ally) and Ride (to use a mount at some point). Your clerical skill points will serve you best in Craft and Concentration.

Get Armor Spikes on your armor. They are very usefull while grappling. Also they allow you to use a reach weapon and still threatin the squares adjacent to you.

Finally why chainmail? A breastplate cost only 25gp more if you craft it yourself, but has a better dex max. So if you use cat's grace you can enjoy the full benefits to your AC.

Your major limitation is what do you do if you cannot close into melee with your opponent? You have a relatively weak range combat option, and your mobility is OK, but not great. So you will never catch mounted ranged fighters. Opponents who fly will defeat you nearly every time. How will you counter invisibility? For a long time my character Kracknol had an attack dog for the scent ability. It was usefull to try and put preassure on invisibile opponents, so they wouldn't buff for 8 rounds before engaging me. Also consider getting a mount to ride or some kind of potent ranged attack.
Myrridin

06-21-06, 03:07 PM
I'm looking for a questlord who can run either a miniquest, or full quest to change Morgan's alignment to LG. He'd like to join the CEF, and doesn't otherwise meet the requirements.
TelinArtho

06-21-06, 03:12 PM
If you want to take the war domain, then perhaps you can choose an exotic weapon as the dieties favored weapon. A bastard sword would be a nice option that causes decent damage and can be either 1 or 2 handed.


Just a quick note on this. War domain gives Martial WP and Weapon Focus with the diety's favored weapon. If the favored weapon is an exotic weapon for you - then you do not gain either (the first because it isn't a martial weapon for you and the second because you are not proficient).

Dwarves can get Dwarven Waraxes from their diety because they are martial weapons for them. However if you were a human devoted to a dwarven god in this manner - you simply wouldn't gain the benefit.
Hawkeye_60

06-21-06, 03:36 PM
Do wands count against the expendables cap? And how many charges does a wand have?
TelinArtho

06-21-06, 03:40 PM
No - only potions, scrolls, powerstones and tattoos count against the expendable cap.

So 1-use wondrous items are fine, same with wands and dorjes.

Wands are made with 50 charges.
Hawkeye_60

06-21-06, 03:58 PM
Does ACP come into effect when casting an arcane spell from a scroll?
TelinArtho

06-21-06, 04:07 PM
Using a scroll is like casting a spell for purposes of arcane spell failure chance.

So yes - but if the spell on the scroll doesn't have a Somatic component (S in the component line of the spell) you don't have to worry about it.
Hawkeye_60

06-21-06, 04:20 PM
Ok, what would the DC be for an arcane spell scroll? 10+ spell level?
TelinArtho

06-21-06, 04:29 PM
This can also be found in the SRD in the scrolls section.

The DC of most spells (unless specified in the spell description) is 10+SL+Ability Modifier.

Scrolls use the minimum ability score necessary for the casting.

So a 1st level scroll would be DC10+1(SL)+0 (11 min ability)
2nd would be DC13
3rd would be DC14
etc.
Ariel23

06-21-06, 05:59 PM
Hi, all.

I've been busy in RL during bad timing in the arena. For various reasons, I'm going to be taking a break from the CoCo.
It has nothing to do with the new rules. I love the idea of the 3FC. I think it will get better, and I really like the direction it is heading. All the ally stuff, expendables, etc, is all great, too.
I'd like to try about 6 weeks with no SP cap just to see what happens; or maybe make it 1/2 SP max per fight [divided amongst 3 fights], but meh. Chaos would ensue.

Some of you have made the Core Coliseum a fun place to hang out, and most have contributed to making it a learning experience. I'm not sure how much of what I've learned will translate into PnP, unless I want to become the new official rules lawyer and stop play every 5 minutes to complain about how the round is going. :P
Seriously, a lot of it is such micro detail stuff that it will never come up in PnP, or if it does, it won't matter if you get it wrong. (One could argue it never matters if you get it wrong, if you're just there for the RP. Sort of like there are no wrong turns on vacation.)

I have no plans one way or the other about when/if/how/why/who/where I'm coming back. It could be 2 weeks, or it might be 2 years.

Tell Iced I'm sorry about the MQ (and the CEF, as well). The legions of evil have forced my hand elsewhere.
MindWandererB

06-22-06, 01:54 AM
New FAQ up. Some of it is relevant to us, but nothing earth-shattering. There's a nice bit on the interaction of Flurry of Blows with a bite attack. The rest is recommended reading IMO, but I think it's all in line with the way we already do things.
Hawkeye_60

06-22-06, 01:58 AM
Well guys, I posted my story if any of you care like reading it.
Stormwind

06-22-06, 07:01 AM
@Ariel23: Sorry to see you leave Ariel. Hope to see you back sometime.
SauroGrenom

06-22-06, 03:24 PM
Please remind me...

Can you start a new character with Diplomacy allies already on the sheet?

I am under the impression that is not allowed, but I cannot seam to find it in the rules. If you can find it, please let me know.
TelinArtho

06-22-06, 03:41 PM
Since Diplomacy allies must be quested for - by default - no you can't start with them.
MindWandererB

06-22-06, 08:49 PM
I have a question regarding the Freedom of Movement spell: what is its effect on difficult terrain? The spell description is ambiguous--it specifically calls out magical impediments and water, but not other, natural impediments. However, it seems like those kinds of impediments were intended to be covered. Can I get a consensus or an elder ruling on this?
DirewolfX

06-22-06, 09:20 PM
Hi, I just started here, so I thought I'd drop in the tavern and say hello.

I made my first character here (http://boards1.wizards.com/showpost.php?p=9455708) and I was hoping someone could take a look and make sure I covered everything I need. Thanks!
Hawkeye_60

06-22-06, 09:28 PM
I just took a quick glance, looks pretty good, although I'll let someone else with a better eye look at him thoroughly.
NiQil

06-22-06, 09:46 PM
Hi, I just started here, so I thought I'd drop in the tavern and say hello.

I made my first character here (http://boards1.wizards.com/showpost.php?p=9455708) and I was hoping someone could take a look and make sure I covered everything I need. Thanks!

Couple of things pop out...

You do not have the ability to use a wand of cure light wounds. That spell is not on your spell list, so it would require a UMD check to use, and you have no ranks in that skill.

Your spellbook needs to list the total number of pages used. There are 19 Cantrips, which count as 19 pages, and then you count a page for each spell level you have (so a 1st level spell takes one page, a 2nd level spell takes two pages, etc.).

I don't see anywhere that you have spent the 100 gp necessary to summon your familiar.
Prisonlords

06-22-06, 11:21 PM
@ Everyone:

The Court Decisions have been updated, and now include a flight tutorial written by SauroGrenom. For those that have questions regarding how flight works, it is very useful.

If anyone else has any topics that they feel should be addressed in a similar manner, feel free to do so. Send me a PM if you have questions about this, and we can discuss it further.
King Uther

06-23-06, 12:28 AM
Campaign exploring the liberation of the kingdom of Achos will start July 12th.

There are currently 4 PC slots available, and I have heard a lot if interest in the idea. EL is determined by the interested party members. I may accept 5 characters. PM me with your character if you want a slot.
King Uther

06-23-06, 02:13 AM
Alagar is on his first week of the 3WC. His second week will be a normal fight. His third week I would like to be a quest to gain both a cohort and access to the Talariic texts so he can become a Warmind. Do I need to MQ to finish the 3WC, or will the first week of the quest count as that(and essentially be a 5WC)?
NiQil

06-23-06, 02:16 AM
Alagar is on his first week of the 3WC. His second week will be a normal fight. His third week I would like to be a quest to gain both a cohort and access to the Talariic texts so he can become a Warmind. Do I need to MQ to finish the 3WC, or will the first week of the quest count as that(and essentially be a 5WC)?

It is my understanding that you would need to either do an arena fight for your third week, or a MQ of at least your ECL for your third week. A full quest cannot be started until your 3FC is complete.
NiQil

06-23-06, 02:24 AM
Campaign exploring the liberation of the kingdom of Achos will start July 12th.

There are currently 4 PC slots available, and I have heard a lot if interest in the idea. EL is determined by the interested party members. I may accept 5 characters. PM me with your character if you want a slot.

I would be very interested in using one of the characters I have sitting on my harddrive for an exploration campaign. Since it would be a new character, ECL could be adjusted to whatever everyone else is.

The characters I have to choose from include:

An elven Rogue.
A dwarven Barbarian
A wood elf Soulknife
Zevox

06-23-06, 02:26 AM
Alagar is on his first week of the 3WC. His second week will be a normal fight. His third week I would like to be a quest to gain both a cohort and access to the Talariic texts so he can become a Warmind. Do I need to MQ to finish the 3WC, or will the first week of the quest count as that(and essentially be a 5WC)?
As NiQil said, you can't do a full quest until your cycle is completed. In addition, you can't have more than one goal for a quest, so both getting a cohort and access to the Talariic Texts in one quest can't happen. Might I suggest miniquesting for the texts as your third fight, then full questing for the cohort (since you can't get cohorts from MQs)?

Zevox
Hawkeye_60

06-23-06, 03:04 AM
Where can I find the tricks an animal can learn?

Nevermind, I found it. Instead what, if any, tricks or packages would a wolf animal companion know?
Hawkeye_60

06-23-06, 08:50 AM
I'll assume that the wolf doesn't know any tricks. Since a character has unlimited time to craft his own armor and the like before its first fight or anything, would the same apply to teaching an animal tricks? or would I have to have my character active for each trick I want to teach it?
Hawkeye_60

06-23-06, 08:51 AM
Sorry, double post.
Zevox

06-23-06, 10:22 AM
I'll assume that the wolf doesn't know any tricks. Since a character has unlimited time to craft his own armor and the like before its first fight or anything, would the same apply to teaching an animal tricks? or would I have to have my character active for each trick I want to teach it?
For an animal companion for a Druid/Ranger, it automatically knows however many bonus tricks it qualifies for - no training required. You can also teach it as many tricks as you like before your first fight, since you're presumed to have unlimited time to do things like that, presuming of course you have a high enough Handle Animal modifier (for most tricks, +10, since you need to take 10 to do it, though some can be done with just a +5).

Zevox
Hawkeye_60

06-23-06, 10:31 AM
Ok, thank you.
Hawkeye_60

06-23-06, 11:12 AM
Gwyn (http://boards1.wizards.com/showpost.php?p=9459521&postcount=844) is now ready to be looked over. Also, please double check her animal companion Caedmon, as I tried to advance him his 2HD, but I'm not sure I got everything right. Thanks.
TelinArtho

06-23-06, 11:34 AM
Well, your Exotic weapon proficiency is not an option at level one, since it has a +1 BAB prerequisite. Same would apply for your Weapon Finesse feat. You can easily move Lightning Reflexes to Human or Level 1 - but you are not able to get both of those feats as is right now.

I don't know why you have a dragonhide light steel shield, when a Wooden one is cheaper and weighs less. If you are doing it for character reasons - I would just describe the wooden shield as having dragon scales and save the money. Regardless, while using it, you can't weild your spiked chain.

Also it first looked like you had priced the dragonhide equipment incorrectly, but with further investigation - it appears you have crafted it. For all crafted items, make sure you note them with a C or something similar.

A small point, but [Ma] tools for craft skills cost 55gp while [Ma] tools for profession cost 50gp. A small difference - but you need to account for the extra 5gp.

For your animal companion, adjust his AC to account for his increased dex, also at 4HD, he gains +1 to an ability score and at 3HD another feat. The bite should be +6 melee and 1d6+3 damage. Since the wolf only has 1 natural attack, it gets 1.5x str bonus to damage.

The wolf only has 6 tricks listed, but you are eligible for 8 as a starting level 3 druid. You don't have to fill them up - but just making sure you are aware of them.

Since it appears you are planning on using UMD for a few of your items, it would be very helpful to your pitlords to have the items needing such checks marked accordingly.
Zevox

06-23-06, 11:39 AM
Well, on the wolf, you forgot to upgrade his AC for the improved dexterity (now +3, so AC 17, touch 13). His attack should be at +6 (3bab, +2str, +1weapon focus). He should also have another feat (gains one at his 3rd HD). Also, he should know 8 tricks if you're going to fully train him - 6 for his normal max for having an int of 2, and 2 bonus tricks for being the companion of a 3rd-level Druid.

Also, you should remove lines that don't apply to the character, like Spell Resistance, Damage Reduction, or fly speed.

You've underpriced your Dragonhide Breastplate. Dragonhide armor costs double what masterwork armor does, so it should cost 700 gp. The same goes for the shield, though for that you could just buy a masterwork light wooden shield instead - cheaper and no penalties to a Druid for using it. Correction, I think you may have crafted that, though if you did you need to mark it somehow (such as with a C that most around here use). And in that case you're still off on the shield - it would cost 154 gp and 5 sp (you forgot to half the normal cost of the shield).

Your ACP is also off. A Dragonhide Breastplate has an ACP of -3, not -2 (1 less than a normal Breastplate's -4 for being masterwork).

Beyond those, looks pretty good near as I can tell.

Zevox
Hawkeye_60

06-23-06, 11:55 AM
Hmm...Oh well, thats what happens when you can't sleep and are up at two in the morning making a character.

Thanks guys, I appreciate it.
SauroGrenom

06-23-06, 12:02 PM
First about your companion. A Riding Dog is better than a wolf in almost every way. Period. It has most of the same stats, but a higher AC, Higher STR and more skill points (Go Figure?). The only thing behind the Wolf is with a slightly slower speed.

Train it for war and you even get the Trip ability as a wolf.

You are missing a feat on the animal. It should have 2 feats and a bonus feat. For a total of 3 feats.

You need to list your expendables cap.

You need to mark your self crafted armor as being self crafted.

Also you are a Druid, so you get no bonus feats. In your position I would not spend a feat on weapon finness when you only get a additional +1 on attack rolls. Also I would not spend a feat on a +2 on reflex saves. You can get the same with a cloak of resistance for 4000gp. Rather take your 3rd level feat as Craft Wondrous Items. That way you can craft your cloak for 2000gp and get a bonus to all saves.

With your armor and moderate dex you cannot expect to hide very well in the arena. Especialy since Hide is a cross class skill for you. You have far better options to invest those skill points. Ride or Spell Craft or Listen or Spot or even Diplonacy or Knowlege will serve your character better.

In general Hiding is very hard to do in the Arena. To use that tactic requires being very very specialized. For a good hiding build look at Cyra in ECL9. Even then you must also have a great move silently. These builds all rely on ranged weapons and no spell casting (sounds give away your position).

I assume the ranks in UMD are for the MM wand. Although a wand of MM is a great weapon, it probably isn't worth the money and skill points for this tactic. With a UMD check of +4 you must roll a 16 on a 20 to attack with the wand. So only 1/4 of your attacks will succeed.

Infact you probably have too many skill points. I'm sure you would do well by switching your stats to put 2 less into INT and and extra 2 points into STR or CON.

Finally Leave the title line blank if you are inactive. This is by Cat's request.
Hawkeye_60

06-23-06, 01:04 PM
Thanks Sauro. By the way, do I need UMD to use the CLW wand?
TelinArtho

06-23-06, 01:11 PM
For wands, as long as the spell is on your class list - you can use the wand. Wands are not "divine" or "arcane" - so a Wand of CLW can be used by a cleric, a ranger and a bard for example.

For scrolls, the spell has to be a) on your class list b) able to be cast with your ability score (so if your primary casting attribute is Wisdom and your score is 13, then you can only use scrolls up to 3rd level successfully) and c) be of the appropriate type - either divine or arcane.

So - a wizard-scribed Arcane scroll of Bull's Strength would not be usable by a cleric (unless the cleric had the magic domain) or druid; similarly a divine scroll of CLW can not be used by a bard.

Hope that helps.
SauroGrenom

06-23-06, 01:11 PM
Thanks Sauro. By the way, do I need UMD to use the CLW wand?
No CLW is on the Druid class list.

If you realy want to use Arcane wands, then you can multiclass into an arcane spell casting class such as wizard, sorcerer or bard.
Hawkeye_60

06-23-06, 02:25 PM
If I took Combat Reflexes as my human feat, could I take Improved Trip as my Lvl 1 feat?
TelinArtho

06-23-06, 02:34 PM
No... but if you took Combat Expertise (INT 13 required) as a Human bonus, you could take Improved trip (Combat Expertise required) as your 1st level feat.
Hawkeye_60

06-23-06, 02:36 PM
Lol, sorry, I meant Combat Expertise.
SauroGrenom

06-23-06, 02:42 PM
If I took Combat Reflexes as my human feat, could I take Improved Trip as my Lvl 1 feat?
Yes. Also to consider is that if you want to trip with regular success, you will need to have a far better dex or strength. Even if you have a trip check that is a bit better than your opponent, you can have a decent chance of loosing your weapon in any given round. And there are often many rounds in a battle. Remember that you can be counter tripped if you fail a trip check. So if you happen to roll a low number on your trip attempt twice, then even a weak foe can disarm you. You should have a backup weapon. Also you should have a way to become larger in size. There are several races that grant a bonus on trip checks when defending. Dwarves and all 4 legged things recieve this bonus.

Bottom line is that if you hope to trip, then you need to focus on it with a bit higher strength or dex and some way to gain large size. Also you need to plann on loosing your primary weapon with decent frequency. So bring a backup weapon.
Hawkeye_60

06-23-06, 04:45 PM
Again, thanks Sauro. I have a question about allies, specifially dragons. Listed in the rules is a white dragon; I was wondering if I could get a blue dragon instead? This is just for future planning.
bluemage55

06-23-06, 04:53 PM
A wyrmling blue dragon would have an ECL of 10, which would entail many credits and the frozen leagues if I'm not mistaken.
TelinArtho

06-23-06, 05:04 PM
Again, thanks Sauro. I have a question about allies, specifially dragons. Listed in the rules is a white dragon; I was wondering if I could get a blue dragon instead? This is just for future planning.

For allies - if its not listed specifically - you can assume it isn't available. In the case of the blue dragon, its intelligence at wyrmling is 10, which is too high for the rules we've established for diplomacy allies.

If it is a matter of role play - you can get a wyrmling white - and just dub him a blue dragon. Of course, the breath weapon would still be cold - but that's pretty much the best course I would guess.
King Uther

06-24-06, 01:48 AM
For my Campaign, which is officially an EL 3-4 campaign, I now have two slots filled out of 4(perhaps 5). The storyline will be about the betrayal in the Kingdom of Achos, the war that ensues, and about a small amount of heroes to possibly lead in the Liberation of Achos. It will take your character from 3rd to 9th in about 16 weeks.

Requirements:
1. The ability to post every day. I will grant a grace period of a one day absence a week, and if something comes up I understand, but a campaign falls apart without active party members.
2. Roleplay strong PCs who can handle complex choices, both in battle and out.
3. People who want to have fun.
4. 5 credits(obviously)

Characters:
1. Ephraim Human Psywar1/Wilder2 Plan: Elocater
2. Silis Grey Elf Rogue/Wizard Plan: Arcane Trickster

If you would like to join and find yourself credit-short, PM me and I will consider working out a deal with you. First come, first serve. This stroyline will be very political in nature and prove a different environment than any quest, battle, or campaign that has ever happened here.
Iced

06-24-06, 04:12 AM
I'm interested Uther. Solan wants to go questin' ;).
Caterane

06-24-06, 05:18 AM
All please come to the Writing Contest (http://boards1.wizards.com/showthread.php?t=657344) Poll and vote for the best story!

If you would like to join and find yourself credit-short, PM me and I will consider working out a deal with you. I would prefer not to see such things. You and Huan can support the whole roster for some weeks. The credit payment is more to protect your campaign in that a player has proven to be reliable, and it is also a reward for those who contribute. Five credits for a campaign is nothing; a real cost would be 1/week so you can see I am not interested in making it a cost but rather a sieve. Those who really want to join can earn credits till the 12th. Continuous participation in a campaign is no less work than a low-level fight once a week.
bluemage55

06-24-06, 08:10 AM
Hmm, I always enjoyed good games of intrigue, and it sounds like a great idea.

Anyone have some ideas how a relatively new CoCo player such as myself can earn 5 credits by the 12th? :D
Pitlords

06-24-06, 08:30 AM
Hmm, I always enjoyed good games of intrigue, and it sounds like a great idea.

Anyone have some ideas how a relatively new CoCo player such as myself can earn 5 credits by the 12th? :D

Rules of Gladius: Credits (http://boards1.wizards.com/showpost.php?p=6467052)
bluemage55

06-24-06, 09:08 AM
Is there any auditing that needs to be done at the moment?
Pitlords

06-24-06, 09:31 AM
The easiest way to gain the 5 is to send (caterane (at) gmx.de) me a picture of you (2) then run two fights next week with at least 5 mapmaker maps (http://www.hwx.it/coco/) each and using the online roller (http://www.hwx.it/wizards.com/) (3) and voila, here's your campaign ticket.

Speaking of campaigns, I've updated the Rules of Gladius: Campaignlords. I've left the +33% Completion Bonus in there because of the frequent campaign abortioin. Of a total of 8 campaigns, six have been aborted which is 75%! This has to improve.
NiQil

06-24-06, 01:49 PM
Is there any auditing that needs to be done at the moment?

Audits are always available to be done. Take look at the opening posts of the Prison for details on how to go about them.
bluemage55

06-24-06, 02:09 PM
The easiest way to gain the 5 is to send (caterane (at) gmx.de) me a picture of you (2) then run two fights next week with at least 5 mapmaker maps (http://www.hwx.it/coco/) each and using the online roller (http://www.hwx.it/wizards.com/) (3) and voila, here's your campaign ticket.


Hmm, that sounds pretty good. Sign me up to be a Pitlord please! :D
Pitlords

06-24-06, 02:47 PM
I've added Bluemage55 and our great Book5 to the Gallery 3 (http://boards1.wizards.com/showpost.php?p=7048445&postcount=5)! 2 for both.

@all Pitlords:

I've noticed that the Fight Summaries can be improved. You have to include the expendables used, as always, but also the Time Roll, Spells, PP, and abilities used, and effects with a remaining duration of more than 1 hour. You also have to include the previous fight summaries in your summary. This makes it much easier for the next pitlord and for auditors. Example for a template:


Player A wins and gains 900 XP and 900 Gold.
Player B loses and gains 300 XP and 300 Gold.

Player A
Week 1: [6 hours], Potion of invisibility [3], 2 Powerstones of Vigor [2], 15 PP
Ongoing Effects: Psionic focus

Player B
Week 1: [2 hours], 6 Spell levels, Nondetection (prebuff), Haste
Ongoing Effects: Nondetection (10 hours)

Week 2: [6 hours], Tattoo of vigor [1], 10 Spell Levels, Invisibility, Lightning bolt, Blur, Fireball
Ongoing Effects: Nondetection (4 hours) Note how I included the first week for Player B. This is much easier for the next pitlord than browsing back.

@Players: Please include the fight summary somewhere on your sheet in named sblocks so that the pitlord doesn't have to look for it himself.

@NiQil: Can you make a streamlined fight summary and add it to the Prison please? That would be awesomistico.

@bluemage: Done :)
NiQil

06-24-06, 03:08 PM
I've added Bluemage55 and our great Book5 to the Gallery 3 (http://boards1.wizards.com/showpost.php?p=7048445&postcount=5)! 2 for both.

@all Pitlords:

I've noticed that the Fight Summaries can be improved. You have to include the expendables used, as always, but also the Time Roll, Spells, PP, and abilities used, and effects with a remaining duration of more than 1 hour. You also have to include the previous fight summaries in your summary. This makes it much easier for the next pitlord and for auditors. Example for a template:


Player A wins and gains 900 XP and 900 Gold.
Player B loses and gains 300 XP and 300 Gold.

Player A
Week 1: [6 hours], Potion of invisibility [3], 2 Powerstones of Vigor [2], 15 PP
Ongoing Effects: Psionic focus

Player B
Week 1: [2 hours], 6 Spell levels, Nondetection (prebuff), Haste
Ongoing Effects: Nondetection (10 hours)

Week 2: [6 hours], Tattoo of vigor [1], 10 Spell Levels, Invisibility, Lightning bolt, Blur, Fireball
Ongoing Effects: Nondetection (4 hours) Note how I included the first week for Player B. This is much easier for the next pitlord than browsing back.

@Players: Please include the fight summary somewhere on your sheet in named sblocks so that the pitlord doesn't have to look for it himself.

@NiQil: Can you make a streamlined fight summary and add it to the Prison please? That would be awesomistico.

@bluemage: Done :)

I can see about adding something like that to the new default character sheet for when that gets put into use...

As far as a template for pitlords to use...I can make one, but it would probably be better placed in the Pitlording section of the Rules thread. Give me a few days and I'll get something to you.
Zevox

06-24-06, 11:24 PM
@ King Uther - If you've still got room, I'd like to offer my character Featylec Elendi for the campaign. Hes better suited to that kind of adventuring than the arena, and I've been hoping for a good chance to RP him outside of the Warfare Alliance guild hall.

Featylec, High Elf Rogue 2/Fighter 1/Ranger 1, Plan: Shadowdancer

@ Anyone - I'm looking for a questlord for my Druid, Destra Stormwind. The quest won't be for about two weeks most likely (she has to finish her current cycle, and if my character change request is approved she'll probably spend a week scribing scrolls afterwards), but I figured its best to get this planned out well in advance. Its a purely RP quest - she'll be looking to perform a ritual of her God, Talos, called the Calling Down the Thunder. I'll send specifics to anyone interested (post here or PM me, whichever you prefer), but to note, Talos is a CE God of pretty much any natural disaster you can name, so its not a pretty one.

Zevox
bluemage55

06-25-06, 01:14 AM
@King Uther: Seeing as 5 credits seems quite possible now, I would like to offer my character Lantash the Ancient (Human Cleric 3) for your campaign if there is still room.
SauroGrenom

06-25-06, 11:07 AM
New Gladius Record has been posted. I'll be happy to edit in anything you may want to post there. I cannot follow every character in the Arena, but if something interesting is going on, point it out to me and I'll put it into the weekly.

Also I invite everyone to notify me about interesting things you may know about. If one of your characters has a grudge with another, let me know. Or if you are in a quest where something happens to affect the world of gladius, then send me a pm and I'll put a short article into the weekly. Also if you pitlord a particularly long or interesting battle, or if you write a story about it, then let me know and I'll put that in the weekly as well.
Papapeperoni

06-25-06, 11:38 AM
@King Uther: While my reputation (ahem) might give some second-guessing if I'm gonna be available, Kendal is excellently suited for RPing instead of fighting (probably because I ripped him straight out of my campaign). Problem is that he's encounter level 5. The credits aren't a problem.

Let's start with a clean slate and I'll try to make that ugly [Failure] tag disappear :).

Greets,
--Papapeperoni, God of Pizza's
Stormwind

06-25-06, 12:31 PM
@all Pitlords:

I've noticed that the Fight Summaries can be improved. You have to include the expendables used, as always, but also the Time Roll, Spells, PP, and abilities used, and effects with a remaining duration of more than 1 hour. You also have to include the previous fight summaries in your summary. This makes it much easier for the next pitlord and for auditors. Example for a template:


Player A wins and gains 900 XP and 900 Gold.
Player B loses and gains 300 XP and 300 Gold.

Player A
Week 1: [6 hours], Potion of invisibility [3], 2 Powerstones of Vigor [2], 15 PP
Ongoing Effects: Psionic focus

Player B
Week 1: [2 hours], 6 Spell levels, Nondetection (prebuff), Haste
Ongoing Effects: Nondetection (10 hours)

Week 2: [6 hours], Tattoo of vigor [1], 10 Spell Levels, Invisibility, Lightning bolt, Blur, Fireball
Ongoing Effects: Nondetection (4 hours)
I have used something slightly different in the Gaston vs Anixx fight. Basically its a similar format, but it splits up items, pp used, spells used etc, which is easier for me as a pitlord to read through.

Outcome:
Character1 loses and gains ?xp and ?gp
Character2 wins and gains ?xp and ?gp


Character 1 (3WF information)
Items used(Week 1): Potion of Invisibility
Prepared Spells used(Week 1): Fly, Dispel magic
Spell levels/power points unused(Week 1): 10/16 spell levels
Ongoing effect(Week 1): [4 hours]...

Character 2 (3WF information)
Items used(Week 1): ...
Spell levels/power points unused(Week 1): 0/31 power points
Ongoing effect(Week 1): [4 hours] Psionic focus
Hawkeye_60

06-25-06, 10:37 PM
Hey guys, only two people, MWB and Darth Vegan (who still needs to post an explanation) have voted on this month's submitted stories. Is anyone else going to vote or what?
DarthVegan

06-25-06, 11:28 PM
Hey guys, only two people, MWB and Darth Vegan (who still needs to post an explanation) have voted on this month's submitted stories. Is anyone else going to vote or what?


Explanation posted.
Hawkeye_60

06-26-06, 12:11 AM
Nevermind.
bluemage55

06-26-06, 01:05 AM
Wow. I just read the Solan vs. Hood fight. Wow.

My condolences to the loser (who I choose not to spoil) for being so terribly hated by the dice.
Hawkeye_60

06-26-06, 02:20 AM
Do animals get criticals?
MindWandererB

06-26-06, 02:21 AM
Do animals get criticals?Sure. The threat on a natural weapon is 20/x2 by default.
Hawkeye_60

06-26-06, 02:40 AM
Ok, and does a melee touch attack use a Str bonus, or just BAB?
TheMagister

06-26-06, 02:58 AM
Ok, and does a melee touch attack use a Str bonus, or just BAB?

BAB + Str.

TM
TheMagister

06-26-06, 03:01 AM
Wow. I just read the Solan vs. Hood fight. Wow.

My condolences to the loser (who I choose not to spoil) for being so terribly hated by the dice.

I know!

Still, it's about time someone else gets the hoodoo off of my characters' historically bad dice luck.

TM
SoulLord

06-26-06, 09:01 AM
For my Campaign, which is officially an EL 3-4 campaign, I now have two slots filled out of 4(perhaps 5). The storyline will be about the betrayal in the Kingdom of Achos, the war that ensues, and about a small amount of heroes to possibly lead in the Liberation of Achos. It will take your character from 3rd to 9th in about 16 weeks.

Requirements:
1. The ability to post every day. I will grant a grace period of a one day absence a week, and if something comes up I understand, but a campaign falls apart without active party members.
2. Roleplay strong PCs who can handle complex choices, both in battle and out.
3. People who want to have fun.
4. 5 credits(obviously)

Characters:
1. Ephraim Human Psywar1/Wilder2 Plan: Elocater
2. Silis Grey Elf Rogue/Wizard Plan: Arcane Trickster

If you would like to join and find yourself credit-short, PM me and I will consider working out a deal with you. First come, first serve. This stroyline will be very political in nature and prove a different environment than any quest, battle, or campaign that has ever happened here.


Plerase Consider Ten Vermond ECL 3 as a candidate for your campaign.
TelinArtho

06-26-06, 02:07 PM
[The Story]

Sir Valkin and Overseer and Foreman were returning home - a vast distance across a mostly open plain kept them away from their destination and a warm bed. The long journey had left them tired, but as trained in fighting as he was, Sir Valkin always kept a vigilant eye.

Nearby, he notes the presence of a few rocks and trees that hinder his view, but he pays them little attention - until a shadow flits from one and then another.

Two dwarves step out to challenge him.

Ye have dealt many a blow to our brethren infidel. For that - you must return to the ground as bones and flesh and blood. Surrender now so that your death will be swift. Do not surrender - and we will take pleasure in feasting on your horses' meat and picking our teeth with your bones.

Heavily armored and well equipped, Sir Valkin knew they meant him harm in much the way the others before him had. After all, it did not take him long to remember the others about whom they were referring - a human woman who bore the crest of Death's Head with the power to surge the mind to oblivion, a human man with an affinity for nature and warfare who nearly took him down with the help of an outsider, and most recently a barbaric elf from the lands most wild, who focused on taking down Foreman.

Yes, they had all been taken down when they faced Sir Valkin - but he was not one to assume such pride as to think himself invincible. Many of his encounters have been very close to bringing death to his door, and in his time, he hopes to see such events stop.

Barely lost in reverie, Sir Valkin is brought back as the two dwarves set themselves up - preparing for battle. Sir Valkin drinks down a potion and maneuvers Overseer into a good place to receive them. Foreman canters beside him. As an almost afterthought, Sir Valkin deftly pulls his lance from its stowed location and levels it at one of the dwarves before him.

You can turn away now and be forgiven for threatening my life. However, if you do not - I can only hope that Pelor will bless your souls in passing. Sir Valkin's voice was strong and unwavering. Two on one was not his favorite odds - but at least he had his horses to see him through.

Under his breath - Sir Valkin whispered May the light of your setting sun see my way to victory on this evening. May my sword swing true and their axes fall short. Protect me in my time of need.

Suddenly the two dwarves, in synchronized movement, charge in - holding their axes of cruel intent above their heads. Sir Valkin stabs at one of them in mid-charge with his lance, but they both swing down. However, to his surprise - they are attacking his mount and trusted-friend rather than him. The injured one's axe cuts deeply into Overseer's flank. Accustomed to warfare, he didn't flinch as much as most horses would from such a terrible wound.

With cunning reflexes, Sir Valkin drops his lance and draws his sword to engage the two dwarves in close quarters. His swings seem blessed by Pelor as they cut through the man's ornate mithril plate armor. The stalwart dwarf holds his hands up to protect him from the ensuing flurry of hooves from the two horses.

Badly wounded, the dwarf produces a short stick from his belt and touches it to one of the wounds - and it closes up swiftly. His brother steps in between to give his brother some time, and this time lays a wound into Overseer that makes the valiant steed snort in pain. Overseer retaliates with his hooves and biting - catching a bit of the dwarf's flesh. Sir Valkin says a quick whisper to Pelor and touches the back of his mount - the wounds from the two dwarves almost completely healed. Foreman continues to attack the heavily wounded dwarf, but cannot get a hoof in to drive him away.

You should have turned away from this fight. Can't you see that the only deaths that might occur today are your own? Stop this folly and return to your homes.

For the dishonor you have laid on our kin - rest is never granted to us. Only your death will appease their souls - and who are we to deny them that? Death lingers here - only to take your soul to be sacrificed to their satisfaction!

The vile axe came down once more, but it deflected harmlessly off of Overseer's armor. Overseer smashed a hoof into the dwarf's leg and it sent the dwarf howling in pain - the bones nearly broken from the impact.

Sir Valkin's blade rained down on the dwarf, but somehow, the dwarf parried the blows with expert efficiency. The other dwarf, facing a trained warhorse on his own, touched his wand of healing to his side to close up another lengthy cut.

Bring that horse down brother War! The wounded dwarf cheered his companion on, and the morale boost tore into Overseer's neck - through his armor and leaving a nasty cut. Sir Valkin took advantage of the open stance of his foe's attack and connected mightily against the dwarf's back.

Tired of being pressed hard by Foreman - the other dwarf hefted his axe around and nearly took Foreman down in one swing. Sir Valkin gave his friend a worried look for a moment, but it only spurred him to finish this fight once and for all. His sword bit flesh once more, nearly driving War to the ground. Foreman - even more determined to take the dwarf down - pounded out the breasplate of his mithril armor - sending reverberations throughout his body.

Overseer - similarly spurred - connects with a hoof as well, sending War to stand back with his companion - trying to heal himself as well. However, before he is able to - Overseer's hoof smashes in his hip and he is driven to the ground.

Foreman keeps the other dwarf occupied and Sir Valkin produces his own wand to heal his allies. As he touches Overseer's back with it, Overseer instinctively sets up for a charge once more.

A brief look of fear on his face and a quick glance at his felled companion, Death moved beyond a tree to get out of the charge line. The last thing he wanted was to be skewered on Sir Valkin's sword.

Foiled in the charge attempt, Overseer moved up to the dwarf to allow Sir Valkin to swing down once more. While his swing fails to connect, Foreman steps up on the other side of the dwarf - boxing him in against the tree.

Death becomes me - but one day... one day! Even so close to death, he brought his axe around one last time, but the feeble swing is interrupted when Sir Valkin's blade pierces his chest.

One day perhaps - but not on this day. May Pelor help to cleanse your tainted souls in death.

[Notes]

What follows are three versions of the same fight, using the same rolls as much as (humanly) possible (I know I screwed up on a few of them - but for the most part - they are the same...). The first version is my original hypothesis of what tactics would work best for Death and War given Sir Valkin's simple tactics of "Set up for a charge, close to melee. Heal with Lay on Hands/Wand if either Overseer or Sir Valkin get below half hit points).

The second version was added when NiQil added some thoughts about how he thought Death and War would be best suited - without changing much (he wanted to fight Foreman first, and then focus on Overseer).

The third version was essentially what he would've wanted to do if he had control of the fight - namely to target Foreman then Overseer then Sir Valkin - but also stay far apart and try to attack at range for as long as possible.

In the end, I think this has enlightened both myself and NiQil about how to handle a vastly faster opponent with an ally or two when you have two melee characters. By focusing on Foreman first, they did remove some of the attacks against them each round, but it also meant a round or two that they could've been attacking Overseer. If Foreman's AC was a little higher - say with barding - wasting time on him would've been very detrimental to their plans.

Also - if you notice - the third version is actually the worst for War and Death. Since they weren't able to "take the attention" of Sir Valkin and Overseer away from the more wounded one (by having one block Sir Valkin from stepping forward and making good use of columns and such), my character was able to take one down with little risk to himself. The focus here is that Death and War really needed to be on the offensive.

Frankly - I wonder how much would've changed if the duo focused only on attacking unless Sir Valkin withdrew. NiQil's extreme defensive strategy (heal at 25hp to at least back up to 40hp) can be more of a hindrance to him when facing opponents who get a lot of attacks and who can deal significant damage.

On my side, I have remarked that Sir Valkin's ride skill is barely effective with Overseer's already high AC - so it usually didn't come into play. Luckily for me, after level 7, Sir Valkin will be able to put a few more points into it to hopefully resolve this problem. I have also found that using a wand for him is difficult to work with and I think he'll need to more regularly withdraw from combat to heal if it comes down to that. Again - luckily for me, I can use lay on hands to heal a significant amount of hit points before resorting to the wand.

I also feel that Sir Valkin's hit ability, damage output and defensive ability are all too low for his level. AC is somewhat covered while he is riding and able to take cover with Foreman/Overseer, but I'd like to see it up in the high 20s on its own. For attack modifiers and damage, I am looking forward to divine might at level 9 for more damage, and I figure I'll also enchant my sword up to +2 maybe. Getting a belt of giant strength is certainly an option as well to resolve this some more.

I'm interested to retry this fight with Sir Valkin at Level 8 and Death and War (or Pestilence and Famine more likely...) at level 6 - since one of the observations NiQil pointed out was the number of attacks per round. With Sir Valkin's team getting 5-8 per round and Death and War combining to get 2 - it obviously is lopsided. That being said, getting Sir Valkin to level 8 should open up all kinds of items to him, though level 9 gives him another feat, and another spell I believe.

I welcome all comments on this fight, notes about my notes and even notes about the story (which at this point is more of an "afterthought"). I've put in about 10 hours on the three fights plus the story and PMs back and forth with NiQil, so just having this done is a nice accomplishment for me. Hope everyone enjoys it!

Exhibition Match: Sir Valkin (advanced to ECL7) vs Death and War (ECL5 each)

Arena used: old arena map.

Notes about advancement: +1 paladin level (Ftr1/Pal6), +7.5hp (57), +1 BAB (+7), +1 to all saves (+13/+7/+7), +3 skill points (all into Craft(Weaponsmithing), 1 more spell per day (2x Bless Weapon, 1SL/fight).

[The Fight]

All rolls will be here (http://www.hwx.it/wizards.com/dice.php?sid=273)

Prefight Locations and Initiative

Sir Valkin starts off front and center, mounted on Overseer in area B (22,0). He holds a potion in hand and Foreman is on his right (22,2). Initiative 9.
Death starts off in the front right of area C at (4,-22). He holds his adamantine waraxe in one hand and a wand of cure light wounds in the other. Initiative 20.
War starts off in the same area, but since the front right is taken, he'll take the front left (-4,-22). He also holds his adamantine waraxe in one hand and a wand of cure light wounds in the other. Initiative 13.

Round 1

Death doesn't see Sir Valkin, but he does see War staring directly at the eastern starting area. Given that - he moves to (16,-16), spotting Foreman easily and getting a glimpse of Sir Valkin.
War wants to stay close to Death - so he double moves in that direction as well (11,-20)
Sir Valkin gets the opportunity to see both of his opponents, so he drinks his potion of Protection from Evil while Overseer moves out to (21,-19). He tells Foreman to heel along the way and quickdraws his lance before the end of his action.

Round 2

The last thing that Death wants is a charge from Sir Valkin. However, since both he and War are in charge range - they can hopefully work this to their advantage. One of them will suffer an AoO, but at least they won't have to worry about charges.
For a target - they know Sir Valkin and Overseer are both very well armored. They also know that Sir Valkin is an adept rider - so taking out the horse may prove difficult. However - that's also where most of his ability lies. Their plan is to take down Overseer first.
Death charges in, drawing an AoO from Sir Valkin [26 vs AC22-2=20, hit; Dmg 1d8+3=6] [Charge 27 vs AC 22, hit; Ride 19, fail; Dmg 1d10+3=12]
War charges in, drawing an AoO from Sir Valkin (who can't give the attack) [15 vs AC22, miss]
Sir Valkin drops his lance, draws his masterworked long sword and full attacks Death, smiting evil on his second attack [25,24 vs AC22-2=20, 2 hits; 1d8+3=9; 1d8+3+5=14; 23 total]
Overseer full attacks Death [12,21,10 vs AC22-2=20, 1 hoof hits; Dmg 1d6+4=10]
Foreman defends Sir Valkin and Overseer, steps forward and attacks Death [14,11,3 vs AC22-2=20, all miss]

Death 8/47 (charged)
War 47/47 (charged)

Sir Valkin 57/57, Protection from Evil (ends 11), 1/1 smite used.
Overseer 33/45
Foreman 22/22

Round 3

Death takes a step back and uses his wand [1d8+1=8]
War tries to take the attention away from his ally and attacks Overseer [26 vs AC22, hit, Ride 23, fail; Dmg 1d10+3=12]
Sir Valkin delays for Overseer and Foreman
Overseer full attacks War [19,15,25! (20 - not confirmed) vs AC22, bite hits; 1d4+2=6] and then steps back.
Foreman steps next to Death and full attacks [15,16,16 vs AC22, all miss]
Sir Valkin lays hands on Overseer to heal him.

Death 16/47
War 41/47

Sir Valkin 57/57, Protection from Evil (ends 11), 1/1 smite used. 20hp used on lay on hands
Overseer 41/45
Foreman 22/22

Round 4

Death steps back again and uses his wand [1d8+1=5]
War steps forward and attacks Overseer again [15 vs AC22, miss]
Overseer full attacks War [24,22,21 vs AC22, 2 hooves hit; Dmg 1d6+4=6, 8 = 14 total]
Foreman full attacks Death [14,14,14 vs AC22, all miss]
Sir Valkin full attacks War [20+1,14+1 vs AC22, all miss]

Death 21/47
War 27/47

Sir Valkin 57/57, Protection from Evil (ends 11), 1/1 smite used. 20hp used on lay on hands
Overseer 41/45
Foreman 22/22

Round 5

Death tries to take down Foreman [10! (automiss)] but curses his luck.
War attacks Overseer once more [25 vs AC22, hit, Ride 14, fail; Dmg 1d10+3=12]
Overseer full attacks War [21,15,19 vs AC22, all miss]
Foreman full attacks Death [16,8,0! vs AC22, all miss]
Sir Valkin full attacks War [30,12 vs AC22, 1 hit; Dmg 1d8+3=4]

Death 21/47
War 23/47

Sir Valkin 57/57, Protection from Evil (ends 11), 1/1 smite used. 20hp used on lay on hands
Overseer 29/45
Foreman 22/22

Round 6

Death tries to take down Foreman [15 vs AC14, hit; Dmg 1d10+3=8]
War attacks Overseer but stumbles over himself [10! (automiss)]
Overseer full attacks [21,16,16 vs AC22, all miss]
Foreman full attacks [22,24! (9 - not confirmed),0! vs AC22, 2 hooves hit; Dmg 1d3+1=3,2=5 total]
Sir Valkin full attacks [25,18 vs AC22, 1 hit; Dmg 1d8+3=6]

Death 16/47
War 17/47

Sir Valkin 57/57, Protection from Evil (ends 11), 1/1 smite used. 20hp used on lay on hands
Overseer 29/45
Foreman 14/22

Round 7

Death tries to take down Foreman [27 vs AC14, hit; Dmg 1d10+3=4]
War attacks Overseer [25 vs AC22, hit, Ride 15, fail; Dmg 1d10+3=4]
Overseer full attacks [16,13,17 vs AC22, all miss]
Foreman full attacks [19,11,7 vs AC22, all miss]
Sir Valkin full attacks [13!,21 vs AC22, all miss]

Death 16/47
War 17/47

Sir Valkin 57/57, Protection from Evil (ends 11), 1/1 smite used. 20hp used on lay on hands
Overseer 25/45
Foreman 10/22

Round 8

Death tries to take down Foreman [24 vs AC14, hit; Dmg 1d10+3=6]
War attacks Overseer [26 vs AC22, hit, Ride 22, fail; Dmg 1d10+3=11]
Overseer full attacks [25,12,14 vs AC22, 1 hoof hits; Dmg 1d6+4=7]
Foreman full attacks [19,22,2 vs AC22, 1 hoof hits; Dmg 1d4+3=6]
Sir Valkin full attacks [16,14 vs AC22, all miss]

Death 10/47
War 10/47

Sir Valkin 57/57, Protection from Evil (ends 11), 1/1 smite used. 20hp used on lay on hands
Overseer 14/45
Foreman 4/22

Round 9

Death and War step back and heal themselves with their wands [1d8+1=2, 2]
Overseer steps forward and full attacks War [23,24,16 vs AC22, 2 hooves hit; Dmg 1d6+4=5, 9= 14 total]
Foreman steps forward and full attacks Death [12,15,5 vs AC22, all miss]
Sir Valkin puts away his sword and draws his wand.

Death 12/47
War -2/47

Sir Valkin 57/57, Protection from Evil (ends 11), 1/1 smite used. 20hp used on lay on hands
Overseer 14/45
Foreman 4/22

Round 10

Death heals himself again [1d8+1=5]
Overseer delays for Sir Valkin
Foreman steps forward and full attacks Death [20,6,13 vs AC22, all miss]
Sir Valkin heals Overseer [1d8+1=8] and puts away the wand and quickdraws his sword.
Overseer relocates for a charge.

Death 17/47
War -2/47

Sir Valkin 57/57, Protection from Evil (ends 11), 1/1 smite used. 20hp used on lay on hands
Overseer 22/45
Foreman 4/22

Round 11

Death sees the impending charge and takes a withdraw action to avoid it.
Foreman follows Death and attacks [23 vs AC22, hit; Dmg 1d4+3=7]
Sir Valkin and Overseer close the distance, not able to set up for a charge, but able to cut off the escape routes for Death.

Round 12

Death is boxed in. He tries healing himself [1d8+1=3]
Foreman full attacks [24! (11 - not confirmed), 7,17 vs AC22, 1 hoof hits; Dmg 1d4+3=7]
Sir Valkin full attacks [23,26! (10 - not confirmed) vs AC22, 2 hits; Dmg 1d8+3=9, 6=15 total]

Death -2/47
War -2/47

Sir Valkin 57/57, 1/1 smite used. 20hp used on lay on hands
Overseer 22/45
Foreman 4/22


Exhibition Match: Sir Valkin (advanced to ECL7) vs Death and War (ECL5 each)

Arena used: old arena map.

Notes about advancement: +1 paladin level (Ftr1/Pal6), +7.5hp (57), +1 BAB (+7), +1 to all saves (+13/+7/+7), +3 skill points (all into Craft(Weaponsmithing), 1 more spell per day (2x Bless Weapon, 1SL/fight).

[The Fight]

All rolls will be here (http://www.hwx.it/wizards.com/dice.php?sid=273)

Prefight Locations and Initiative

Sir Valkin starts off front and center, mounted on Overseer in area B (22,0). He holds a potion in hand and Foreman is on his right (22,2). Initiative 9.
Death starts off in the front right of area C at (4,-22). He holds his adamantine waraxe in one hand and a wand of cure light wounds in the other. Initiative 20.
War starts off in the same area, but since the front right is taken, he'll take the front left (-4,-22). He also holds his adamantine waraxe in one hand and a wand of cure light wounds in the other. Initiative 13.

Round 1

Death doesn't see Sir Valkin, but he does see War staring directly at the eastern starting area. Given that - he moves to (16,-16), spotting Foreman easily and getting a glimpse of Sir Valkin.
War wants to stay close to Death - so he double moves in that direction as well (11,-20)
Sir Valkin gets the opportunity to see both of his opponents, so he drinks his potion of Protection from Evil while Overseer moves out to (21,-19). He tells Foreman to heel along the way and quickdraws his lance before the end of his action.

Round 2

The last thing that Death wants is a charge from Sir Valkin. However, since both he and War are in charge range - they can hopefully work this to their advantage. One of them will suffer an AoO, but at least they won't have to worry about charges.
They have a score to settle with Foreman - so Death and War will concentrate on him until he is down, then move on to Overseer and finally Sir Valkin.
Death charges in, drawing an AoO from Sir Valkin [26 vs AC22-2=20, hit; Dmg 1d8+3=6] [Charge 27 vs AC 14, hit; Dmg 1d10+3=12]
War charges in, drawing an AoO from Sir Valkin (who can't give the attack) [15 vs AC14, hit; Dmg 1d10+3=11] - knocking Foreman to the ground.
Sir Valkin drops his lance, draws his masterworked long sword and full attacks Death, smiting evil on his second attack [25,24 vs AC22-2=20, 2 hits; 1d8+3=9; 1d8+3+5=14; 23 total]
Overseer full attacks Death [12,21,10 vs AC22-2=20, 1 hoof hits; Dmg 1d6+4=10]

Death 8/47 (charged)
War 47/47 (charged)

Sir Valkin 57/57, Protection from Evil (ends 11), 1/1 smite used.
Overseer 45/45
Foreman -1/22

Round 3

Death takes a step back and uses his wand [1d8+1=8]
War tries to take the attention away from his ally and attacks Overseer [26 vs AC22, hit, Ride 23, fail; Dmg 1d10+3=12]
Sir Valkin full attacks War [20+1,14+1 vs AC22, all miss]
Overseer full attacks War [19,15,25! (20 - not confirmed) vs AC22, bite hits; 1d4+2=6]

Death 16/47
War 41/47

Sir Valkin 57/57, Protection from Evil (ends 11), 1/1 smite used
Overseer 33/45

Round 4

Death steps back again and uses his wand [1d8+1=5]
War attacks Overseer again [15 vs AC22, miss]
Sir Valkin full attacks War [30,12 vs AC22, 1 hit; Dmg 1d8+3=4]
Overseer full attacks War [24,22,21 vs AC22, 2 hooves hit; Dmg 1d6+4=6, 8 = 14 total]

Death 21/47
War 23/47

Sir Valkin 57/57, Protection from Evil (ends 11), 1/1 smite used
Overseer 33/45

Round 5

Death and War step back and heal themselves with their wands [1d8+1=2, 2]
Sir Valkin full attacks War [25,18 vs AC22, 1 hit; Dmg 1d8+3=6]
Overseer full attacks War [21,15,19 vs AC22, all miss]

Death 23/47
War 25/47

Sir Valkin 57/57, Protection from Evil (ends 11), 1/1 smite used
Overseer 33/45

Round 6

Death heals himself again [1d8+1=5]
War heals himself again [1d8+1=4]
Overseer full attacks [21,16,16 vs AC22, all miss]
Sir Valkin full attacks [13!,21 vs AC22, all miss]

Death 28/47
War 21/47

Sir Valkin 57/57, Protection from Evil (ends 11), 1/1 smite used
Overseer 33/45

Round 7

Death and War heal themselves [1d8+1=2,9]
Sir Valkin full attacks [16,14 vs AC22, all miss]
Overseer full attacks [16,13,17 vs AC22, all miss]

Death 30/47
War 30/47

Sir Valkin 57/57, Protection from Evil (ends 11), 1/1 smite used
Overseer 33/45

Round 8

Death and War heal themselves [1d8+1=3,2]
Sir Valkin full attacks [23,26! (10 - not confirmed) vs AC22, 2 hits; Dmg 1d8+3=9, 6=15 total]
Overseer full attacks [25,12,14 vs AC22, 1 hoof hits; Dmg 1d6+4=7]

Death 33/47
War 10/47

Sir Valkin 57/57, Protection from Evil (ends 11), 1/1 smite used
Overseer 33/45

Round 9

Death heals himself [1d8+1=3]
War heals himself [1d8+1=2]
Sir Valkin full attacks [32! (23, confirmed) vs AC22, hits Dmg 2d8+6=9+9=18] and War goes down. The mounted duo step forward.
Sir Valkin takes his second attack [25 vs AC22, hit; Dmg 1d8+3 = 6]
Overseer full attacks Death [23,24,16 vs AC22, 2 hooves hit; Dmg 1d6+4=5, 9= 14 total]

Death 16/47
War -6/47

Sir Valkin 57/57, Protection from Evil (ends 11), 1/1 smite used
Overseer 33/45

Round 10

Death feels the pressure of Overseer upon him. He heals again [1d8+1=6]
Sir Valkin full attacks [31! (26, confirmed), 22 vs AC22, 2 hits; Dmg 1d8+3=6+4=10, 10 =20 total]
Overseer pounds on Death [24,13,7 vs AC22, 1 hoof hits; Dmg 1d6+4 = 8] and Death goes down.

Death -6/47
War -6/47

Sir Valkin 57/57, Protection from Evil (ends 11), 1/1 smite used
Overseer 33/45


Round 1

Death moves around the corner to (6,-23) and readies to fire at Foreman if he comes in sight.
War sees Foreman, so he fires at him right away [1d20+9-2=11, miss] and then moves around the corner to (-7,23)
Sir Valkin spots Death along the way to the southern starting area, so he double moves to (8,-25) to set up for a charge. Along the way, he tells Foreman to heel.
Foreman follows to (8,-12), but along the way triggers Death's readied action [1d20+9-2=23, hit; Dmg 1d8+3=7]. The attack triggers an AoO from Sir Valkin [26 vs AC22, hit; Dmg 1d8+3=6]

Death 47/47
War 47/47
Sir Valkin 57/57
Overseer 45/45
Foreman 16/22

Round 2

War moves to (-7,21) and sees Foreman, so he shoots at him. [90ft, 1d20+9=26 vs AC14, hit; Dmg 1d8+3=7]
Sir Valkin drops his lance, draws his masterworked long sword and full attacks Death, smiting evil on his second attack [25,24 vs AC22, 2 hits; 1d8+3=9; 1d8+3+5=14; 23 total]
Overseer full attacks Death [12,21,10 vs AC22, all miss]
Death takes a 5ft step back and draws his wand to heal [1d8+1=8]
Foreman closes to (2,-21)

Death 32/47
War 47/47
Sir Valkin 57/57
Overseer 45/45
Foreman 9/22

Round 3

War can still fire at Foreman, but now that Foreman is in melee, he suffers a penalty when firing [1d20+9-4=22 vs AC14, hit; Dmg 1d8+3=4]
Sir Valkin full attacks Death [20+1,14+1 vs AC22, all miss]
Overseer full attacks Death [19,15,25! (20 - not confirmed) vs AC22, bite hits; 1d4+2=6]
Death steps back again and uses his wand [1d8+1=5]
Foreman defends himself, steps forward and attacks Death [14,11,3 vs AC22, all miss]

Death 31/47
War 47/47
Sir Valkin 57/57
Overseer 45/45
Foreman 5/22

Round 4

War can still fire at Foreman, but he still suffers a penalty when firing [1d20+9-4=11, miss]
Sir Valkin full attacks Death [30,12 vs AC22, 1 hit; Dmg 1d8+3=4]
Overseer full attacks Death [24,22,21 vs AC22, 2 hooves hit; Dmg 1d6+4=6, 8 = 14 total]
Death steps away and uses his wand [1d8+1=2]
Foreman steps next to Death and full attacks [15,16,16 vs AC22, all miss]

Death 15/47
War 47/47
Sir Valkin 57/57
Overseer 45/45
Foreman 5/22

Round 5

War has to move to (-7,22) to fire at Foreman, still suffering his penalty [21 vs AC14, hit; 1d8+3=7]
Sir Valkin full attacks War [25,18 vs AC22, 1 hit; Dmg 1d8+3=6]
Overseer full attacks War [21,15,19 vs AC22, all miss]
Death uses his wand [1d8+1=5]

Death 14/47
War 47/47
Sir Valkin 57/57
Overseer 45/45
Foreman -2/22

Round 6

War fires at Overseer [6! (automiss)]
Sir Valkin full attacks [13!,21 vs AC22, all miss]
Overseer full attacks [21,16,16 vs AC22, all miss]
Death uses his wand [1d8+1=3]

Death 17/47
War 47/47
Sir Valkin 57/57
Overseer 45/45

Round 7

War fires at Overseer [21 vs AC22, miss]
Sir Valkin full attacks [16,14 vs AC22, all miss]
Overseer full attacks [16,13,17 vs AC22, all miss]
Death uses his wand [1d8+1=2]

Death 19/47
War 47/47
Sir Valkin 57/57
Overseer 45/45

Round 8

War fires at Overseer [22 vs AC22, hit; Ride 19 fail; Dmg 1d8+3=10]
Sir Valkin full attacks [23,26! (10 - not confirmed) vs AC22, 2 hits; Dmg 1d8+3=9, 6=15 total]
Overseer full attacks [25,12,14 vs AC22, 1 hoof hits; Dmg 1d6+4=7] and Death falls.

Death -3/47
War 47/47
Sir Valkin 57/57
Overseer 35/45

Round 9

War fires at Overseer [10! (automiss)]
Sir Valkin steps over Foreman and heals him - he then tells him to withdraw.
Foreman stands and moves away 50ft.

War 47/47
Sir Valkin 57/57
Overseer 35/45

Round 10

War, upset that his nemesis has recovered, fires at Overseer [23 vs AC22, hit; Ride 23, fail; Dmg 1d8+3=7]
Sir Valkin moves up next to War and attacks [32! (23, confirmed) vs AC22, hits; Dmg 2d8+6=9+9=18]
Overseer attacks War [23 vs AC22, hit; Dmg 1d6+4=5]

War 23/47
Sir Valkin 57/57
Overseer 28/45

At this point, War will fall to the might of Sir Valkin and Overseer. For fear that I might mix up rolls further, I don't want to go further.
King Uther

06-27-06, 01:16 AM
The Campaign is set. The story is set. And finally, the players are set. However, I find myself torn. I accepted the first 5 PMs I received about it, but I find myself wanting to add a 6th(which means I will make combat intensely difficult for you). But with the nature of the campaign, 6 players almost feels perfect. But how do I decide? Three players have asked for entrance, and only 1 can enter. If you guys can come up with a fair solution to this conundrum by the 12th(either by random chance or whatever), then a 6th player can and will be added. I just don't feel right about choosing because I want everyone to have a fair chance.
MindWandererB

06-27-06, 01:19 AM
In your position, I'd choose based on the character. With the rest of the party decided on, there should be one character that is a better match, in terms of party role and personality.
SoulLord

06-27-06, 09:31 AM
In your position, I'd choose based on the character. With the rest of the party decided on, there should be one character that is a better match, in terms of party role and personality.

Totally agree with this make sure you have the rogue, the tank, the healer and the caster
as for support characters you could always go bard and perhaps ... psionics.
SauroGrenom

06-27-06, 12:43 PM
I know it's too late for the June Writers Contest, but I wrote this little bit and I though I'd share it with you all.

Lordren enters the room, and notes first how exceptionally dark it is in hear. The shades are drawn and heavy, would that wall have windows? Is it an exterior wall? No matter, there is only one gas lamp burning, turned low and flickering high on the wall a bit off center above the mahogany desk that dominates the left side of the long room. There is a figure sitting at the desk, it looks like a man, broad shoulders, meaty hands, sharp well tailored suit jacket. A rumble is released from his direction, a low voice says, Come. Lordren swaggers across the room wearing the half sneer he perfected as a bully in the orphanage.

The middle-aged man lounges in a padded leather chair, he drinks a brown liquid from a tumbler and sets it down on the desk where it casts reflections of the lamp light on the mahogany. The reflections dance with the flickering of the lamp muted brown versions of the pathetic light cast by the lone gas flame. His hair is clearly illuminated by the lamp above his head, and its a sandy blond head with eyes and facial features that are difficult to make out in the shadow cast over his face. He motions with a cigar to the chair across the desk from him. It is a hard oaken chair made of wooden slats, and it creeks as Lordren sits. The creaking sound rends the air and grates the ears at every slight shifting of weight. The man regards Lordren and lights his cigar. The coal at the end of the cigar burns brightly as he draws the flame into it. Alternating between draws, the flame flickers brightly illuminating his face in shades of yellows and oranges with stark dark shadows cast by the nose and cheeks over the eyes which glint with points of reflected yellow and red light. After three pulls on the cigar, it catches fully and a cloud of smoke forms around his head, and in the cloud he lets the match burn brightly for a moment and snuffs it, crushing the cinder between the thumb and forefinger of his left hand. He grinds the fingers together a moment letting bits of charcoal fall, becoming lost in the darkness of the mahogany. A cloud forming around his head, he takes several long pulls on the cigar, allowing the coal to burn brightly and illuminate his rounded low cheeks in smoldering reds. Lordren begins to sweat.

Gesturing into the distance with the cigar he begins. My mother named me Adolphis, and I inherited my fathers moniker of Bermister. He grunts. Though no one in the family has made beer in two generations. Its the only thing I inherited from my father that endures. But Im not hear to talk about history, or my family, really He draws on the cigar slowly and renews the cloud of smoke, which had begun to dissipate. Im going to tell you about some of the people I work with, and some of what I do, then when the introductions are complete, Ill let you know how you fit in with it all... Lordren shifts in the chair and a loud creak interrupts his monolog. Adolphis pierces Lordren with a glare that freezes him in a most uncomfortable position, holding it Im in the business of selling things... preferably things that dont cost me anything to get or services that none other can provide as descretely as I. Gesturing with the cigar again, and leaving a spiral of smoke hanging in the air, Lordrens back begins to ache, but he dare not move at all. As you might guess, there is a limited number of things that I alone can get for practically nothing and sell for a profit. Drugs, ill-gotten goods, and a few other material things fall into this category. As for services, Anthony sells security, Leah tricks people into paying her for doing what she loves most, and Theo makes sure that people can buy a temporary place to do whatever they want and finally Estus, that wicked *****, can make anything go away, a service that some are willing to pay dearly for. Now myself, I keep everyone working together, and I handle special requests. This is where you come into our group, you see I need your help with a special request.

Finally the pain in Lordrens back is too much and he shift his weight, the chair squeaks loudly. Adolphis smiles, drawing on his cigar, which lights up his face in a red glow. He exhales a cloud of smoke that billows out in thick rolls that drift over Lordren, the fumes sting the eyes momentarily. Blinking a few times, and Lordrens eyes clear. Adolphis has placed a second tumbler on the desk, and is now pouring a brown liquid into it. He continues, placing the glass before Lordren. You see, I have a very good customer who occasionally comes to me with special requests. To fulfill this request, Id like your help, this one contract only, so far, and no obligation for further work. Tthe pay will be 1000 gold coins upon delivery. What do you say? He waits for a reply drawing on his cigar again, his eyes are lit by a reflection of the red coal. Lordren nods once. Splendid, lets drink to our new contract. He takes his own glass and nods toward the second. Leaning forward to take the tumbler from the desk, Lordrens chair releases a demonic screech. Lordren starts and looks into Adolphiss eyes at the sound Adolphis smiles, raises his glass and says, To our new contract now sealed. He downs his glass and watches Lordren finish his. The brown liquid tastes strangely sweet and bitter for a monent, then it burns a path of fire from the mouth and throat down to his stomach.

Lordren sets the tumbler down on the desk, and leans back in the chair. It doesnt seam so uncomfortable now, nor was the creek so loud this time. The gas light dances violently for a moment, distracting him. Lordren asks So, whats we supposto git? The man smiles, standing from his chair, he steps around the desk and places his hands on your shoulders. Lordren tries to track his movement as he walks around the desk, but finds his neck is not cooperating. Adolphis speaks into Lodrens ear, My client has asked for some pieces of a totally unharmed human body willingly given. Nothing much, a few organs, the heart, liver and such. Lordren replies with heavily slurred speech, Waahht fffoor? He quips, Asking questions is not a part of the contract. But dont fret you are doing your part... The light swirls and fades
MindWandererB

06-27-06, 02:09 PM
@Sauro: There will be a July contest, you know....
SauroGrenom

06-27-06, 03:19 PM
I wasn't sure if there would be another contest. So thanks for the info. I suppose you can consider this to be an early submission and invitation for comment.
MindWandererB

06-27-06, 03:27 PM
Pretty good. A few technical glitches, but it's nice and vivid, as well as to the point. I would have voted for it this month.
Myrridin

06-27-06, 06:06 PM
Turns out I will not need a questlord for Morgan. I'll be able to shift his alignment to LG during the course of the campaign...and I need the two weeks to do some crafting. :) Gonna make me a Headband of Intellect +2, and another Pearl of Power, 2nd level.

Thanks Erithmu though, for offering!
Zevox

06-27-06, 11:09 PM
The Campaign is set. The story is set. And finally, the players are set. However, I find myself torn. I accepted the first 5 PMs I received about it, but I find myself wanting to add a 6th(which means I will make combat intensely difficult for you). But with the nature of the campaign, 6 players almost feels perfect. But how do I decide? Three players have asked for entrance, and only 1 can enter. If you guys can come up with a fair solution to this conundrum by the 12th(either by random chance or whatever), then a 6th player can and will be added. I just don't feel right about choosing because I want everyone to have a fair chance.
Well, theres always the old randomization method. Eeny-meeny-miny-moe or rolling a dice works just fine last I checked ;).

Of course, presuming you'd rather not do that, why not base it on the criteria you asked for with submissions? Ability to post every day and roleplay-stong PCs that can handle complex decisions (the other two are rather elementary, so I left them out). Obviously all of them must fit those to some extent if you're even considering them, but perhaps one of them fits them better than the others?

Beyond that, all I could say is what MWB already did - pick one that fits the party composition best. If you don't have a tank and one applicant is fighter-type whereas the other two fill roles the party already has, take the fighter; or whatever the situation may be.

Zevox
King Uther

06-28-06, 12:38 AM
Emergency:

I just discovered I need a MQ for Alagar so I can qualify for Warmind. Something simple in the EL4 genre so I don't expend anything. Anyone that is available. Thank you.
Erithmu

06-28-06, 12:57 AM
Emergency:

I just discovered I need a MQ for Alagar so I can qualify for Warmind. Something simple in the EL4 genre so I don't expend anything. Anyone that is available. Thank you.

I looked Alagar over and technically he did level (you forgot to carry from hundreds to thous) but I can run a MQ for you this week ... just set yourself ready, and PM if you have some exterior RP. I think you can choose not to level up, but I'll check the rules thread
Papapeperoni

06-28-06, 06:57 AM
It's probably no good, but can I snipe with shurikens? I want to throw 2, then hide again.

@Erithmu: Any chance I could do a (mini)quest for the guild?

--Papapeperoni, God of Pizza's
Hawkeye_60

06-28-06, 08:41 AM
How much does an Elixir of Hiding cost?
Dracazar

06-28-06, 09:41 AM
Hello Friends,

I'm here for some minutes, damn I would like to put active my chars but I have no time actually!

I have other 2-3 weeks of outdoor-job here and then I hope to join again.

Luckly I got the time to update Dracazar's magical items with the new maps, I hope that are ok.

Please if there are some things to fix a good soul could track them for me? thanks!

Ciao!
TelinArtho

06-28-06, 11:09 AM
Emergency:

I just discovered I need a MQ for Alagar so I can qualify for Warmind. Something simple in the EL4 genre so I don't expend anything. Anyone that is available. Thank you.

There's one problem there Uther. First of all - in the middle of a 3FC, you can only do miniquests that are your EL or higher. Since you advanced after the most recent fight - that makes you ECL7.
Traevanon

06-28-06, 11:55 AM
Papapeperoni:
The sniping rules (one paragraph) mention making one ranged attack. I'm not sure if that is an absolute or if it can be modified by something like Manyshot which is a volley of simultaneous arrows. To hide again after a ranged attack (so that you were never seen) requires a move action, which is another limiting factor.

If you just want to get sneak attack dice you can attack normally, then move to cover which automatically gives you a hide check, but in this case your opponent sees where you fired from and knows where he lost sight of you (where you went behind cover).
Papapeperoni

06-28-06, 12:13 PM
I got it. The SRD states that hiding after a ranged attack (sniping) is a move action. So I guess that according to the rules, it isn't possible since making more than one attack in one turn in any way is a full round action. But I could easily imagine someone throwing two shurikens at me and hiding again. Shurikens don't exactly have a load or ready time and they can be thrown in immediate succession. Maybe an elder or Cat knows?

Greets,
--Papapeperoni, God of Pizza's
TelinArtho

06-28-06, 12:25 PM
Although you can imagine 2 shurikens to be thrown at you without your notice - the simple answer is that according to the rules - this can't be done. You can either snipe on shuriken and rehide or take a full attack action and take a 5ft step behind cover.
TelinArtho

06-28-06, 12:30 PM
After discussing it with Cat - I am putting out a request for some side-work to be done by an aspiring credit-earner!

For monster fights, it is required that the pitlord roll on the random encounter table for the appropriate EL of the fight to determine the opponent. As we saw this week with Iced's monster fight - he was severely limited because he had to ask someone else to roll and tell him the result - and only after that found out that it wasn't "good enough" for the fight.

So - we (as in Cat, myself and all pitlords without the 3.5DMG) need someone to meticulously write up a set of encounter tables from EL1-12. This work is worth 2 credits. Another credit can be earned by either the same person or another for EL13+.

This also enables us to modify the encounter lists later on with combinations we feel are lacking or encounters that are simply too easy.
Hawkeye_60

06-28-06, 01:24 PM
So, does anybody know how much an Elixir of Jiding costs? I can't seem to find it in the online SRD under Magic Items > Potions.
TelinArtho

06-28-06, 01:30 PM
An elixir of Hiding (and all other elixirs for that matter) are under Wondrous Items - not potions. That particular elixir is 250gp if my memory serves me...

-------------------

Can a ghoul infect someone with ghoul fever in order to obtain ghoul/ghast allies? To me, this would fall under create spawn (which is covered in the rules) - however, I want to make sure before I miniquest to get some...
Hawkeye_60

06-28-06, 01:43 PM
@ Telin: Ah, that would be why, lol. :D Thanks.

@ All who are participating in Uther's campaign: Since Uther would like some help deciding which character to take as the 6th character, maybe we should post links to our characters so the rest of us can see what kind of characters are being taken, and then we can give him a better opinion. I'm bringing Krystal (http://boards1.wizards.com/showpost.php?p=9432668&postcount=837), a lvl 3 Rogue.

Also, can a character go on a campaign in the middle of a 3FC? I don't think so, but it doesn't say anything about it in the rules.
MindWandererB

06-28-06, 03:15 PM
After discussing it with Cat - I am putting out a request for some side-work to be done by an aspiring credit-earner!

For monster fights, it is required that the pitlord roll on the random encounter table for the appropriate EL of the fight to determine the opponent. As we saw this week with Iced's monster fight - he was severely limited because he had to ask someone else to roll and tell him the result - and only after that found out that it wasn't "good enough" for the fight.

So - we (as in Cat, myself and all pitlords without the 3.5DMG) need someone to meticulously write up a set of encounter tables from EL1-12. This work is worth 2 credits. Another credit can be earned by either the same person or another for EL13+.

This also enables us to modify the encounter lists later on with combinations we feel are lacking or encounters that are simply too easy.Ah, I wish I could help, but I don't have the 3.5 DMG. However, I have some questions/comments about this:

Psionic monsters should definitely be included (Psionic SRD only--that means no psionic thri-kreen, illithid, etc.)

What about templates, advancement, etc? Pitlords already have to "customize" monsters with equipment. Templates wouldn't be too much harder. Maybe something like on a roll of 99-100, the pitlord rolls on the table 2 CR lower and adds the half-dragon template (for example). I think that would be loads of fun. HD or class advancement might be a bit too hard on the PL, although it's an option.

We also have a fight type in the rules that never actually happens: a mercenary fight. This could be incorporated into the encounter tables, as long as there is at least one merc of the appropriate CR in the roster.

I strongly recommend that encounters with a random number of opponents be dropped (like 1d4 dire wolves, or whatever). Fixed numbers should be used in all cases, set to have the appropriate EL.
TelinArtho

06-28-06, 03:35 PM
Well, as Cat would say, "One step at a time."

Let's get the tables up so that everyone can use them and then take care of the customizing...

Since I'm among the pitlords who do not have the 3.5 DMG - I think this will help immensely.

Beyond that - customizing the lists will take time and effort. Let's get the tables first - them worry about customizing them later.
MindWandererB

06-28-06, 04:07 PM
The reason I bring it up now rather than later is that the random encounter tables are not part of the OGL, and thus not legal for us to post in a public forum. However, if we come up with a sufficiently modified version of them, that would be legal.
TelinArtho

06-28-06, 04:28 PM
Well - there's not much we can do about that. We could always circulate the encounter tables among pitlords via PM - but that's just plain annoying. I know that it isn't compliant, but at the same time - coming up with something "close" should be fine according to Wizards - I would think.

I just know that if I get assigned a monster fight without these tables to use - that just gets annoying...
TelinArtho

06-28-06, 04:29 PM
In order to adjust to the new rules for diplomacy allies and to bring my character Anakala (http://boards1.wizards.com/showpost.php?p=7761000) back from the unknown, I need to make a few changes:

Currently, she has 3 CR1 Air Elemental Allies. The maximum CR total she can have is 2, so she needs to drop 1 - say bye to Swift the Air Elemental.

Next, her MaxCD is +13 (MaxCD = Diplomacy bonus). Each elemental has a +8 BaseCD, which is modified by speaking their native language (-2) and solitary nature (+2), making each air elemental a +8 CD. That would mean I would need a +16 total to have them both.

Since I still want her to have both, I can try to bring her knowledge(the planes) up to +8. In order to do this, I will adjust my skills from:

Skills (28 points Cleric)
+7 Concentration [7 cleric] [7 ranks]
+13 Diplomacy [7 cleric, +3 cha, +3 feat] [7 ranks]
-5 Hide [+1 dex, -6 ACP]
+4 Knowledge (religion) [3 cleric, +1 int] [3 ranks]
+2 Knowledge (the planes) [1 cleric, +1 int] [1 rank]
+4 Listen [+4 wis]
-5 Move Silently [+1 dex, -6 ACP]
+12 Profession (Elemental Relocation Specialist) [6 cleric, +4 wis, +2 tool] [6 ranks]
+5 Spellcraft [4 cleric, +1 int] [4 ranks]
+4 Spot [+4 wis]

to

Skills (28 points Cleric)
+6 Concentration [6 cleric] [6 ranks]
+13 Diplomacy [7 cleric, +3 cha, +3 feat] [7 ranks]
-5 Hide [+1 dex, -6 ACP]
+2 Knowledge (religion) [1 cleric, +1 int] [1 rank]
+8 Knowledge (the planes) [7 cleric, +1 int] [7 ranks]
+4 Listen [+4 wis]
-5 Move Silently [+1 dex, -6 ACP]
+11 Profession (Elemental Relocation Specialist) [5 cleric, +4 wis, +2 tool] [5 ranks]
+3 Spellcraft [2 cleric, +1 int] [2 ranks]
+4 Spot [+4 wis]

This would adjust the CD of each elemental down to +6 (+8 base -2 language -2 knowledge +2 solitary), for a total of +12. Since her MaxCd is +13 - we're good.

Can someone confirm that this would be all that I need? I want to make sure I get it all done at once rather than find an error later. Thanks
Papapeperoni

06-28-06, 05:27 PM
Say I'm behind cover. I can move 8 ft. away from my cover, which CAN be enough to spot my opponent. If I take a 5-ft. step, I can then use my full attack action and throw 2 shurikens while staying under cover. Unless, of course, attacking blows my cover according to the rules, but could someone point to me where that is? Logic reigns again, but I want the rules for it.

--Papapeperoni, God of Pizza's
MindWandererB

06-28-06, 05:44 PM
Say I'm behind cover. I can move 8 ft. away from my cover, which CAN be enough to spot my opponent. If I take a 5-ft. step, I can then use my full attack action and throw 2 shurikens while staying under cover. Unless, of course, attacking blows my cover according to the rules, but could someone point to me where that is? Logic reigns again, but I want the rules for it.The sniping rules are pretty clear: you can make one ranged attack, then immediately hide again with a -20 penalty.

On the other hand, it specifically says that you can make a Hide check while attacking at a -20 penalty. If you have cover or concealment while attacking, I see no reason why this shouldn't apply.

Ambiguous, at least. The FAQ is a bit more helpful: it gives the example of a "melee snipe" using Spring Attack. The example clearly does not have the character spending a move action to re-hide--hiding is part of the movement which is combined with the Spring Attack. However, it also says that the only way to re-hide after a ranged attack, without being spotted in the meantime, is to use the sniping option. So I think a single attack is all you get.
Papapeperoni

06-28-06, 05:52 PM
A-Ok. Then I'll just keep my crossbow. I'm up against a horserider in the plains. How bad can my luck go?

--Papapeperoni, God of Pizza's
lonewolf

06-28-06, 07:17 PM
After discussing it with Cat - I am putting out a request for some side-work to be done by an aspiring credit-earner!

For monster fights, it is required that the pitlord roll on the random encounter table for the appropriate EL of the fight to determine the opponent. As we saw this week with Iced's monster fight - he was severely limited because he had to ask someone else to roll and tell him the result - and only after that found out that it wasn't "good enough" for the fight.

So - we (as in Cat, myself and all pitlords without the 3.5DMG) need someone to meticulously write up a set of encounter tables from EL1-12. This work is worth 2 credits. Another credit can be earned by either the same person or another for EL13+.

This also enables us to modify the encounter lists later on with combinations we feel are lacking or encounters that are simply too easy.


Hi everyone!

While I dont have enough time to come back here to the boards on a permanent basis until mid July, I took a look around here and can spare enough time to do this assingment tonight.

consider it done.

greets
lonewolf

EDIT: the first 5 tables; I type in the others tomorrow.



1st-Level Dungeon Encounters
d% Encounter
01-03 1d3 medium monstrous centipedes (vermin)
04-08 1d4 dire rats
09-10 1d4 giant fire beetles (vermin)
11-13 1d3 small monstrous scorpions (vermin)
14-16 1d3 small monstrous spiders (vermin)
17-20 1d3 dwarf warriors
21-22 1d3 elf warriors
23-25 1 darkmantle
26-28 1 krenshar
29-30 1 lemure (devil)
31-40 1d3+1 goblin warriors
41-50 1d4+2 kobold warriors
51-56 1d4 human warrior skeletons
57-62 1d3 human commoner zombies
63-71 1d4+1 tiny viper snakes
72-80 1d3 orc warriors
81-85 1d3 stirges
86-90 1 spider swarm
91-100 roll on 2nd-level table

2nd-Level Dungeon Encounters
d% Encounter
01-10 roll on 1st-level table
11-12 1 lantern archon
13-19 1 hobgoblin warrior and 1d4 goblin warriors
20-23 1 bugbear
24-26 1 choker
27-28 1 dretch (demon)
29-30 1 quasit (demon)
31-32 1 imp (devil)
33-35 1 dire bat
36-38 1d4+1 fiendish dire rats
39-40 1d3+1 formian workers
41-43 1d3+1 halfling warriors
44-50 2d4+1 kobold warriors
51-55 1 wererat (lycanthrope)
56-62 1d3+1 orc warriors
63-65 1 shocker lizard
66-68 1 owlbear skeleton
69-70 1 bat swarm
71-72 1 rat swarm
73-74 1 thoqqua
75-79 1 worg
80-83 1 constrictor snake (animal)
84-87 1d4+2 small viper snakes (animal)
88-90 1 Huge monstrous centipede (vermin)
91-100 roll on 3rd-level table

3rd-Level Dungeon Encounters
d% Encounter
01-10 roll on 2nd-level table
11-13 1 allip
14-16 1 cockatrice
17-19 2d4+1 dire rats
20-21 1 doppleganger
22-23 1 wyrmling brass dragon
24-27 1d3 drow elves
28-29 1 ethereal filcher
30-31 1 ethereal marauder
32-33 1 ettercap
34-35 1 violet fungus (fungus)
36-38 1 ghast (ghoul)
39-43 1d3 gnolls
44-45 1 grick
46-48 1 hell hound
49-50 1 howler
51-52 1d3 krenshars
53-55 1d3 lizardfolk
56-57 1 werewolf (lycanthrope)
58-62 1 ogre
63-65 1 gelatinous cube (ooze)
66-67 1 phantom fungus
68-69 1 rust monster
70-72 1 shadow
73-75 2d4 stirges
76-77 1 locust swarm
78-80 1 wight
81-82 1 yuan-ti pureblood
83-84 1d3 troglodyte zombies
85-86 1d3 medium viper snakes (animals)
87-88 giant praying mantas (vermin)
89-90 1d3 Medium monstrous scorpions (vermin)
91-100 roll on 4th-level table

4th-Level Dungeon Encounters
d% Encounter
01-10 roll on 3rd-level table
11-12 1 barghest
13-14 1d3 latern archons
15-16 1 hound archon
17-20 1 carrion crawler
21-22 1d4+1 darkmantles
23-27 1 displacer beast
28-30 1 young white dragon
31-33 1d3+1 duergar dwarves
34-38 1 gargoyle
39-40 1 janni (genie)
41-44 1d3+1 ghouls
45-47 1d3+1 svirfneblin gnomes
48-50 1d3+1 grimlocks
51-52 1 harpy
53-54 1 five headed hydra
55-56 1 wereboar (lycanthrope)
57-59 1 mimic
60-62 1 minotaur
63-64 1 gray ooze (ooze)
65-67 1 otyugh
68-69 1 owlbear
70-71 1 centipede swarm
72-73 1d3+1 spider swarms
74-76 1d4+1 troglodytes
77-78 1 vampire spawn
79-80 1d3 worgs
81-83 1 minotaur zombie
84-85 1d3 Large viper snakes (animals)
86-88 1d4+1 Large monstrous centipedes (Vermin)
89-90 1d3 Large monstrous spiders (Vermin)
91-100 roll on 5th-level table

5th-Level Dungeon Encounters
d% Encounter
01-10 roll on 4th-level table
11-12 1 basilisk
13-14 1 greater barghest
15-17 1d3+1 bugbears
18-19 1d3 celestial lions
20-21 1 cloaker
22-23 1 bearded devil
24-26 1d4+4 dire bats
27-28 1d3 dopplegangers
29-33 1d4+2 drow elves
34-35 1 ettercap and 1d3+1 Medium monstrous spiders (vermin)
36-37 1 djinni (genie)
38-39 1 gibbering mouther
40-41 1 green hag (hag)
42-43 1d3 hell hounds
44-45 1 six headed hydra
46-47 1 werebear (lycanthrope)
48-49 1d3 wererats (lycanthrope) and 2d4 dire rats
50-51 1 manticore
52-53 1 mummy
54-56 1d3 ogres
57-58 1 ochre jelly (ooze)
59-60 1 phase spider
61-62 1d3 rust monsters
63-64 1 shadow mastif
65-66 1d4+1 skum
67-68 1d3+1 rat swarms
69-71 1 troll
72-73 1d4+1 varguilles
74-76 1 wraith
77-78 1 yuan-ti halfblood
79-80 1 giant constrictor snake (animal)
81-82 1d3 Huge viper snakes (animal)
83-84 1d3 giant worker ants (vermin)
85-86 1d3+1 Large monstrous scorpions
87-88 5th lvl human monk NPC
89-90 5th lvl kobold sorcerer
91-100 roll on 6th-level table

6th-Level Dungeon Encounters
d% Encounter
01-10 roll on 5th-level table
11-12 1d4+2 latern archons
13-14 1 gauth (beholder)
15-16 1d3+1 cockatrices
17-18 1 babau (demon)
19-21 1d3+1 derros
22-23 1 chain devil
24-25 1 digester
26-30 1d3 displacer beasts
31-32 1 bralani (eladrin)
33-36 1 ettin
37-38 1d3+1 formian workers
39-42 1d3 gargoyles
43-45 1d3+1 ghasts (ghoul)
46-48 1d4+1 gnolls and 1d3 hyenas
49-50 1d3+1 gricks
51-52 1 annis (hag)
53-54 1 half-dragon 4th-level fighter
55-56 1d3 harpies
57-58 1d3+1 howlers
59-60 1 five-headed hydra (pyro- or cyro-)
61-63 1 wereboar (lycanthrope) and 1d3 boars
64-65 1d3+1 mephits (mixed types)
66-67 1 average salamander
68-71 1d4+1 shadows
72-73 1d3+2 shocker lizards
74-75 1d3+1 locust swarm
76-78 1d3+1 troglodytes and 1d3 monitor lizards
79-80 1 will-o'-wisp
81-82 1 xill
83-84 1d3+1 minor xorns
85-86 1d3+1 yuan-ti purebloods
87-88 1d4+2 giant bombardier beetles (vermin)
89-90 5th-level lizardfolk druid NPC (with crocodile)
91-100 roll on 7th-level table


7th-Level Dungeon Encounters
d% Encounter
01-10 roll on 6th-level table
11-12 1 boleth
13-14 1d4+1 carrion crawlers
15-16 1 chaos beast
17-19 1 chuul
20-21 1 succubus
22-23 1 hellcat (devil)
24-25 1 dire bear
26-28 1 young copper dragon
29-31 1 drider
32-33 1d3+1 violet fungi and 1d3+2 shriekers (fungus)
34-35 1d3+1 jann (genie)
36-38 1 ghost, 5th level fighter
39-42 1 hill giant
43-45 1 flesh golem
46-47 1 eight-headed hydra
48-49 1 invisible stalker
50-51 1d3 weretigers (lycanthrope)
52-53 1d3 manticores
54-56 1 medusa
57-59 1d3+1 minotaurs
60-61 1 ogre babarian, 4th level
62-63 1 black pudding (ooze)
64-65 1 phasm
66-67 1d3+2 flamebrother salamander
68-69 1d3 shadow mastiffs
70-71 1 red slaad
72-74 1 spectre
75-76 1d3+1 centipede swarms
77-80 1 umber hulk
81-82 1 vampire, 5th level fighter
83-84 1d4+1 wights
85-86 1 yuan-ti abomination
87-88 1 Gargantuan monstrous centipede(vermin)
89-90 5th-level hobgoblin fighter NPC and 5th level goblin rogue NPC
91-100 roll on 8th-level table

8th-Level Dungeon Encounters
d% Encounter
01-10 Roll on 7th-level table
11-12 1d4+2 hound archons
13-14 1d4+2 barghests
15-17 1 behir
18-19 1d3 gauths (beholder)
20-21 1 bodak
22-23 1 destrachan
24-25 1d3+1 bearded devils
26-28 1 erinyes (devil)
29-31 1d3 bralanis (eladrin)
32-35 1 ettin and 1d3 brown bears (animal)
36-37 1 formian taskmaster and 1 dominated 5th-level
human barbarian NPC
38-39 1 noble djinni (genie)
40-42 1 efreeti (genie)
43-44 1d3+1 ghasts (ghoul) and 2d4+1 ghouls
45-46 1 stone giant
47-48 1 gorgon
49-51 1 seven-headed hydra (pyro-or cryo-)
52-54 1 mind flayer
55-56 1 mohrg
57-58 1d3+1 mummies
59-60 1 dark naga
61-64 1 ogre mage
65-66 1d4+1 phase spiders
67-69 1 greater shadow
70-71 1d3 advanced megaraptor skeletons
72-73 1 blue slaad
74-75 1 hellwasp swarm
76-78 1d3+1 trols
79-81 1d4+1 vampire spawns
82-83 1d3 average xorns
84-86 1d3+1 yuan-ti halfbloods
87-88 1d4+1 giant stag beetles (vermin)
89-90 1d3 5th-level troglodytes cleric NPCs
91-100 Roll on 9th-level table

9th-Level Dungeon Encounters
d% Encounter
01-10 roll on 8th-level table
11-13 1d4+2 greater barghests
14-16 1d4+2 basilisks
17-19 1d4+2 cloakers
20-21 1 delver
22-24 1 vrock (demon)
25-27 1 bone devil
28-30 1d3 devils, hellcat
31-33 1d3+1 chain devils
34-36 1d3 dire bears
37-38 1 young adult black dragon
39 1 juveline bronze dragon
40-42 1 drider and 2d4+3 Medium monstrous spiders (vermin)
43-44 1 formian myrmarch and 2d4+1 formian warriors
45-48 1 frost giant
49-52 1 hill giant and 1d4+2 dire wolves
53-55 1 avoral (guardinal)
56-58 1 halffiend 7th-level cleric
59-61 1 ten-headed hydra
62-63 1 zelekhut (inevitable)
64-66 1 spirit naga
67-69 1 night hag
70-72 1 ogre babarian, 4th level, and 1d4+3 ogres
73-75 1 green slaad
76-77 1d3+1 will-o'-wisps
78-81 1d4+1 wraiths
82-84 1d3 yuan-ti abominations
85-87 1d3+1 gray render zombies
88-90 1d4+2 5th level human paladin NPCs
91-100 roll on 10th-level table

10th-Level Dungeon Encounters
d% Encounter
01-10 roll on 9th-level table
11-12 1d3+1 aboleths
13-15 1d3 behirs
16-17 1d4+2 gauths
18-20 1d4+1 chuuls
21-23 1d4+2 babaus (demon)
24-26 1 bebilith
27-29 1d4+2 digesters
30-33 1d3+1 ghosts, 5th-level fighters
34-39 1 fire giant
40-43 1 clay golem
44-46 1d3+1 flesh golems
47-49 1 nine-headed hydra (pyro- or cryo-)
50-52 1d3+1 medusas
53-54 1 guardian naga
55-57 1d3 ogre mages
58-60 1d3+2 average salamanders
61-62 1 noble salamander
63-64 1d3 young adult red dragon skeletons
65-67 1d4+1 red slaadi
68-70 1 gray slaad
71-73 1d3+1 spectres
74-76 1d3+1 umber hulk
77-80 1d4+1 xills
81-83 1d3 elder xorns
84-86 Yuan-ti troupe: 1 abomination, 1d3 halfbloods, and 1d4+1 purebloods
87-88 1d3+1 huge monstrous scorpion (vermin)
89-90 5th-level drow wizard NPC, 1 hellcat (devil), and 1 mind flayer
91-100 roll on 11th-level table

11th-Level Dungeon Encounters
d% Encounter
01-10 roll on 10th-level table
11-13 1d3+1 aboleths and 2d4+3 skums
14-18 hezrou (demon)
19-22 1 retriever (demon)
23-26 1 barbed devil
27-30 1 devourer
31-35 1d3+1 efreet (genie)
36-41 1d4+1 hill giants
42-45 1 stone golem
46-49 1d3 avorals
50-52 1 9th-level half-celestial paladin
53-56 1 twelve-headed hydra
57-60 1 hill giant dire wereboar (lycanthrope)
61-64 1d3+1 mohrgs
65-67 1d3+1 dark nagas
68-71 elder black pudding (ooze)
72-75 1d4+1 blue slaadi
76-78 1d3+1 hellwasp swarm
79-82 1 6th-level troll ranger
83-86 1 dread wraith
87-90 5th lvl gnoll ranger NPC, 1d3 invisible stalkers, and 1 greater Shadow
91-100 roll on 12th-level table

12th-Level Dungeon Encounters
d% Encounter
01-10 roll on 11th-level table
11-14 1d3+1 bodaks
15-17 1 abyssal greater basilisk
18-24 1d3+1 vrocks (demon)
25-27 1d3+3 destrachans
28-34 1d3+1 bone devils
35-38 1 displacer beast pack lord
39-45 1d4+1 frost giants
46-48 1 leonal (guardinal)
49-52 1 eleven-headed hydra (pyro- or cryo-)
53-55 1 kolyarut (inevitable)
56-58 1d3+2 mind flayers
59-62 10th-level half-orc babarian NPC and 10th-level human cleric NPC
63-66 1d3+1 spirit nagas
67-72 1 purple worm
73-77 1 roper
78-84 1d3 noble salamanders
85-90 1d4+1 green slaadi
91-100 roll on 13h-level table
Xenophon

06-29-06, 12:32 AM
While I don't have a Gladius PC, I am considering creating one sometime this summer. That said, I couldn't resist typing up some of the lists. As lonewolf has the first 5, I'll let him do the other 7, and I'll just post the 13+ tables. Hope it helps!

13th-Level Dungeon Encounters
d% Encounter
01-10 Roll on 12th-level table
11-18 1 beholder
19-24 1 glabrezu (demon)
25-31 1 ice devil
32-33 1 adult green dragon
34-35 1 young adult silver dragon
36-41 1 ghaele (eladrin)
42-48 1d3 fire giants and 1 Nessian war hound (hell
hound)
49-54 1d3+1 clay golems
55-61 1 iron golem
62-66 1 twelve-headed hydra (pyro- or cryo-)
67-70 1 lich, 11th-level wizard
71-73 10th-level drow wizard NPC and 10th-level goblin
rogue NPC
74-79 1 mummy lord
80-84 1d3+1 guardian nagas
85-90 1 death slaad
91-100 Roll on 14th-level table
14th-Level Dungeon Encounters
d% Encounter
01-10 Roll on 13th-level tabe
11-15 1 astral deva (angel)
16-20 1 trumpet archon
21-27 1d3+1 hezrous (demon)
28-35 1 nalfeshnee (demon)
36-45 1d3+1 barbed devils
46-52 2 displacer beast pack lords
53-63 2d4+2 stone giants and 1 elder stone giant
64-69 1d3+1 stone golems
70-78 1 werewolf lord (lycanthrope)
79-80 1 nightwing (nightshade)
81-83 1d4+2 10th-level goblin rogue NPCs
84-90 1 truly horrid umber hulk
91-100 Roll on 15th-level table
15th-Level Dungeon Encounters
d% Encounter
01-10 Roll on 14th-level table
11-17 1 abyssal greater basilisk
18-26 1d3 beholders
27-37 Demon troupe: 1 glabrezu, 1 succubus, and 1d4+1
vrocks
38-48 Devil troupe: 1 ice devil, 2d4+3 bearded devils,
and 1d3 bone devils
49-58 1d3 ghaeles (eladrin)
59-65 1 marut (inevitable)
66-74 1 vampire, elite
75-82 15th-level hobgoblin fighter NPC
83-90 15th-level kobold sorceer NPC
91-100 Roll on the 16th-level table
16th-Level Encounters
d% Encounter
01-10 Roll on 15th-level table
11-15 1 planetar (angel)
16-21 1 hound archon hero
22-28 1d3 trumpet archons
29-36 Demon troupe: 1 nalfeshnee, 1 hezrou, and 2d4+1
vrocks
37-47 1 horned devil
48-50 1 mature adult blue dragon
51-52 1 adult gold dragon
53-60 1d3+1 iron golems
61-67 1 greater stone golem
68-74 1 nightwalker (nightshade)
75-82 1d4+2 ropers
83-90 15th-level lizardfolk druid NPC
91-100 Roll on 17th-level table
17th-Level Dungeon Encounters
d% Encounter
01-10 Roll on 16th-level table
11-20 1 aboleth mage
21-30 1d4+2 beholders
31-43 1 marilith (demon)
44-45 1 very old white dragon
46-47 1 old brass dragon
48-49 1 mature adult bronze dragon
50-62 1 frost giant jarl
63-73 9th-level mind flayer sorcerer
74-82 15th-level human paladin NPC and 15th-level
human monk NPC
83-90 1d3 15th-level hobgoblin fighter NPCs
91-100 Roll on 18th-level table
18th-Level Dungeon Encounters
d% Encounter
01-10 Roll on 17th-level table
11-25 1d4+2 astral devas (angel)
26-35 1d3 planetars (angel)
36-38 1 very old black dragon
39-41 1 old dragon (blue or green)
42-44 1 mature adult dragon (red or silver)
45-47 1 ancient white dragon
48-62 1 nightcrawler (nightshade)
63-72 1d3 15th-level half-orc barbarian NPCs and 15th-
level human bard NPC
73-90 15th-level kobold sorcerer NPC and 1 werewolf
lord (lycanthrope)
91-100 Roll on 19th-level table
19th-Level Dungeon Encounters
d% Encounter
01-10 Roll on 18th-level table
11-21 2d4+5 abyssal greater basilisks
22-36 1d3 mariliths (demon)
37-49 1d3+1 horned devils
50-52 1 ancient black dragon
53-55 1 very old dragon (blue, green, or brass)
56-58 1 wyrm white dragon
59-61 1 old dragon (bronze or copper)
62-64 1 mature adult gold dragon
65-79 1d3+1 greater stone golems
80-90 1d3+1 15th-level gnoll ranger NPCs
91-100 Roll on 20th-level table
20th-Level Dungeon Encounters
d% Encounter
01-10 Roll on 19th-level table
11-45 1 balor (demon)
46-80 1 pit fiend (devil)
81-85 1 wyrm black dragon
86-90 1 old dragon (red or silver)
91-95 1 ancient brass dragon
96-100 1 very old copper dragon
King Uther

06-29-06, 01:04 AM
Ironically, I need the CR8 table right this second to set up the monster fight I am running this week. Mind posting that one? Someone took the liberty of stealing my DMG before I moved to AZ.
MindWandererB

06-29-06, 01:50 AM
For those who missed the message at the top of the page, the boards update has been rescheduled. The good news: the time between the snapshot and the live date is only two days this time. The bad news: that period is from July 9 to July 11, right when most of our battles go up and our character updates are done. So any battles that go up during that time will have to be re-posted (Cat volunteered to do that--thanks!), and I think the pairings will have to be delayed a day, since most of the updates won't make it to the new boards.
Xenophon

06-29-06, 01:55 AM
8th-Level Dungeon Encounters
d% Encounter
01-10 Roll on 7th-level table
11-12 1d4+2 hound archons
13-14 1d4+2 barghests
15-17 1 behir
18-19 1d3 gauths (beholder)
20-21 1 bodak
22-23 1 destrachan
24-25 1d3+1 bearded devils
26-28 1 erinyes (devil)
29-31 1d3 bralanis (eladrin)
32-35 1 ettin and 1d3 brown bears (animal)
36-37 1 formian taskmaster and 1 dominated 5th-level
human barbarian NPC
38-39 1 noble djinni (genie)
40-42 1 efreeti (genie)
43-44 1d3+1 ghasts (ghoul) and 2d4+1 ghouls
45-46 1 stone giant
47-48 1 gorgon
49-51 1 seven-headed hydra (pyro-or cryo-)
52-54 1 mind flayer
55-56 1 mohrg
57-58 1d3+1 mummies
59-60 1 dark naga
61-64 1 ogre mage
65-66 1d4+1 phase spiders
67-69 1 greater shadow
70-71 1d3 advanced megaraptor skeletons
72-73 1 blue slaad
74-75 1 hellwasp swarm
76-78 1d3+1 trols
79-81 1d4+1 vampire spawns
82-83 1d3 average xorns
84-86 1d3+1 yuan-ti halfbloods
87-88 1d4+1 giant stag beetles (vermin)
89-90 1d3 5th-level troglodytes cleric NPCs
91-100 Roll on 9th-level table
Caterane

06-29-06, 05:25 AM
For those who missed the message at the top of the page, the boards update has been rescheduled. The good news: the time between the snapshot and the live date is only two days this time. The bad news: that period is from July 9 to July 11, right when most of our battles go up and our character updates are done. So any battles that go up during that time will have to be re-posted (Cat volunteered to do that--thanks!), and I think the pairings will have to be delayed a day, since most of the updates won't make it to the new boards. I expect a delay though. It doesn't matter because any fight that will be posted during the 'downtime' should be sent to me by email incl. tags. I can even do pairings and save the relevant posts.

@Lonewolf: Hey! Glad to see you back! I hope you return in full because we all missed you! And thanks a lot for the tables! You gain the 2.

@Xenophon: You gain 2 credits too. Thanks.
mattes

06-29-06, 05:50 AM
I have a question: can I use two wands of MM, one in each hand?
lonewolf

06-29-06, 05:51 AM
The tables are complete now.

But there are 2 problems with them that have to be addressed:

- There are monsters on those tables that are not in the SRD (Mind flayers, Beholders, Slaadi, ...). Those monsters HAVE to be replaced because pitlord and/or player may not have access to those monsters.

- There are several monsters on the table that use sample creatures also not in the SRD but are fully fleshed out in the MM. (5th level ghost fighter, 7th level half-fiend cleric, ...) Those enemies could be reconstructed using the SRD, but I think it would be better to either have stats for those enemies available somewhere for everyone, or to replace those monsters also.



MindwandererB had some good ideas below how to refill those vacant slots. I agree with him that the random numbers of those tables should be removed. I also suggest that the 10% chances to go a table up or down should be removed, because that easily leads to unwinable fights. Monster fights are hard enough as they are right now.

With Cats permission, I would modify the tables according to those ideas(and maybe some others if you can give them to me)
lonewolf

06-29-06, 05:56 AM
I have a question: can I use two wands of MM, one in each hand?

yes and no.

you can wield a wand in each hand, but you can only fire one of them each round since it is a standard action to use one. So the only reason to do something like this is if you have one nearly empty wand and dont want to spend the move action to draw the second one as soon as the first one is empty.

There is however a non-Core Feat that allows you to fire two wands at once. Its in Complete Arcane if I am not mistaken.
Pittbull

06-29-06, 01:56 PM
Just a stupid question:

If a spell-dispcription says:

+1bonus/every four casterlevels

---> it is always rounded down, that means Level 9 to Level 11 is still +2

Right?
TelinArtho

06-29-06, 02:04 PM
Correct.

Shield of Faith +2 AC from 1st-5th, +3 AC from 6th-11th, etc.
Macbrea

06-29-06, 03:06 PM
I have an opinion question for people:


On Izumi I am going to be building new armor for her when she levels.
Is it better to go with:

Admantine Breastplate (armor +5, DR 2/-) - AC 16(14*), 30ft movement
or
Mithril Full plate (armor +8) AC 19(17*), 30ft movement
* Expanded


They both generally cost the same and wll be about same price to build.
TelinArtho

06-29-06, 03:14 PM
Well, it depends - are you expecting to get hit a lot? With either AC - I'd say probably yes. In that case, the DR is probably better for you than the extra 3 AC. Judging from that and that the adamantine armor is slightly less expensive - I'd probably go for that.

On the other hand - if you have a method of getting reliable DR (either from Biofeedback or from Barbarian levels) - you are certainly better off with the mithril armor.

The only real problem with having DR is that a lot of pitlords/questlords forget about it... I don't think I've had a successful fight with Kraegin since he got his Adamantine Full Plate (of course I'm joking - but get used to adding it to your tactics...).
TelinArtho

06-29-06, 03:27 PM
Can a ghoul infect someone with ghoul fever in order to obtain ghoul/ghast allies? To me, this would fall under create spawn (which is covered in the rules) - however, I want to make sure before I miniquest to get some...

Any insight on this? Blaergh wants to have some friends to play with...
Pittbull

06-29-06, 03:37 PM
Ghoul Fever (Su)
Diseasebite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.

An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.


How do you want control it? It is just an undead who hungers for flesh and doesn't follows your commands.
MindWandererB

06-29-06, 03:43 PM
- There are monsters on those tables that are not in the SRD (Mind flayers, Beholders, Slaadi, ...). Those monsters HAVE to be replaced because pitlord and/or player may not have access to those monsters. I'm not sure they have to be replaced. The CoCo "charter," as it were, includes those monsters as parts of "core." I think a lot more people lack the 3.5 DMG than the MM. However, I also think a pitlord that lacks the proper book should be allowed to re-roll for his or her own sanity.
I also suggest that the 10% chances to go a table up or down should be removed, because that easily leads to unwinable fights. Monster fights are hard enough as they are right now.Yeah, when I saw those I immediately thought the same thing. There's really no reason to include them, except to reduce the chances of the player guessing what monster it is. I think replacing 15% of that 20% with templates, and the other 5% with mercenaries, would be appropriate. Unfortunately, the Half-Dragon and Ghost templates are the only ones with a flat CR increase that can be applies to most creatures, and including ghosts on the list would be a bit cruel. The Celestial, Half-Celestial, Fiendish, Half-Fiendish, and Phrenic templates all have a range of CR added, depending on HD, so it might be a bit hard to figure out how to add those to the right table.

And I forgot to mention as well, welcome back, lonewolf.How do you want control it? It is just an undead who hungers for flesh and doesn't follows your commands.Yeah, since it's not under your control, I'd think it would be a viable Leadership ally only. Too bad the progress isn't faster, or it could be useful in an FFA.
TelinArtho

06-29-06, 03:44 PM
Hmmm - well that stinks...

How about if I offer it some nice flesh to munch on?

Oh well - Blaergh needs some serious reworking anyway - so I may just drop him...
Pitlords

06-29-06, 07:45 PM
A new section about Monster Fights (http://boards1.wizards.com/showpost.php?p=9511754) has been added to the Rules of Gladius. It includes all tables and answers frequently asked questions.
King Uther

06-30-06, 01:19 AM
@MacBrea

Mithral armor is superior, due to the higher AC and lower weight. DR is nice, but AC is king. There are many moderately powerful builds with a low to-hit, and with a decent base AC from which to buff you can do a lot. Although the adamantine armor would prove useful vs many enemies with low damage potential, or swarms.
King Uther

06-30-06, 01:30 AM
@Campaigners

For the 5 who are in, please PM me when your character is wset so I can prepare the thread for the 12th(or a little later if pairings get delayed). As far as a 6th player is decided, if one is to beadded I'll decide this weekend.
lonewolf

06-30-06, 12:50 PM
Ive got a rules question that actually came up in my RL game:

Antilife Shell
...
Area: 10-ft.-radius emanation, centered on you
...


how large is that exactly and where is that 10ft radius centered?


| | | |
| | | | | |
| | |c| | |
| | | | | |
| | | |


correct?

if yes: how does that look like for a large sized character?
if not: how does it look on either medium or large sized characters?

essentially the question is if an enemy can actually stand directly beside you when you have an active Antilifeshell and you are large sized.

thanks for the help in advance
SauroGrenom

06-30-06, 02:15 PM
Ive got a rules question that actually came up in my RL game:

Antilife Shell
...
Area: 10-ft.-radius emanation, centered on you
...


how large is that exactly and where is that 10ft radius centered?


| | | |
| | | | | |
| | |c| | |
| | | | | |
| | | |


correct?

if yes: how does that look like for a large sized character?
if not: how does it look on either medium or large sized characters?

essentially the question is if an enemy can actually stand directly beside you when you have an active Antilifeshell and you are large sized.

thanks for the help in advance
Similar questions have been asked by myself with regard to Anti Magic Field (AMF). I never recieved answers.

My take is that an area is listed as Emanation Centered on You (or caster), then it simultaniously emanates from all points in the area you occupy.

So the area becomes a sphere of radius equal to 10' + 1/2 your width. If you are large, then it's a sphere of 30' across. If you are medium it's only 25' across.

Note that this is just my opinion and when I looked in the rules FAQ and errata, I couldn't find a clarification.

I only draw this from the fact that some emanations are centered on a point in space, and others are centered on the caster or a target.

AMF is a good example of this kind of spell. So if you are a gargantuan creature and cast the spell on yourself, then the effect should extend 10' beyond you area. Otherwise you can have part of your body poking out of the AMF.
TelinArtho

06-30-06, 02:28 PM
Burst, Emanation, or Spread: Most spells that affect an area function as a burst, an emanation, or a spread. In each case, you select the spells point of origin and measure its effect from that point.
...
An emanation spell functions like a burst spell, except that the effect continues to radiate from the point of origin for the duration of the spell. Most emanations are cones or spheres.


For an emanation centered on you, then, you pick a point that is within your area.

The point of origin of a spell is always a grid intersection. When determining whether a given creature is within the area of a spell, count out the distance from the point of origin in squares just as you do when moving a character or when determining the range for a ranged attack. The only difference is that instead of counting from the center of one square to the center of the next, you count from intersection to intersection.

Since all points of origin are grid intersections, you pick one of those intersections to have it centered on. In the case of a gargantuan creature, for instance, with a 5ft radius emanation, a good portion of the creature could be outside of the area of effect.

This as close as rules as written as I can find. I think there is an example in an FAQ - but I haven't found it quite yet.
Zevox

06-30-06, 03:30 PM
Since my last mention seems to have been overlooked...

I'm looking for a questlord for my Druid, Destra Stormwind. I want to have her do a quest for RP purposes - that being performing a ritual of her God. I plan on starting this quest in two weeks, on the 12th of July (next week she'll be scribing scrolls presuming the character change gets approved... *hint hint nudge nudge @ Pitlords*). If anybody is interested in running it, post here or PM me and I'll send you such little information as there is about the ritual, and we'll go from there.

Zevox
TelinArtho

06-30-06, 03:41 PM
I'll take it Zevox.

It seems there's a fair shortage of questlords lately - so I want to encourage people to try it out. They do require a 3-week commitment, but only 1-3 posts a day will get it started and finished without too much trouble - possibly even less - depending on how much roleplay you do.

If you've never tried it before - I say - give it a try. It is an easy road to 6 credits and almost always, in my opinion, is more fulfilling than running 6 regular arena fights.

That being said, Ignatius (Erithmu) and Sir Valkin (myself) are both looking for a questlord to find the Silver Sun Edicts (RP for Sir Valkin, finding Talaric texts for Ignatius). It would be an EL7 quest. PM or post here if you are interested. We would like to start on the 12th as well.
Erithmu

06-30-06, 03:51 PM
I'll take it Zevox.

It seems there's a fair shortage of questlords lately - so I want to encourage people to try it out. They do require a 3-week commitment, but only 1-3 posts a day will get it started and finished without too much trouble - possibly even less - depending on how much roleplay you do.

If you've never tried it before - I say - give it a try. It is an easy road to 6 credits and almost always, in my opinion, is more fulfilling than running 6 regular arena fights.

That being said, Ignatius (Erithmu) and Sir Valkin (myself) are both looking for a questlord to find the Silver Sun Edicts. It would be an EL7 quest. PM or post here if you are interested.

and the Tallaric texts for Ignatius to qualify for warmind entry.
Papapeperoni

07-02-06, 05:13 AM
A question: The birthday of Kendal (not me) is the 5th of July. Am I allowed to progress his age to 22 on that day?

Another question: My birthday, the 10th of May, has already been, but I have PM'ed Scribelords about a week before that day that I wanted to be added to the birthday list, so I feel that I still owe those 2 credits to Scribelords. So Scribelords, if you're reading this, add me!

Greets,
--Papapeperoni, God of Pizza's
Papapeperoni

07-02-06, 06:58 AM
Sorry for double-post.

I've just posted my new character, Grakkar Stonefist. Could someone please check it for mistakes? And in which arenas does light sensitivity apply?

Thanks,
--Papapeperoni, God of Pizza's
Papapeperoni

07-02-06, 08:18 AM
Triple-post. Wow. Not many people online, h?

Just for information, how much do the rocks in the arena map weigh ;). Guess why I wanna know :D.

Hehehe,
--Papapeperoni, God of Pizza's
Papapeperoni

07-02-06, 08:19 AM
*bump* (Just in case) :P

This is probably the first time I'm spamming something :cool:.

--Papapeperoni, God of Pizza's
SauroGrenom

07-02-06, 10:24 AM
Sorry for double-post.

I've just posted my new character, Grakkar Stonefist. Could someone please check it for mistakes? And in which arenas does light sensitivity apply?

Thanks,
--Papapeperoni, God of Pizza's
The Light sensitivity only applies generally if you are targeted by a light effect.
SauroGrenom

07-02-06, 10:27 AM
Triple-post. Wow. Not many people online, h?

Just for information, how much do the rocks in the arena map weigh ;). Guess why I wanna know :D.

Hehehe,
--Papapeperoni, God of Pizza's
The world coup soccer is probably to blame for the quiet right now. France beat Brazil yesterday. Big upset.

There is no set weight for the boulders in the Arena as far as I know. However if you thing about the weight of a boulder 5' in diameter it weighs at least a ton. Probably it weighs several tons.
Abyssal Stalker

07-02-06, 01:07 PM
Triple-post. Wow. Not many people online, h?

Just for information, how much do the rocks in the arena map weigh ;). Guess why I wanna know :D.

Hehehe,
--Papapeperoni, God of Pizza'sThe weight of rocks depend quite a lot on the quality of it, but it should be around 2500kg/m3. That means that a 5ft cube weights about 8500kg, which is somewhere around 17.000lb.
Yellow

07-02-06, 02:04 PM
well france is playing much better last 2 games, and brazil isn't playing any good in the whole championship, they just got lucky, they had to play against some weak opponents.

Germany is gonna win anyway!!!!!!!
GermanyGermanyGermanyGermanyGermanyGerma nyGermanyGermany
Papapeperoni

07-02-06, 05:04 PM
Does the Powerful Build of a half-giant also apply to the amount he can carry (as in, counting as large, getting a +4 bonus)?

Let's say that I could lift a boulder and throw it, how much damage would it do?

--Papapeperoni, God of Pizza's
Zevox

07-03-06, 01:24 AM
Quick query - I recall it being proposed (by Cat I think) among the slew of ally-based discussions recently that Leadership cohorts might be permitted to start with equipment appropriate for a character of thier ECL rather than having thier master pay for everything they ever get. Did that ever get officially changed?

Also, for our shape-shifting houserule, if a character had a leadership Cohort who could cast Polymorph and had the requisite knowledge skill to do so, could that Cohort polymorph his master even if he doesn't have the requisite knowledge skill?

Zevox
MindWandererB

07-03-06, 02:54 AM
Does the Powerful Build of a half-giant also apply to the amount he can carry (as in, counting as large, getting a +4 bonus)?90% of Powerful Build questions can be answered with this: if it doesn't say you're specifically treated as Large for that purpose, then you're not.
Let's say that I could lift a boulder and throw it, how much damage would it do?Well, let's see. The boulders are Medium-sized objects (between 4 and 8 feet in size), which makes them the equivalent of a Large club. (A Medium one-handed weapon is a Small object. This is based on some pretty old rules, dating from 3.0, but there's no reason why they shouldn't apply anymore.) That means it would be an improvised weapon (-4 to hit) that deals 1d8 base damage and has a range increment of 10 feet.
Quick query - I recall it being proposed (by Cat I think) among the slew of ally-based discussions recently that Leadership cohorts might be permitted to start with equipment appropriate for a character of thier ECL rather than having thier master pay for everything they ever get. Did that ever get officially changed?I don't believe that was changed yet.
Also, for our shape-shifting houserule, if a character had a leadership Cohort who could cast Polymorph and had the requisite knowledge skill to do so, could that Cohort polymorph his master even if he doesn't have the requisite knowledge skill?I can't think of any reason why not.
Pitlords

07-03-06, 11:51 AM
Happy Birthday Sauro! I wish I could give you more than just 2 for all you have done to this board. I hope you celebrate many more birthdays on this board.
Pittbull

07-03-06, 12:09 PM
Yes, happy birthday!! Guys, who are born in July, are the best!!!!
Caterane

07-03-06, 01:40 PM
@Dracazar: Good luck for Italy tomorow and also good luck for Italy on saturday when they play for the third place :D
NiQil

07-03-06, 04:03 PM
For those that may have missed it in the Prison, the new default character sheet is now in effect and available for use. Though not required, I feel very strongly that everyone should convert their characters over to this new format, so that our pitlords have a uniform approach to characters instead of having to hunt all over a sheet for the same information that is in a different place on someone else's sheet. I also think it's a more streamlined setup, as well as looking much better than the old one. Then again, I'm a bit biased on the subject. :D

So please take the time to update your characters, if you would.

We now return you to your regularly scheduled bashing of Germany...err...I mean...Germany's soccer team...err...wait..it's soccer. Someone wake me up when NFL training camp starts. :P
Pittbull

07-03-06, 04:28 PM
You are lucky if you love both football and soccer!

This year my favorite football-team has won the superbowl and our national team will win the world championship!

OH, yeah, I'm really looking forward to this.....
DirewolfX

07-03-06, 05:04 PM
Random question: Can ray or touch attacks be used to coup-de-grace? Can other magic spells (I assume not)?
Zevox

07-03-06, 05:11 PM
Random question: Can ray or touch attacks be used to coup-de-grace? Can other magic spells (I assume not)?
Nope. The rules on Coup-de-Graces specifically say that only melee weapons, bows, and crossbows can be used for CDGs. Relevant quote:

As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets her sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die.
Zevox
Vathelokai

07-03-06, 05:55 PM
Random question: Can ray or touch attacks be used to coup-de-grace? Can other magic spells (I assume not)?
I think I've seen shocking grasp used for CDG. If I rememeber right, touch attack spells count as melee weapons for most purposes.
bluemage55

07-03-06, 06:49 PM
It takes a full-round action to coup-de-grace, so a caster would have to hold a charge until he can spend a full-round to do so (which means no rays).
Milov

07-03-06, 11:12 PM
Hi every, I'm Milov. It takes me awhile to understand things, so if I get something horribly wrong, try not to chew my head off. Oh, and I'm Zevox's brother if anyone is interested.
King Uther

07-03-06, 11:38 PM
I prmise no one will chew your head off. Mistakes happen, and I make them quite often. So no worres. Just enjoy yourself.
King Uther

07-03-06, 11:39 PM
@Vathelokai

A held charge for a touch spell is fair game. Shocking Graps is perfect for that sort of thing.
MindWandererB

07-03-06, 11:41 PM
Welcome, Milov! With Zevox's help, I'm sure you'll be in good shape. And if you judge yourself by him, you're probably setting a high standard for yourself, so no worries.

Your character looks error-free as far as I can tell, a rarity for newcomers. You might want to invest in certain expendables, though--without giving anything away, I can tell you that there are several CL 1 items that can save your butt in a fight.
MindWandererB

07-04-06, 05:23 AM
I know it's short notice, but I'd like someone to run an MQ for Sunstroke--he's finally quitting PSI and joining EYE. I'd also like for him to find religion in the process, as he'll earn enough XP to level and gain a level of cleric (Magic and Luck) from the quest. Is anyone interested?
Milov

07-04-06, 09:01 AM
Welcome, Milov! With Zevox's help, I'm sure you'll be in good shape. And if you judge yourself by him, you're probably setting a high standard for yourself, so no worries.

Your character looks error-free as far as I can tell, a rarity for newcomers. You might want to invest in certain expendables, though--without giving anything away, I can tell you that there are several CL 1 items that can save your butt in a fight.


Yeah... It was riddled with errors before it got checked over....

At any rate, what sort of expendables would help? I know Wand of Cure Light Wounds is probably high up there, but I'm just short of being able to afford one so I'd need to find other things.
Erithmu

07-04-06, 09:25 AM
I know it's short notice, but I'd like someone to run an MQ for Sunstroke--he's finally quitting PSI and joining EYE. I'd also like for him to find religion in the process, as he'll earn enough XP to level and gain a level of cleric (Magic and Luck) from the quest. Is anyone interested?

Sounds like a job for the guildmaster ... Your covered.
Vathelokai

07-04-06, 09:33 AM
Yeah... It was riddled with errors before it got checked over....

At any rate, what sort of expendables would help? I know Wand of Cure Light Wounds is probably high up there, but I'm just short of being able to afford one so I'd need to find other things.I havn't looked at your sheet but...

On the 50 gp list, there's prot. evil potions to ward off summoners, universal solvents, shield of faith potions (which stack nicely with other bonus), shillaligh oil (if you're into that sort of thing), and a few CLW potions never hurt anyone.

Then there's the psionic tattoos, like synesthete to counter blindness, skate (if you can't get longstrider or expid. retreat), and any of the 3 precognitons and 2 presciences (I love the regular 'precognition'. gives you a +2 to any one roll you want, after the roll is made). And who can forget the vigor power.

That's the cheep end of the spectrum... but with the expendables cap, you'll have to pick and choose. And if you can make scrolls or powerstones, then you'll be ahead in that department.
TheMagister

07-04-06, 09:37 AM
Greetings, Brother of Zevox! Glad to have you here.

Some simple items that can really win the day for you are (and these are without looking at your type of character):

1) Potion of Protection from (alignment) - the be-all, end-all best protection from summoned creatures (read the spell for details), and a +2 bonus on saves cast by those of the alignment you are protected from.

2) Shield of Faith - +2 deflection bonus to AC. At low levels, this generally stacks with everything. On the same vein, there are also: Tattoo of Inertial Armor (XPH), Tattoo of Force Screen (XPH), Potion of Mage Armor (PHB), and others; all cheap, all effective (though short of duration [10 rounds, generally]).

3) Oil of Magic Weapon - besides the obvious +1 hit/+1 damage benefits, several people around here build characters based on DR or various types. DR/magic is not exactly prevalent, but it'll totally wipe out the 300 gp your opponent spent on that Potion of Protection from Arrows (10/magic). Various other items defeat DR, namely: Oil of Bless Weapon (100 gp) (DR/good), Silversheen (250gp wondrous item) (DR/silver), Cold Iron Weapon (weapon cost*2). All are good to have on hand.

4) Potion of Cure Light Wounds (50 gp) - sometimes 2 points of cure is all it takes to convert a lucky crit into a win. I've been reduced to 0 HP more times than I care to remember. Sure, a Wand of CLW is more efficient, but it's hella expensive at level 3.

5) Tattoo of Skate (100 gp) - +15' enhancement bonus on land speed for 10 rounds. Hard to beat if you want to catch a buff-heavy character with his proverbial pants around his ankles. Great for barbarians, xephs, those with the Speed of Thought feat, or a Xeph Barbarian with Speed of Thought for truly MAD move speed. Also handy for heavy armored clerics or fighters. Heck, useful for anyone unless that person has access for Haste of Expeditious Retreat.

There are a multitude of others; look through the Characters of Gladius thread and check out the characters with winning records. You'll get plenty of ideas for research on what would fit your character best.

Happy Hunting!

TM

Edit: Darn you Vath! ;)
TheMagister

07-04-06, 09:39 AM
Hey, I've found numerous (non fight affecting) errors on Mssr. Hood's sheet, mostly spacing and accounting errors (in my favor! Yay!).

Will I auto-lose if I correct them in between fights? I checked the Rules thread and couldn't find anything that says I will, but I don't wanna chance it.

TM
Milov

07-04-06, 09:56 AM
Thanks for the info guys! I'll keep those in mind and purchase accordingly :D
Vathelokai

07-04-06, 10:21 AM
Thanks for the info guys! I'll keep those in mind and purchase accordingly :D
A side note; when looking over other characters to see what to buy (in terms of expendables), just look over the past expendatures/used items list at the bottom of the sheets. That way you can get an idea of what actually gets used, as opposed to the pile of contingency items that people carry around.
Jerrick_QueKiri

07-04-06, 11:30 AM
...or a Xeph Barbarian with Speed of Thought for truly MAD move speed...
Hmm...thanks for the idea, TM.

Edit: Ah crap, I forgot to log out of my other account. Sorry, this is Hawkeye. Also, one fight coming up.
MindWandererB

07-04-06, 02:53 PM
Hey, I've found numerous (non fight affecting) errors on Mssr. Hood's sheet, mostly spacing and accounting errors (in my favor! Yay!).

Will I auto-lose if I correct them in between fights? I checked the Rules thread and couldn't find anything that says I will, but I don't wanna chance it.The only time you're not allowed to make corrections is between pairings and when the fight goes up. As long as your fight has already been run this week, you can fix things.


In other news, I'm going to be multiclassing Sunstroke as a cleric next week (finally giving in to the lure of the Magic domain), but I'm having trouble deciding on a second domain. I think my top two choices are Luck and Plant. Luck nets you that nice, non-level-dependent reroll, which although only usable once a day, can potentially save your butt in a variety of situations (like Sunstroke's loss two weeks ago to a failed Will save and instant death). On the other hand, the spells are just normal cleric spells. Plant, on the other hand, has a crappy granted power, but lets you cast Entangle, an incredibly useful spell, and Barkskin, for a nice +2 to AC (Sunstroke will never get an Amulet of Natural Armor because he'll be using his neck slot for a Periapt of Wisdom). Since he's only dipping, the higher-level spells are irrelevant.

Does anyone have any opinions? One reroll per day, or the ability to cast (and use scrolls and wands of) Entangle and Barkskin?
Papapeperoni

07-04-06, 05:10 PM
I have a couple of questions:

1. If you level during a cycle, can you level in-between the fights?

2. If Kendal (monk) wears Gauntlets of Ogre Power, does he lose his unarmed capabilities?

3. Do competence bonuses stack?

4. If I fight and belong to a guild, do I have to notify the guild that they get money or do they handle that themselves?

5. Again, how much damage would the rocks in the arena map do if thrown and how much do they weigh. 1d8 damage seems hardly realistical for a rock of over 10000 lb. I've read something in the Complete Warrior about throwing things and damage, it's on page 159. I know it's not Core, but it could be used as a guideline.

PS: I finally won a fight! Just 200 xp short for level 6! :D

I think that'll be all for now,
--Papapeperoni, God of Pizza's
TheMagister

07-04-06, 05:40 PM
I have a couple of questions:

Okay.

1. If you level during a cycle, can you level in-between the fights?

Yep. Read the relevant section in the Rules Thread for all the 3FC details. Don't feel bad...I asked this question, too.

2. If Kendal (monk) wears Gauntlets of Ogre Power, does he lose his unarmed capabilities?

Heck, no! He's a MONK, man! He can use his feet, elbows, head, knees, or even his gluteus maximus to deal his unarmed damage, grapple, or whatever.

3. Do competence bonuses stack?

Nope. The only boni that EVER stack with boni of the same type are dodge boni.

4. If I fight and belong to a guild, do I have to notify the guild that they get money or do they handle that themselves?

The guildmasters take care of it.

5. Again, how much damage would the rocks in the arena map do if thrown and how much do they weigh. 1d8 damage seems hardly realistical for a rock of over 10000 lb. I've read something in the Complete Warrior about throwing things and damage, it's on page 159. I know it's not Core, but it could be used as a guideline.

If you throw them, MindwandererB's calculations are exactly right.

If you DROP them, they do damage based on their weight and the distance they fall (see the DMG: Falling Objects for details).

PS: I finally won a fight! Just 200 xp short for level 6! :D

Good for you! Monsieur Hood, despite his ridiculous name, has won two straight mostly due to marvelous luck on his part and incredibly BAD luck on the part of his opponents. Better lucky than good, I suppose.

I think that'll be all for now,
--Papapeperoni, God of Pizza's

Okay.

TM
Papapeperoni

07-04-06, 05:51 PM
Thanks for the quick reply TM.

What if I throw the rock up, so it'd drop on my enemy. Based on the rules in complete warrior, it should deal 88d6 damage.

Does anyone know any way of making that damgage count, not my lousy throwing damage? I've already got the strength and such covered.

Greets,
--Papapeperoni, God of Pizza's
TheMagister

07-04-06, 05:56 PM
Thanks for the quick reply TM.

What if I throw the rock up, so it'd drop on my enemy. Based on the rules in complete warrior, it should deal 88d6 damage.

Does anyone know any way of making that damgage count, not my lousy throwing damage? I've already got the strength and such covered.

Greets,
--Papapeperoni, God of Pizza's

Buy slippers of spider climb and haul that sucker 50' up the walls to the ceiling.

"Open Bomb Bay doors!"

Drink a Potion of Fly and haul it up with you.

Be a 9th level Psychic Warrior and learn the Dimension Slide power, augment it, and take as much as a medium load worth of rock with you to a point straight above your target as a move action. Drop it as a free action.

That's all I can think of.

TM
Caterane

07-04-06, 06:02 PM
Congratulations for Italy and thanks for this exciting match!

Good luck for the final!

We'll make the match for 3rd place to our own final.
Papapeperoni

07-04-06, 06:23 PM
A potion of Fly it is! Would he get a reflex to avoid it? This is kewl, an avoid-death reflex at ECL 5 :). Do I have to throw an attack roll? I think not, and even if I have to, I'll just target his square, and hitting a certain square is AC 5.

88d6 :devil:
*Insert evil demonic laugh here.*

Ciao,
--Papapeperoni, God of Pizza's
SoulLord

07-04-06, 07:04 PM
Congratulations for Italy and thanks for this exciting match!

Good luck for the final!

We'll make the match for 3rd place to our own final.

my my all of my favorite teams have been falling like flies

Mexico loses to Argentina

The 5 times world champions brazil: lose to an inspired french team

Then Germany loses to a solid Italian Defense...

Well in case anyone wishes to bet against my favorites

Portugal vs France: winner Portugal

Italy vs winner of portugal vs france: either Portugal or France.
SauroGrenom

07-04-06, 07:24 PM
Nope. The only boni that EVER stack with boni of the same type are dodge boni.Although you are correct about competince bonuses, this blanket statement is not technicially true. Circumstance bonuses stack if the arrise from seperate circumstances. It is mentioned here (http://www.wizards.com/default.asp?x=dnd/rg/20040210a) in the Rules of The Game article. I also think it is mentioned in another place in the SRD, but I cannot think of it right now.
SauroGrenom

07-04-06, 08:30 PM
A potion of Fly it is! Would he get a reflex to avoid it? This is kewl, an avoid-death reflex at ECL 5 :). Do I have to throw an attack roll? I think not, and even if I have to, I'll just target his square, and hitting a certain square is AC 5.

88d6 :devil:
*Insert evil demonic laugh here.*

Ciao,
--Papapeperoni, God of Pizza's
Although I congratulate your creativity here, I want to avoid a more serious let-down in a later time. Since we are the Core Coliseum, you must use core materials in the SRD or core books.

Firstly the SRD does have a section that describes the damage caused by falling objects. It's basicially 1d6 for each 200lbs of weight and an additional 1d6 for each 10' the object falls to a maximum of 20d6 damage.

There is nothing in the SRD about attacking with a falling object. Nothing about reflex saves or attack rolls of any kind that I can find. The closest I can think of is the Wall of Iron spell that allows a reflex save to avoid damage if you are medium or smaller.

Another way to go is to think about boulders that giants throw. Huge giants can hurl boulders weighing 60 to 80 pounds. These boulders are considered to be medium objects. Most likely this is what a boulder in the Arena will be like (2d8 damage). Also if you are not a giant these objects will be improvised weapons and you will suffer an attack penalty.

The half-giant powerful build ability does not bring all the benefits of large size. Rather only those listed. So with regard to carrying limits I am under the impression that you are not considered to be large. Anyway I have touble thinking of a way in which you would be able to lift a 17,000lbs object. That's very very heavy. By my accounting it would take a strength of about 80 to make that a medium load. If you are large and quadrapedal it would take a strength of about 43.
NiQil

07-05-06, 01:22 AM
I wonder if someone could please give Igg & Ook a look-see and see if I have any errors? Feel free to make suggestions as well. However, that being said....the fact that neither of them has any expendables, including healing of any kind, is intentional.

Also, a cookie to anyone who knows where I robbed those names from LOL
TelinArtho

07-05-06, 01:31 AM
The only thing that jumps out at me is the bow that you have listed as crafted. +9 bonus would be enough for a mighty +2 str bow, but not for the darkwood portion - which makes it masterwork.
NiQil

07-05-06, 01:41 AM
The only thing that jumps out at me is the bow that you have listed as crafted. +9 bonus would be enough for a mighty +2 str bow, but not for the darkwood portion - which makes it masterwork.

Doh! Fixed it..forgot about the masterwork portion.
TheMagister

07-05-06, 07:25 AM
I wonder if someone could please give Igg & Ook a look-see and see if I have any errors? Feel free to make suggestions as well. However, that being said....the fact that neither of them has any expendables, including healing of any kind, is intentional.

Also, a cookie to anyone who knows where I robbed those names from LOL

Change Ook's class to Fighter 3. They seem pretty straightforward.

TM
Traevanon

07-05-06, 10:26 AM
Question:

Lets say I have the crafting skill neccessary to make an Adamantium Light Hammer but not the magical skill needed to make it Teleporting.

Can I craft it, then have it enchanted in later weeks?
Does it have to be +1 before it gains the Teleporting ability (effective +2 overall)?
Will any of this cost credits?
TheMagister

07-05-06, 10:35 AM
Question:

Lets say I have the crafting skill neccessary to make an Adamantium Light Hammer but not the magical skill needed to make it Teleporting.

Can I craft it, then have it enchanted in later weeks?
Does it have to be +1 before it gains the Teleporting ability (effective +2 overall)?
Will any of this cost credits?

Yes.
Yes.
No.

TM
Myrridin

07-05-06, 10:42 AM
Do I get experience/gold for completing a miniquest to join the CEF? Just asking, so I can fully update Morgan.
TelinArtho

07-05-06, 11:53 AM
@Myrridin - assuming you were successful - yes you should get XP/GP from the miniquest.

-----------

It seems I may have misunderstood the new rules on XP loss from crafting. If I craft a 1st level PoP (500gp and 40xp) as a 3rd level character what is the correct way to adjust my sheet:

A: [subtract 500gp and 0xp]
B: [subtract 500gp and 40xp]
C: [subtract 540gp and 40xp]

I thought it was selection C, but after rereading the additions to the rules - I noticed that it might be A. A quick clarification would be great - since Kraegin happens to be crafting for the next two weeks...
Myrridin

07-05-06, 12:21 PM
@Erithmu: If you could post the rewards for Morgan, that'd be great!
SauroGrenom

07-05-06, 12:55 PM
Telin,

The correct one is A for crafting an item.

If you are casting a spell with an xp cost then the xp cost remains and is in addition to a new gp cost.

Pitlords made a post about it here but apparently has not included it in the rules thread yet. Looking in the rules thread I found a few references that indicate crafting items still costs xp.
Papapeperoni

07-05-06, 02:38 PM
Although my rock-dropping build might or might not work, I think it's a little too pricey (10 credits) for me since the build only works in the arena or temple (the small statues) maps. I will keep my strong-going orc when I have 5 credits.

I finally updated Kendal to the new character sheet, and coincidentally it's on his birthday! I just aged him to 22, I hardly think that'll be disallowed since it'll only have in-game effects if I play for another 13 years ;). Could anyone check him? He's on page 19.

I have been looking at characters of gladius and found out that Kendal is the greatest failure of the entire arena. :eek:

Too even further that, I won't be taking leadership next level. I've plucked Kendal out of my campaign and I'll develop him as such. I don't even care about the failure title.

I think that's it, I'll be off now.
--Papapeperoni, God of Pizza's
Scribelords

07-05-06, 04:11 PM
Hello All-

The birthday roster (http://boards1.wizards.com/showpost.php?p=7048484&postcount=7) grows ever more, with a large slew of people earning two credits for their birthdays!

Here are two new additions:
Mar 29: mattes (1991) [This is apparently a popular day to be born on!]
JUL 09: TheMagister (1977)

And here are the last two weeks of Birthdays in review:

JUN 22: Abyssal Stalker (1981)
JUN 23: Jindl (1976)
JUN 28: MysticMonk (1986)
JUN 29: Cellardweller (1976)

JUL 01: WizO_Shadow (1977)
JUL 02: SauroGrenom (1978) [And belated Happy Anniversary for Monday!]
JUL 06: Pittbull (1976)

Some big names as you can see, so let's wish them all many happy returns (and please send me your birthday and photo if you have not already!).

-Scribelords
SauroGrenom

07-05-06, 05:07 PM
JUL 02: SauroGrenom (1978) [And belated Happy Anniversary for Monday!]Thanks!
Pitlords

07-06-06, 04:51 AM
HAPPY BIRTHDAY PITTBULL!!!!

:cheer: :cheer: :cheer: :cheer: :cheer:
:pint: :pint: :pint:
:gift: :gift: :gift: :gift: :gift: :gift:

Oh wait, it's your 30th. :weep: lol

May it be long before the Harvester gets you.

I've added a picture of Hawkeye to the Gallery III. It's worth 2 credits which have been assigned.

@Sauro: I congratulated you when we chatted did I?
SauroGrenom

07-06-06, 08:54 AM
@Sauro: I congratulated you when we chatted did I?Yes I believe you did, and then again in the FoTW thread last week. Thanks!
SauroGrenom

07-06-06, 12:51 PM
I believe that a while back someone said there is an email we can send SRD errors and corrections to. Could I get a reminder on what that email is.
TelinArtho

07-06-06, 01:09 PM
So... has anyone noticed how Kytons (Chain Devils) have an illegal feat?

8HD - 3 feats - 1 at 1HD, 1 at 3HD and 1 at 6HD.

Alertness (no prereq)
Improved Initiative (no prereq)
Improved Critical (Chain) (+8 BAB minimum).

Since the chain devil only gains the required BAB at 8HD... it seems to be a bit of a problem...

Oh well - guess I'll just curse wizards for this one... while Sir Valkin nearly dies...
If you send an email to Gwendolyn Kestrel about this (look here (http://p198.ezboard.com/fgameschat19968frm10.showMessage?topicID =538.topic)), she will at least give you a promise that the errata team will look into it. Errata takes a while these days, but they do have every intention of fixing things like this.


There you go.
MindWandererB

07-06-06, 01:32 PM
Except for some reason that link doesn't work. Let me try again:

http://p198.ezboard.com/fgameschat19968frm10.showMessage?topicID =538.topic

Ah, it's that magically-appearing space again. Well, just copy that URL into your address bar and delete the space.
MindWandererB

07-06-06, 09:10 PM
Discussion continued from the Prison, which was getting out of hand:

The rule about weightless clothing exists for a specific purpose: to not provide a penalty of any sort for wearing clothes. We should go out of our way to discourage people from running around naked because it gives them a tangible advantage, no matter how slight. The rule we have about clothing counting for mounts but not for the rider is an extrapolation--the RAW says nothing about whether that outfit counts towards the mount's weight carried.
Zelck

07-07-06, 12:44 AM
Alright, I finished my character. Can someone take a look over him (http://boards1.wizards.com/showpost.php?p=9567835&postcount=863) and see if I made any noob mistakes before I send a PM to the pitlords? :) Help would be greatly appreciated.
MindWandererB

07-07-06, 01:02 AM
Alright, I finished my character. Can someone take a look over him (http://boards1.wizards.com/showpost.php?p=9567835&postcount=863) and see if I made any noob mistakes before I send a PM to the pitlords? :) Help would be greatly appreciated.Aside from the fact that he owns a lock which, as far as I can tell, serves no purpose, it looks pretty good.
SauroGrenom

07-07-06, 11:22 AM
Alright, I finished my character. Can someone take a look over him and see if I made any noob mistakes before I send a PM to the pitlords? :) Help would be greatly appreciated.
Alright, a couple minor issues.

It's a good idea to put your craft income amount next to the craft skill so that pitlords can just check the amount.

Your Psi crystal gets a BAB of +2 I think.

Your psicrystal also gets your base saves. So that is +1,+1,+3 modified by the crystal's stats for a final +1, +3, +3.

You have a broaken color tag in the expenditures section.

Lastly, you have 900gp left, so it is a good idea to maybe use that money on something usefull. Since once you start the 3 week cycle you won't be able to buy again for three weeks.

As words of advice... Hiding is not going to be a very effective tactic for you. It is very hard to hide with decent success in CoCo especially as a caster. Many of your powers have auditory or visual or material displays. These will reveal your position. Investing cross class points into hide is unlikely to be a successfull strategy. There are a few excellent hide and snipe builds, look to Cyra Val as an example. Generally these characters need to realy focus on the hide skill with high dex, maybe small size, and various items and maxed skill points to have decent success at hiding. Hiding is probably negated at early levels by invisibility, and at higher levels greater invisibility takes over.

Also it is far easier to listen for a foe and target with an area power than to actually spot them if they are invisible or hiding well then target them with a targeted power.

It's a good idea to take Crystal Shard as a power. It has no save, and it is not subject to spell resistance. There are precious few powers that are like that.

Lastly, if you take Imprint Stone you will be the first Psion to ever do so in CoCo. I think you want the feat because it will give you cheaper stones, and that's a good idea. However most people use scrolls and stones to expand their capacity to deal with various situations on the battlefield. That means that most players rely on stones and scrolls to offer spell effects that are not available by personal spell casting and that do not have saving throws. Offensive magic in a scroll or stone will have a far lower save DC than what you can get casting the spell yourself. So offensive scrolls and stones are often not as effective as self cast spells. The Psion is in many ways simular to a Sorcerer. So the incentive for a Sorcerer to take Scribe Scroll is the same as for a Psion to take Imprint Stone (ie, not as good as a wizard's incentive). I'd suggest talanted instead of imprint stone. That way you can overchannel without taking damage.

If you are interested perhaps you should join the PSI Consortium, your character qualifies.
Caterane

07-07-06, 12:40 PM
Great. Yesterday during a soccer match I ran into a CR 1 trap hole layed by a mole. I'm out of the hospital but I need to walk on crutches and can't do any sports for weeks to come.

Does anyone have a scroll of cure serious by any chance?
TheMagister

07-07-06, 12:46 PM
Well, at least your foot had the presence of mind to stop. Too bad your body decided to keep going.

:P

Sorry to hear! Can't help you with the scroll. I channel negative energy. :angelhide

TM
King Uther

07-07-06, 12:55 PM
@Zelck

There are many strategies I could see you using. Here is a summation of things that could be tweaked:

1. Offensive Precognition: Truly a sub-optimal choice for a Kineticist. If you choose to take crystal shard(a good choice), then it will be the only attack roll you need to make barring running out of pp.

2. Feats: These feats could prove useful based on your character's preferences:

a. Talented: Overchannel without penalty? Useful when trying to reserve resources
b. Psionic Body: 2hp per psionic feat is perfect for a psion who will likely always take a psionic feat.
c. Psicrystal containment: Currently this would be of no use, but when combined with metapsionic feats or feats like Psionic endowment, it allows you 2 psionic focuses to work with
d. Expanded Knowledge: Allows use of any 1st level power from any list. Astral Construct, Mindlink(prereq for Thrallherd), and Dissipating Touch are possibly useful. Dissipating touch would be a rare choice, but would allow your psicrystal to deliver a touch power for damage.
e. Skill Focus: Concentration: As ridiciulous as it sounds, using this combined with a mount as below means you can double move(120ft) and manifest a power in the same round, with a minimal chance of failure.

3. Allies: Purchasing a light warhorse is an awesome choice, especially with the defend trick. If you cc the Ride Skill, you can use the mount for cover, as well as have superior mobility to almost any opponent. Plus if engaged in melee your horse will take care of business.
SauroGrenom

07-07-06, 01:22 PM
Zelck,

Also if you are thinking of changing feats, then it is interesting to think about how Psionic Shot can be used in conjunction with a ray power (such as energy ray or crystal shard). This is a great surprise for foes who get hit by a power that causes an extra 2d6 or even 4d6 damage. Combine this with a high dex and feats like expand power, point blank shot and split ray in the future, and you can be a tremendous source of damage. In the future you can think about Greater Power Specialization. These can combine nicely to produce psionic ray's of tremendous effect. You will need to be savy about how to get all the needed feats, but it's certianly possible.
Hawkeye_60

07-07-06, 02:07 PM
Offensive magic in a scroll or stone will have a far lower save DC than what you can get casting the spell yourself. So offensive scrolls and stones are often not as effective as self cast spells.
@ Zelck: For an example of what Sauro is saying, looking at my Kineticist, Hawkeye (http://boards1.wizards.com/showpost.php?p=9423716&postcount=836). His self-casted powers are all offensive powers so he can have the higher save DC's, while his powerstones are defensive/auxiliary powers.
waywreth

07-07-06, 02:36 PM
@Zelck - Gaston approves your choice of a grey elf kineticist.

He also notes that many of his early victories were due to a combination of vigor and energy missle. Using levitation to stay out of melee reach is also important, as grappling is bad.

As another more general note - my experience in the CoCo has taught me that unless you can get your AC up into ridiculous levels, to borrow a cliche "best defense is a good offense" - playing an offensive style of character works better than defensive. In fact, I feel that applies to the D&D game in general rather than just the CoCo.
mattes

07-07-06, 04:57 PM
If I'm not mistaking there has never been someone that got from ECL3 to ECL4 in just 2 fights!
And I done that past week!

I started as an ECL3 Sorcerer. Pealos Masus (mattes) (http://boards1.wizards.com/showpost.php?p=9378220) I had 2 fights, both with a total of 3 gladiators, I won both, so thats 1500XP+1500XP+3200XP = 6200XP = ECL4!!!

(I hope I'm ECL5 just as fast :D )
MindWandererB

07-07-06, 05:06 PM
It's been done before. A few months ago, there was a binge of FFAs, where all the low-level gladiators were in them. Quite a few folks skyrocketed up a level in two fights.
Zevox

07-07-06, 10:39 PM
"A few months ago"? Don't you mean "half a year ago"? Lol that was way back in January, right after I first joined up here.

Edit: @ mattes - Slight issue with your character I just noticed. You have him set to ready to craft a Cloak of Charisma next week, but he can't. In order to craft those you need to be able to cast Eagle's Splendor, which he can't. So you're rather out of luck there.

Zevox
King Uther

07-07-06, 10:59 PM
Alagar needs a Questlord for a Quest to gain a cohort. The story is about learning the truth behind the disappearance of Angosh, King of Gladius, and hopefully slay the fools who keep to those secrets.
Sindorin

07-08-06, 12:55 AM
If I'm not mistaking there has never been someone that got from ECL3 to ECL4 in just 2 fights!
And I done that past week!

I started as an ECL3 Sorcerer. Pealos Masus (mattes) (http://boards1.wizards.com/showpost.php?p=9378220) I had 2 fights, both with a total of 3 gladiators, I won both, so thats 1500XP+1500XP+3200XP = 6200XP = ECL4!!!

(I hope I'm ECL5 just as fast :D )

Before MOST of you were here we levelled every time we won...
TelinArtho

07-08-06, 01:07 AM
Before MOST of you were here we levelled every time we won...

Okay oldie mcfogie - we know...

And someone used to be an elder too right?

I'm sure its just an urban myth though.

:P
NiQil

07-08-06, 01:47 AM
Okay oldie mcfogie - we know...

And someone used to be an elder too right?

I'm sure its just an urban myth though.

:P

I know I've heard that some where before.....on the back of my chair it even says Elder Sindorin NiQil :D
Zelck

07-08-06, 01:48 AM
Thanks for all the advice and error catching!

@Sauro:
I'm not sure I'll benefit much from using the last 900g. I don't really need any more mundane items, and my expendables are maxed out. I did buy 30 more bolts; you can access items in your house between fights, right?

I also took your advice on Hide/Move Silently and swapped in Escape Artist and Tumble.

I originally thought about taking the Slayer PrC, and using Offensive Precognition with Control Body-Solicit Psicrystal to get a decent attack bonus. On a second thought, I'm no longer convinced that the PrC provides enough benefits to offset the loss of two feats and a manifester level, along with a worse skill list and no psicrystal improvement. So, Offensive Precog is definitely going out for Crystal Shard.

Finally, on the Imprint Stone, I didn't realize the DC was that bad :embarrass:. Thanks for pointing it out. And as for PSI, I'll probably do it eventually, but the guild tax makes me a bit leary of joining early, especially given that I don't know what my success rate is going to be and I'll need to replenish those consumables at least fairly often.

As for Psionic Shot, I didn't realize it could be used with rays, but still, I don't find the extra 2d6 damage is not that impressive as it uses the focus.

@KingUther:
Thanks for the feat selection ideas :). Unfortunately, I don't think I'll be taking them as of now...

Anyway, I think the character is pretty much done. Thanks for all the help and advice :).
MindWandererB

07-08-06, 02:19 AM
...And as for PSI, I'll probably do it eventually, but the guild tax makes me a bit leary of joining early, especially given that I don't know what my success rate is going to be and I'll need to replenish those consumables at least fairly often.You know, I really think that term ought to be changed. It took me months before I realized that the "tax" doesn't come out of your pocket. There's no financial reason not to join a guild--that number represents the amount the guild makes from your fights, but it doesn't cost you anything.
Zelck

07-08-06, 02:26 AM
You know, I really think that term ought to be changed. It took me months before I realized that the "tax" doesn't come out of your pocket. There's no financial reason not to join a guild--that number represents the amount the guild makes from your fights, but it doesn't cost you anything.
Huh... I see...

In that case, maybe a miniquest would be nice? :D
MindWandererB

07-08-06, 03:40 AM
I just had an oddball thought: can a psicrystal take Leadership?
Vathelokai

07-08-06, 04:22 AM
I just had an oddball thought: can a psicrystal take Leadership?
No, they don't have character lvs. They have HD. You have to have a class to take leadership.
UserNamer

07-08-06, 09:08 AM
hello, can someone help me with this:

1. A psi-like or spell-like abilitie, is that useable once per fight in the 3 week cycle, or can i use it in each fight once(if the spell like abiltie says 1/day).

2. Is there a limit of items i can sell, and how much money do i get when i sell an item.

couse if there is no limit and i get half price or so, wouldnt it be able to csat continual flame on torches and sell them as everburning torches
Pittbull

07-08-06, 09:18 AM
1/d -abilities are usable only once per 3WC, since you are able to refresh or rest not until after 3 fights.

If you sell something, you get only half of the original price.

You must prebuff to cast continual light, therefor it'll go away from the spells you are able to cast in the fight. You are not allowed to cast unlimited continual flames on torches and sell them again for the half price during the charactergeneration.
UserNamer

07-08-06, 10:03 AM
thank you
UserNamer

07-08-06, 11:40 AM
can someone please take a look at my character, it's the last post in the Characters of Gladius tread.
TelinArtho

07-08-06, 11:55 AM
Sure.

First of all - you cannot buy a masterwork Bit and Bridle to give you a +2 to ride checks. The only thing that's non-magical to provide a bonus to ride checks would be the military saddle - and that's only for staying in the saddle.

You should include the stats for attacking with your lance and your long sword - even if they are merely backup weapons.

Your tattoos should cost 100gp each instead of 50gp each because they are personal range (a little known rule - but check in the SRD: Psionic Items at the end under creating tattoos).

Your antitoxin and alchemist's fire and thunderstone do not count under the expendable cap, but you're over the limit anyway. You can have a maximum of 450gp worth of potions, scrolls, powerstones and tattoos. With the correct price for the tattoos - you'd be up to 850gp - so you need to drop a few of them.

Lastly - I don't believe you can have the universal solvent - but I need to consult with Prisonlords on that one.
UserNamer

07-08-06, 12:14 PM
thank you ill correct em
UserNamer

07-08-06, 12:34 PM
1.do the salient divine abilities have any other perequisities then noted at the abilities itself
2.can i take salient divine abilities if i meet perequisities
3.can i take divine feats
Zevox

07-08-06, 12:49 PM
1.do the salient divine abilities have any other perequisities then noted at the abilities itself
2.can i take salient divine abilities if i meet perequisities
3.can i take divine feats
1. Yes - only creatures with a Divine Rank (aka Gods) can take them, since only Divine Ranks give you the chance to take them (much like how you need HD to take feats).
2. Yes, but since you can't play a God here, you'll never meet the prerequisites.
3. Yes, feats from the Divine section are AOK so long as you meet thier prerequisites.

Zevox
MindWandererB

07-08-06, 02:55 PM
No, they don't have character lvs. They have HD. You have to have a class to take leadership.I really don't think that's true. Character level=HD in every case--in fact, that's the definition.
Vathelokai

07-09-06, 12:34 AM
I really don't think that's true. Character level=HD in every case--in fact, that's the definition.
I think it's a difference between racial HD and character class. Of course, I'm just guessing. This sounds like one for the ask an elder page. It just seems too abuseable. But if I's allowed, I"m all over it!
NiQil

07-09-06, 12:55 AM
I think it's a difference between racial HD and character class. Of course, I'm just guessing. This sounds like one for the ask an elder page. It just seems too abuseable. But if I's allowed, I"m all over it!

Let me put a stop to this now, before it gets out of hand....

Prerequisite: Character level 6th

A creatures Hit Dice total is also treated as its level for determining how spells affect the creature, its rate of natural healing, and its maximum ranks in a skill.

Psicrystals don't have character levels. They use their owner's class levels to determine certain things, but they themselves do not have character levels. Hit Dice do not equal character levels for this purpose. So no Leadership for psicrystals.
MindWandererB

07-09-06, 12:55 AM
Here's a more concrete answer to at least this component, from the D&D glossary:
Hit Die
In the singular form, a die rolled to generate hit points. In the plural form, a measure of relative power that is synonymous with character level for the sake of spells, magic items, and magical effects that affect a certain number of Hit Dice (HD) of creatures.

Source: PHB
Zevox

07-09-06, 01:31 AM
Heres a different thought - even if Psicrystals can take Leadership, would they be permitted to gain a cohort? Last I checked, our "ally of an ally" rules only extended to class allies - animal companions, Thralls, familiars, etc. Nowhere is anything mentioned about leadership cohorts getting thier own leadership cohort or using thier diplomacy skill to get you some more allies. So would it even be possible for a Psicrystal to benefit at all from getting the Leadership feat?

Zevox
MindWandererB

07-09-06, 01:35 AM
Well, the rules do say: "To prevent the creation of a long string of allies, leadership-like class allies (thaumaturg's cohort and thralls) of your class ally do always count against your maxCA (see below)." Offhand, I would say that Leadership counts as "leadership-like."
Zevox

07-09-06, 01:42 AM
Well, the rules do say: "To prevent the creation of a long string of allies, leadership-like class allies (thaumaturg's cohort and thralls) of your class ally do always count against your maxCA (see below)." Offhand, I would say that Leadership counts as "leadership-like."
Emphasis mine.

Again, nothing in the "ally of my ally" rules mention anything other than class allies. Why then assume any non-class allies are even an option for your allies to obtain?

Zevox
Pittbull

07-09-06, 05:10 PM
To our italian members (MO, Drac,....):

Congrats for winning the World-Championship!!!
Usurpator

07-09-06, 06:05 PM
Hello people,

How's everybody doing? How's the 3WC going? Guess I have to read up on the tweaks made since may.

Originally intended to take a week or so off from the CoCo, with the 3WC discussion and the board migrations and all (see they are still busy upgrading), but one week turned into two, two into four, and now it almost two months ago already.

Guess I have to do a good read of the rules again and update characters.
MindWandererB

07-09-06, 06:19 PM
Nice to see you again, U-Man.

The 3WC rules aren't as complicated as they look. The key points are that 1) the 1/3 rule still applies, but you can use anything you saved from eariler fights, and 2) no shopping, full quests, crafting, or MQs at an EL less than your ECL mid-cycle.

The expendable cap is a bigger deal, IMO.

Post here when your updates are done, so we can double-check them for you. (I especially want to see Nexa running again....)
Milov

07-09-06, 07:15 PM
Could someone take a look at my second character's sheet? I fixed it up a little after MindWandererB pointed out some of my mistakes, but I'd like to be sure that there isn't anymore. :help:
bluemage55

07-10-06, 05:49 PM
I was recently cited for an expendable cap violation in the Gladius Prison, the reason being that I underpaid for tattoos of vigor.

TelinArtho listed the price of the tattoos as 100 gp each, but the SRD lists 1st level tattoos as being worth 50 gp.

I did a quick search of the Rules of Gladius thread and did not find a house rule modifying the price of an unaugmented tattoo, so is there something I'm missing? :confused:
MindWandererB

07-10-06, 05:54 PM
I was recently cited for an expendable cap violation in the Gladius Prison, the reason being that I underpaid for tattoos of vigor.

TelinArtho listed the price of the tattoos as 100 gp each, but the SRD lists 1st level tattoos as being worth 50 gp.

I did a quick search of the Rules of Gladius thread and did not find a house rule modifying the price of an unaugmented tattoo, so is there something I'm missing? :confused:Yup, you are. It's in a tiny, obscure little spot in the RAW: The user of the psionic tattoo is both the manifester and the target; therefore, powers that target another creature cannot be stored in psionic tattoo form. Powers with a range of personal can be made into psionic tattoos, but they cost double the price of standard psionic tattoos.
Zelck

07-10-06, 05:55 PM
I was recently cited for an expendable cap violation in the Gladius Prison, the reason being that I underpaid for tattoos of vigor.

TelinArtho listed the price of the tattoos as 100 gp each, but the SRD lists 1st level tattoos as being worth 50 gp.

I did a quick search of the Rules of Gladius thread and did not find a house rule modifying the price of an unaugmented tattoo, so is there something I'm missing? :confused:
I don't know where it's listed, but IIRC tattoos with powers with a range of personal cost double.

EDIT: Doh, simu-ninja'd!
bluemage55

07-10-06, 06:24 PM
I see. Thanks for pointing out my error.
Hawkeye_60

07-10-06, 11:22 PM
My mom just recently broke her leg just after quitting her job because they wanted to move us to Oklahoma, but weren't going to pay her enough to live there. So now I will have to get a full-time job or two part-time jobs to help provide for her, my sister and I. As such, I will have little time for the CoCo, so I must depart from here for a time. I will make an announcement in the FotW thread since I was unable to get my fight up Sunday due to extended shifts. Also, My brother will be using my other account (Jerrick_QueKiri), so please do not pm him thinking it is me. When I am able to return, I shall.

Hawkeye.
Traevanon

07-10-06, 11:51 PM
Best of luck man, I hope everything turns around quickly.

Maybe you can find enough time to still run one character but not pitlord?

At least its something to consider.
Papapeperoni

07-11-06, 11:05 AM
Where is listed that level 1 Tattoos are 100 gp? I can only find them costing 50 gp in the SRD, but TelinArtho said in the Prison that they are 100.

If they are 100 gp, am I allowed to remove items I have not used yet to make my character legit again?

--Papapeperoni
TelinArtho

07-11-06, 11:34 AM
MWB responded to this same issue about 5 posts above - you can look at his quote from the SRD there. For the location in the SRD, look under Psionic Items at the end of it - Creating Psionic Tattoos.
Usurpator

07-11-06, 11:37 AM
A few questions about the 3FC as I'm trying to get an idea of the logic behind the system:

Allies and the 3FC

I'm just reading that allies are NOT ressurected until after 3 fights are over. Are they cured back to full hit points between fights? Are negative effects removed just as with characters?

Are checks made to see if animals stabilize when brought below 0 hp.? Is it a valid tactic to kill one's opponent allies after he has gone unconscious?

Is a difference made between class allies and CoCo allies (allies acquired through the CoCo add-on to the d20 rules) regarding recovering of hp. etc. between fights?

My logic of re-useability of items/powers/spells/allies in the 3FC would be that any use by the owner would result in that 'thing' being unavailable for use in later fights, while any effect created by the opponent would be 'repaired' before the next fight.

Thus, no sundering someone of a vital weapon in fight 1, and the hapless victom feeling the results in the next two fights, no killing of a vital mount, no draining of vital pp's or spell levels, no effect of consumption or theft of vital potions or use of wands by your enemy, etc. etc.

Prebuffing and the 3FC

I'm reading you can prebuff without limit just before a fight. Does that mean 1 round/level spells are now valid prebuffs? Or is there also a time roll at the start of the first fight in the 3FC.

Why can you prebuff with a 1st lvl armor spell from memory, but not from a potion or scroll? What's the reasoning for allowing one but not the other?

If you cannot use magic items in general as prebuff, can you not recall prebuff spells with a pearl of power before you start a fight, or do you have to do it while fighting?

Why is an exception made for at will magic items to be useable as prebuff?

(it seems to me prebuff rules are still a mix of old rules, where you needed an 8 hour duration minimum, and new rules, where the 8 hour is replaced by time rolls, in any case, the arbitrary distinctions don't make sense to me now, why is it forbidden to read from a scroll, but not to cast from memory just before the fight...)

Gold/XP ratio

Of course I'm very happy that my suggestion for solving skewed XP/gp. ratio's was adopted. But I did see that crafting magical items does not incur an extra gp. cost? This was my original intention, since the crafter already gets sufficient advantage by getting his/her items at a discount at the cost of a feat.

Currently Nexa was using crafting/selling to return to a more normal XP/gp. ratio after being shafted in that department by doing a high EL quest.
Pittbull

07-11-06, 02:16 PM
First, I'd like to ask a question myself:

Do we get back the used Xp for crafting? In Barhtlebys case it would be about 2000XP.


Now to usurpator questions, I hope, I'm aswering everthing right.

- Allies and the 3FC:

Allies are resurrected at the end of a 3WC. All negative effects (HP-loss, ...) are removed at the end of a fight. So delivering Coup de graces on stabilzed allies is pretty nasty.
There is no difference regarding this issue between a class-ally and a CoCo-ally.

Of course you can prebuff with spell with a min/cl duration, but don't forget there is a time-roll of 1d6 hours before every fight, so the spell will have run out long before the fight begins.

I was not aware that you can't use potions or scrolls as prebuffs. The only rule I know is: there must not be any checks before the fight starts, so no cl-checks, ml-checks, ....

I have to read the rest of the rules too.... ;)
MindWandererB

07-11-06, 02:22 PM
These are indeed discussons that we've had. I'll number your questions and answer them at the bottom.
A few questions about the 3FC as I'm trying to get an idea of the logic behind the system:

Allies and the 3FC

1) I'm just reading that allies are NOT ressurected until after 3 fights are over. Are they cured back to full hit points between fights? Are negative effects removed just as with characters?

2) Are checks made to see if animals stabilize when brought below 0 hp.? Is it a valid tactic to kill one's opponent allies after he has gone unconscious?

3) Is a difference made between class allies and CoCo allies (allies acquired through the CoCo add-on to the d20 rules) regarding recovering of hp. etc. between fights?

4) My logic of re-useability of items/powers/spells/allies in the 3FC would be that any use by the owner would result in that 'thing' being unavailable for use in later fights, while any effect created by the opponent would be 'repaired' before the next fight.

Thus, no sundering someone of a vital weapon in fight 1, and the hapless victom feeling the results in the next two fights, no killing of a vital mount, no draining of vital pp's or spell levels, no effect of consumption or theft of vital potions or use of wands by your enemy, etc. etc.

Prebuffing and the 3FC

5) I'm reading you can prebuff without limit just before a fight. Does that mean 1 round/level spells are now valid prebuffs? Or is there also a time roll at the start of the first fight in the 3FC.

6) Why can you prebuff with a 1st lvl armor spell from memory, but not from a potion or scroll? What's the reasoning for allowing one but not the other?

7) If you cannot use magic items in general as prebuff, can you not recall prebuff spells with a pearl of power before you start a fight, or do you have to do it while fighting?

8) Why is an exception made for at will magic items to be useable as prebuff?

(it seems to me prebuff rules are still a mix of old rules, where you needed an 8 hour duration minimum, and new rules, where the 8 hour is replaced by time rolls, in any case, the arbitrary distinctions don't make sense to me now, why is it forbidden to read from a scroll, but not to cast from memory just before the fight...)

Gold/XP ratio

9) Of course I'm very happy that my suggestion for solving skewed XP/gp. ratio's was adopted. But I did see that crafting magical items does not incur an extra gp. cost? This was my original intention, since the crafter already gets sufficient advantage by getting his/her items at a discount at the cost of a feat.

Currently Nexa was using crafting/selling to return to a more normal XP/gp. ratio after being shafted in that department by doing a high EL quest.
1) Anything that happens to them short of death is repaired.

2) If there's any question about whether the animal (or other ally) will survive, then yes, the pitlord needs to check for stabilization. You are not allowed to try to kill your opponent's allies if there is no reason to do so other than crippling them for the future. Pitlords must ignore such tactics. This should probably be in the rules.

3) No. This was a point of much discussion--as in, Cat decided and most of the rest of us argued.

4) This is one of the arguments we used against Cat. As you can see, it didn't work. Currently, Cat is considering allowing economic warfare such as making sunders and item thefts stick.

5) There is a time roll at the beginning of every fight. 1d6 hours, in a big purple banner at the top of the pairings post. So any prebuff that lasts 1 hour or less is aways useless. Theoretically, a 4-hour spell could get you through the whole day (if three 1's were rolled). Pitlords must include in the fight summaries any spells that have more than an hour left to their durations.

6) You can. The only things you can't prebuff are those with a chance of failure--for instance, a scroll of higher CL than yours, or poison.

7) Yes, you can.

8) At will abilities can be prebuffed because you can just keep renewing it all day until the fight starts.

9) The magic item solution is that they cost no XP, and thus the balance is maintained.
Caterane

07-11-06, 03:33 PM
Please don't forget to save any important post you made between July 9 and 11 (or whenever the upgrade is done).

@Phillip: Welcome back! Your xp:gp proposal was one of the best ideas I ever saw in the coco. I'm sure there are more where this came from :)
MindWandererB

07-11-06, 03:36 PM
Actually, you don't have to save anything (although it's probably best you do, as with any important data). The old boards will remain accessible, so you just have to copy-paste the old post into a new one.
Pitlords

07-11-06, 04:17 PM
I'm looking forward to seeing you re-add all tags ;)
Usurpator

07-11-06, 04:27 PM
These are indeed discussons that we've had. I'll number your questions and answer them at the bottom.

Thank you for the thorough reply!

1) Anything that happens to them short of death is repaired.
Clear, would be probably a good idea to mention it next to the death clause for completeness.

Further question: what about if the ally is turned to stone, sent to another plane, its soul is trapped, its turned into an undead creature? What exactly does 'short of death' include? Only 'regular' death? Probably not relevant to most fights for some time to come, but like to be clear on it anyway.

2) If there's any question about whether the animal (or other ally) will survive, then yes, the pitlord needs to check for stabilization. You are not allowed to try to kill your opponent's allies if there is no reason to do so other than crippling them for the future. Pitlords must ignore such tactics. This should probably be in the rules.
Clear. Addendum: can gladiators that surrender try to stabilize their allies?

3) No. This was a point of much discussion--as in, Cat decided and most of the rest of us argued.
Clear.

4) This is one of the arguments we used against Cat. As you can see, it didn't work. Currently, Cat is considering allowing economic warfare such as making sunders and item thefts stick.

I make out of this that economic warfare is currently not feasible, which is completely fine with me. D&D rules do not account for it, and opens up the possibility of griefer tactics (like with the killing of allies mentioned above).

5) There is a time roll at the beginning of every fight. 1d6 hours, in a big purple banner at the top of the pairings post. So any prebuff that lasts 1 hour or less is aways useless. Theoretically, a 4-hour spell could get you through the whole day (if three 1's were rolled). Pitlords must include in the fight summaries any spells that have more than an hour left to their durations.

Great. I would suggest removing the word 'next' from the rules text in this case, because when coupled with the text (which specifically and only talks about prebuffs carrying over to the second or third fight) suggests the time roll is only made preceding the second and third fight.

6) You can. The only things you can't prebuff are those with a chance of failure--for instance, a scroll of higher CL than yours, or poison.

Also great. But the current rules don't include these things. There is a clear list what is allowed as prebuff, and it doesn't mention magic items other than at will items. I would suggest updating the rules to reflect this.

7) Yes, you can.
Clear.

8) At will abilities can be prebuffed because you can just keep renewing it all day until the fight starts.
But as you just explained, it should not be an exception. Additionally, if you are alllowed to prebuff, and then have a time roll, this would suggest that you can use the at will items 'after' the time roll, while the current system suggests that you cannot prebuff with anything after the time roll is made.

Are you allowed to use items/abilities in the time indicated by the time roll or not? Since the text seems to suggest that a character is (for example) constantly renewing his invisibility from his ring so he just happens to have it activated just before 'the bell' rings. Could I not alternatively drink a potion of armor each hour if I want to make sure I had it available as a prebuff (and had enough potions to do so). Probably not relevant in 99% of situations, just trying to make sure of the rule.

9) The magic item solution is that they cost no XP, and thus the balance is maintained.
Clear, I missed that in the XP system description, didn't reread the craft feats....

Thanks for the explanations (you too Pitbull) the new rules make more sense to now.
MindWandererB

07-11-06, 04:30 PM
Not a problem if we did them all correctly the first time. It's good to know that all the time I spend changing all the TLT's URL tags to POST and THREAD ones was well-spent.

Something to keep in mind after the change: any URL tags anyone has the point to boards1.wizards.com will still point there--as in, they'll point to the old boards. This will probably lead to some confusion, such as when a link points to an old character sheet that hasn't been updated. So when the new boards go public, everyone please make sure that "boards1" appears nowhere in any of your posts that you care about. Obviously, character sheets are the top priority, but a lot of the CoCo avatar posts may need fixing, as well. Things like the active pitlords list and some of the guild rosters, for instance. (My suggestion: when you find anything like that, go into the Edit window, copy it into Notepad, and do a Replace of:

url=http://boards1.wizards.com/showpost.php?t

with: post

Followed by changing: /url to: /post

And the same thing for threads (and forums, if you have any).

PM links can be fixed by replacing:

url=http://boards1.wizards.com/private.php?do=newpm&userid

with: PM

When all the replacements have been done, just copy from Notepad back into the Edit window and save.
Usurpator

07-11-06, 04:37 PM
First, I'd like to ask a question myself:

Do we get back the used Xp for crafting? In Barhtlebys case it would be about 2000XP.


I think I did read that part somewhere: Cat suggested not to retroactively do this because it was too much of a hassle.

Besides, if Barthelby is claiming XP back, some of my characters will claim gp. back from doing quests above their ECL, and some will have to 'pay back' gold for defeating characters below their ECL (like when Kitaya trounced those three ECL 3's).

Next thing you know everybody who has an advantage will retroactively apply the new rule, while this who do not benefit don't apply it. Better leave it as it is if you ask me.
MindWandererB

07-11-06, 04:40 PM
I won't quote this time for space reasons, but this is in response to Usurpator, above.

1) It hasn't come up yet. That would be good for Cat to add to the rules.

2) I don't see any reason why not. You'd have to put it in your tactics, of course--I think basically, the moment the fight ends, anyonr with -9 or more hit points survives. If you surrender at the last second, they live. Of course, without appropriate Heal skill, you can't tell -1 HP from -9.

4) It's a bit fuzzy. Is it economic warfare to sunder weapons, when it would be just as productive to just kill your opponent? It's a judgment call. When it's blatantly obvious that an act causes economic damage and doesn't help you win a fight, then the pitlord is supposed to prevent it, but there's a lot of judgment involved in other cases.

6) I think that's just an omission. Again, Cat should probably add the word "or magic item" in a couple of places.

8) That's a good point, which no one has brought up before. I personally see no reason why you couldn't pack 18 potions of Mage Armor and just drink one every hour. Same for spells--a level 3 wizard could cover a 6-hour stretch with 2 Mage Armors from memory. It's not currently allowable, but there's no reason why not.
MindWandererB

07-11-06, 04:50 PM
Update: Apparently, once the transfer is complete, they'll be monkeying around with the URLs.

The old boards, in a read-only format, will be at boardsold.wizards.com.

Presumably, this means that boards1.wizards.com will then become the home of the new boards.

Either way, you don't have to save your old posts--but you may not have to fix your tags after all. I'm not sure about that yet.

More news as it occurs.
Zelck

07-11-06, 06:01 PM
What's the limit to changing your character before his first fight/quest? I'd like to change a feat and mess with my items, but it's already been a while since I've posted him (within a week, haven't fought/quested yet).
MindWandererB

07-11-06, 06:05 PM
What's the limit to changing your character before his first fight/quest? I'd like to change a feat and mess with my items, but it's already been a while since I've posted him (within a week, haven't fought/quested yet).If the character hasn't done anything yet, you can change anything you like. After they've been in a fight or MQ, see the "character changes" thread for guidelines.

Update on the new boards: They made a mistake with the PM boxes. They will represent the last snapshot they made, not the most recent one. However, you will still have access to your current mailbox (on boardsold.wizards.com) at least through August.

And, it's done! As the message above states, you can now begin using the new boards, including transfers. And your old links will still work, as soon as the DNS entry is updated.
Pitlords

07-11-06, 08:34 PM
I will update the battles thread tomorow (wednesday) some hours before pairings. Any battle not posted in the new forum is late/missing.

@MW: Since the old forum will be read only you cannot edit or quote it thus you cannot retrieve the tags from old posts if you want to copy the old posts to the new forum. Fights for example.
MindWandererB

07-11-06, 08:52 PM
Good point. Deadline for this board being locked is in 14 hours.
Vathelokai

07-12-06, 04:53 AM
Hello Ladies and Gentlemen. The board upgrade is done. If you're looking for the new home of the core coliseum, it's over HERE (http://community.wizards.com/forumdisplay.php?f=483)!

@Pitlords: There is another way to keep tags, but it's a hassle. Go to thread tools in the upper right. Download a copy of the thread. Then use the find/replace commands to make it work a little better, or cut and paste if it's short.
Abyssal Stalker

07-12-06, 05:31 AM
Yay. My work computer blocks the new site...
Pitlords

07-12-06, 05:50 AM
@Vath: Even the download thread option doesn't download most of the tags.
Vathelokai

07-14-06, 05:26 AM
Hey, every time I try to log onto the new site it says 'boards and chat down.' Is it just down at night or all day long?
Pittbull

07-14-06, 05:31 AM
I have the same problem!
----------------
Sorry, Rith, I really like to go on with the MQ, the new boards nerve!
Zevox

07-14-06, 10:16 AM
I've had the same problem since I got back from work last night myself (@ Telin - which is why I haven't posted on the quest again yet - sorry man :( ). Hopefully that changes soon, or there may be some issues with completing this week's pairings...

Zevox
Iced

07-14-06, 10:32 AM
yup, no boards access since last night for me.
TelinArtho

07-14-06, 10:37 AM
I've had the same problem since I got back from work last night myself (@ Telin - which is why I haven't posted on the quest again yet - sorry man :( ). Hopefully that changes soon, or there may be some issues with completing this week's pairings...

Zevox

No worries... I'm sure if the delay is too long, Cat will extend things across the board - from fights to quests to campaigns.

The important thing right now is to remain patient. I've been watching the conversation thread about the new boards and some of the people over there seem to be pulling out their hair...
Erithmu

07-14-06, 11:31 AM
You and me both pittbull. The problem I have is that I am going on vacation starting on the 20th. I have your yahoo, and what I might do is try to catch you online and we can just run it via chat, then if the boards are up I'll just post it in entirety in story form with a sub point of the actual rolls. I would have you write up tactics, but your not quite sure what these things are (no knowledge ranks). My yahoo is in my profile and your welcome to bug me later today after this message (roughly 4-5 hrs from the time stamp) and we can work it out.
TelinArtho

07-14-06, 12:25 PM
What a tease! It was up long enough for me to check 2 posts, but as soon as I tried to post something - BAM - down again...
Milov

07-14-06, 01:32 PM
At least you got in for a bit. It's a good sign that it was up at all.
SoulLord

07-14-06, 01:44 PM
just for information ----

06-15-06 until 07-16-06
WotC_Mel's Avatar
WotC_Mel WotC_Mel is offline

Join Date: Feb 2001
Location: Seattle, WA
Update on the Forum Upgrade Process
What happened: On Monday morning, late in the test phase of upgrading the forum hardware and software, we ran across a bug in the software that runs the database. The bug is not a small one -- it reports a table "going suspect" which is serious problem that can lead to massive data loss.

MySQL affirmed it as a known issue and explained that it was fixed in a recent release (4.1.20 as opposed to 4.1.16). We were also advised this problem can stem from bad hardware. We went to the recommended MySQL release and tests indicated that the issue was resolved. On Tuesday, hours before our intention to make the upgraded forums live, the solved bug reappeared.

What is being done: Wizards tech is building out a new production environment to eliminate or confirm hardware issues. At the same time, they are working with MySQL to allow them to examine our specific case in detail.

What this means: The migration to upgraded boards hardware and software is on hold indefinitely. An ETA on when we will proceed can only be made and announced once we uncover the source of the suspect table. Discussion about these issues continues on this thread if you would like to participate. Although this is a disappointment, discussion on the current boards will continue as normal.
MindWandererB

07-14-06, 01:47 PM
At least they're promising a new update for us in about two hours. We'll see what they have to say then.

For those that missed it, I finished Gaston vs. Leif, and put it up just a little while before the boards wend down for good. It went the way both parties expected. Of course, it doesn't really matter at the moment, since updating characters would be silly at this point.

Edit: @Soullord: That's the message they put up the last time the upgrade didn't work. I don't think that's the story this time.
TelinArtho

07-14-06, 01:48 PM
Soullord - that's an old announcement that hasn't expired yet - check the date on it.

The most current information we have is what is posted at the top of the page - which means we should have an update somewhere in the vicinity of 2 hours from now.
Pittbull

07-14-06, 01:50 PM
@Rith: I've sent you this PM, I hope that helps.

Hello Rith!

I hope you get this PM, since I won't be available very often. Yahoo, won't work because I have only at the computer at my work, not at home, but I'll send you a general tactic how Morathor will act in a fight.

I don't know what you planed but you could hurry him into his encounter, using the following tactic and we can do some roleplay afterwards when the boards work properly.

Tactic:

You can use all of his equipment and his available PPs in this fight.

Try stay in the air the whole time, that should give him a big advantage against no flying oponents.
Most ranged attacks can be deflected with his feat, but if he needs AC manifest force-screen and use the spell-like ability protection from evil. Just use clever positioning to take cover and so on.

If Morathor needs save buffing, drink the potion of invsisibility.

If his oponents cannot harm him, shoot them with his bow.

If Morathor need deal huge damages quickly make diveattacks with reach (expansion of ranseur).

If it is a weak single oponent a grapple tactic might be clever too, expecially if he has nothing to pierce Morathors DR.

The use of powerstones like vigor, expansion or animal affinity or bless is optional and depends how strong the oponent seems to be.

It doens't matter how expensive this fight becomes, I'll want to win it.

I hope this helps to run an interresting fight, just have fun.

And thanks a lot!!!
TelinArtho

07-14-06, 03:49 PM
Given the latest update- it would be very helpful to get organized on how we want to handle it. I'd suggest spreading out the current pairings until next Wednesday (so this week will last 2 weeks), and do our best to bring over relavant posts to these forums so we have something that is stable that we can look at.

This would also roll the due date for tactics to a week from now - and fights due by the following Tuesday.

Cat - other elders - has anyone started talking about this yet?
MindWandererB

07-14-06, 03:57 PM
That sounds like the best plan to me, too. Cat will have to re-post the week's pairings on this board, since we can't get to that one reliably. I imagine most sets of tactics will have to be re-sent (anyone who saved tactics that were sent to them, speak up! As I said before, Gaston vs. Leif is done, and I have it saved locally). Quests and whatnot would be up to the participants, I think, but they'd be responsible for transferring them to the new boards should they go live again.
TelinArtho

07-14-06, 04:01 PM
All that is kind of the reason why I would say to extend the current week until the next week. That way - we have time to flex with the board troubles - but we still get progress.

The biggest problem I can see right now is that the character sheets here might not be fully up to date, so we get added confusion on tactics - and if the pitlord can't access the latest character sheet - that's even worse.

For the quest I've already started for Destra - if the boards come back up long enough - I'll port it over here. I'm truly hoping a solution is found over the weekend though...
MindWandererB

07-14-06, 04:36 PM
The new boards seem to be working at the moment. If you want to nab anything from there before they go down again, do it now.

Edit: Then again, maybe not. And an entertaining new error message, to boot. Dang it, I wasn't even able to get to my sent mail box.
Pittbull

07-14-06, 04:51 PM
Crazy, I was able to make one post! Must have been very lucky!!
Book5

07-14-06, 04:53 PM
If there is an extention in progress you guys think I can get Tan and Ba'al put into the mix? Heck they could fight each other for all I care - that would be amusing (Tan would win). :D
Milov

07-14-06, 08:03 PM
*gasp* During the period it was working, I got a whole post, accesed my mail box, and wandered a bit! :D
TheMagister

07-14-06, 08:25 PM
Yay! Maybe Mssr. Hood will get to participate after all!

I'm all for extending the Fight Week to 2 weeks. This will definitely interfere with my ability to run my two fights, though. My window of opportunity for pitlording coincides with my work schedule. If I can't run fights during my 4-night stretch, then I won't be able to pitlord them at all...

TM
King Uther

07-14-06, 09:07 PM
Yeah, I want to see the pairings so I can write tactics, etc....

As a note, the first 2 regions of the World of Gladius thread have been filled in. I will be first working on just putting the info down, and later will need to format it for eye-pleasing. Any suggestions for that would be great.

http://www.wizards.com/leaving.asp?url=http://boards1.wizards.com/showthread.php?t=580765&origin=

The link link wasn't working so that is the thread above.

Also, if for some reason pairings are posted very soon, it will be tomorrow night before I will be able to get on again.
Zevox

07-14-06, 10:30 PM
Well, I suppose its a good thing I save my tactics in word documents, so I won't have to rewrite those if the problem isn't fixed. But if it isn't, I'll have to update some of my characters here - I updated the ones on the new forums, but not all of them here (I know I didn't do Asran on this end, and I'm not sure about Indrithia and Annalina). And the Guild will need updating again, and the GAPs... yeah, lets just say I hope things get fixed. And add me as a vote for "extend things a week for these pairings please".

@ King Uther - Not to mentioned the quest and campaign you were starting this week, eh? ;)

@ Book5 & TM - I wouldn't be overly sure of that. It depends on if Cat decides to proceed with the current pairings but with an extension of a week on them, or if he decides to create entirely new ones. In the former, which is what Telin asked for, you probably won't get to participate.

Zevox
TheMagister

07-14-06, 10:52 PM
It's not Mssr. Hood's fault he didn't get paired; his violations were fixed pre-deadline, but didn't port over to the new boards. I would hope that Cat would use the old boards for the updated pairings, and allow Hood to take part.

TM
Milov

07-14-06, 11:07 PM
I probably should have nabbed my tactics when I was on the new forums before the current shutdown... Meh, guess I'll jsut re-write them if need be.
King Uther

07-15-06, 01:09 PM
I've still never even seen the new boards. Every time I tried to go to them they were down. I wish I could get some confirmation as to what we were going to do here for the time being.
Milov

07-15-06, 03:02 PM
yeah, that would really help. It'd be nice to know if we were going to run the fights here, or wait for the new ones to stay up, etc.
bluemage55

07-15-06, 07:32 PM
I would hope that we simply delay pairings until the boards are fully functional.

That way, every player can have their characters appropriately updated and the pairings can include everyone who wants to participate.

Once the boards are running, we can assign pairings again, people can send tactics appropriate for their updated opponents, and it will be business as usual in the CoCo.
hogarth

07-16-06, 12:59 AM
This question has probably been answered elsewhere, but I couldn't find it. How does the "1/3 Rule" affect the use of a Bag of Tricks? Does "usable 10 times per week" mean it's considered as being usable ten times in one day (but not for the whole rest of the week) or 10/7 = 1.42.. times per day?
TheMagister

07-16-06, 01:16 AM
This question has probably been answered elsewhere, but I couldn't find it. How does the "1/3 Rule" affect the use of a Bag of Tricks? Does "usable 10 times per week" mean it's considered as being usable ten times in one day (but not for the whole rest of the week) or 10/7 = 1.42.. times per day?

it is not limited by the 1/3 rule. You can use all 10 animals during the 1 day that you have 3 fights. So, 10 animals per 3 fights.

TM
MindWandererB

07-16-06, 02:14 AM
it is not limited by the 1/3 rule. You can use all 10 animals during the 1 day that you have 3 fights. So, 10 animals per 3 fights.That's not quite accurate. While you can use all 10 animals in one day, you cannot use more than 4 (10/3, rounded up) in any one fight, plus any animals you didn't use in previous fights. So that's 4 in fight 1, 8 in fights 1 and 2 combined.
Vathelokai

07-16-06, 05:02 AM
Great... newest word is that the boards will be back up in time for me to be at work on monday.

Patience, padawan...
Caterane

07-16-06, 08:53 AM
I've just received a mail from Mindwanderer about the status of the boards. I didn't know that we continue on the old boards.

It's sad that we lost all posts from the past few days, including pairings.

Well, there's not much we can do but swallow it down. We cancel this week and make new pairings next wednesday.

PS: Please check if your fight is missing. I have saved some of them.
hogarth

07-16-06, 08:56 AM
That's not quite accurate. While you can use all 10 animals in one day, you cannot use more than 4 (10/3, rounded up) in any one fight, plus any animals you didn't use in previous fights. So that's 4 in fight 1, 8 in fights 1 and 2 combined.
Thanks for the response. I thought it would be too restrictive to treat it as a 1/day item, but I wasn't sure.
hogarth

07-16-06, 11:45 AM
Another couple of questions:
(1) Does a newly created druid start with an animal companion? I would have thought so, but the wording under "Allies" seems to indicate that a quest is needed to acquire one:
Class Feature Allies:
Druids/Rangers receive an animal companion, Paladins receive a special mount, Wizards/Sorcerers receive a familiar, and some Prestige Classes allow for class allies. These class feature allies do not require a share of the character's xp or gold, nor do they count against the ally power limit (see below for details on maximum allies allowed).[..snip..]

Unless otherwise noted the character must go on a Quest to acquire a class ally. [..snip..]

(2) Suppose I create a new druid and he has a wolf animal companion. Since he's level 3, his druid has gone from 2 HD to 4 HD. Does the wolf gain another feat since it's over 3 HD? And can I select any core feat for which the wolf qualifies (like Psionic Hole, for instance)?
waywreth

07-16-06, 12:07 PM
I've just received a mail from Mindwanderer about the status of the boards. I didn't know that we continue on the old boards.
It's sad that we lost all posts from the past few days, including pairings.
Well, there's not much we can do but swallow it down. We cancel this week and make new pairings next wednesday.
PS: Please check if your fight is missing. I have saved some of them.


My fight for this week was already completed and posted. Does this just mean it'll count for next week instead?

Thanks,
Zevox

07-16-06, 01:25 PM
Another couple of questions:
(1) Does a newly created druid start with an animal companion? I would have thought so, but the wording under "Allies" seems to indicate that a quest is needed to acquire one:
No quest is necessary. As the rule says, unless there is another way to obtain them, you need to quest. With Druids you obtain your ally via a 24-hour ritual, as noted in the Druid class entry in the PHB/SRD. The same is true for Wizards' familiars, who are summoned in a similar ritual, or Paladins' special mounts, who are gifted to them by thier Deity and summoned each time they're needed. An example of a class ally you need to quest for would be a Shadowdancer's Shadow companion - no method for obtaining those is mentioned in the Shadowdancer description.

(2) Suppose I create a new druid and he has a wolf animal companion. Since he's level 3, his druid has gone from 2 HD to 4 HD. Does the wolf gain another feat since it's over 3 HD? And can I select any core feat for which the wolf qualifies (like Psionic Hole, for instance)?
Yes and yes. A Druid's animal companion gains the benefits of increased HD as described in the Druid entry:

Animal Companion Basics: Use the base statistics for a creature of the companions kind, but make the following changes.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companions base attack and base save bonuses. An animal companions base attack bonus is the same as that of a druid of a level equal to the animals HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animals HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monsters Hit Dice.
Note however that since it isn't mentioned in this description and it is said that the companion uses only changes mentioned the animal does not gain an ability point at every fourth level like a character would. And you can of course give it any feat thats legal here and it qualifies for.

Zevox
DarthVegan

07-16-06, 04:53 PM
Is there going to be another writing contest in the near future? I have'nt noticed any submission threads for July...
Zevox

07-16-06, 06:32 PM
Presumably so - Huan had said before it would be a monthly event. And I hope so, because I had planned to spend most of tuesday and wednesday finishing my submission.

Zevox
hogarth

07-16-06, 07:15 PM
No quest is necessary. As the rule says, unless there is another way to obtain them, you need to quest. With Druids you obtain your ally via a 24-hour ritual, as noted in the Druid class entry in the PHB/SRD. The same is true for Wizards' familiars, who are summoned in a similar ritual, or Paladins' special mounts, who are gifted to them by thier Deity and summoned each time they're needed. An example of a class ally you need to quest for would be a Shadowdancer's Shadow companion - no method for obtaining those is mentioned in the Shadowdancer description.

Ah...it was the "unless otherwise noted" (noted where?) wording that was throwing me. I guess that means "unless game-mechanically noted". Thanks for the response.
MindWandererB

07-16-06, 07:37 PM
@Hogarth: The answers to many of your questions can be found on the guild page for the Living Tree. And if you have a question that isn't answered there, I should add it!
Scribelords

07-16-06, 08:47 PM
Ladies and Gentlemen,

The Questlog of Gladius is nearly finished. It just needs a little proof-reading. If you have ever been on a quest (or know someone who has), then please stop by and make sure that your quest log was copied with fidelity. All logs are indexed in post 2 and 3 of the thread. If you find a broken link, or incorrect information, please report it. However, because the scribelords box gets full quickly, please send your error reports to Greyfacemail(at)Gmail.com

-Vathelokai
Prisonlords

07-16-06, 10:42 PM
Be aware that this week's Roll Call does not include any map credits from fights for July 5th pairings, due to the boards issue causing the old boards to not be completely updated. These credits will be issued next week.

Also, please remember to update your characters on these boards, as any changes you made to your characters on the new boards were lost.

Starting this week, I am making a change to the way the Prison is run. Since it seems to be a hassle for players and board administrators alike, the violations timeline will be altered slightly. There will now be green, yellow, and red violations (similar to a traffic light). The green violations will be posted in the first update done after the violation has been posted. If that week goes by with no fix to the problem, it will then progress to a yellow violation. If, after the 2nd week, the violation has still not been fixed, a red violation will be issued. Red violations will be the only violations that hold you out of pairings. The reason for this, however, is that once a red violation has been issued, the character in question will be required to sit out of pairings the following week (or until fixed, whichever is longer), NO EXCEPTIONS. I am abolishing the rules governing the ability to fix a red violation prior to pairings, as this is creating more work than it needs to for everyone involved. So in exchange, I am adding an extra week in which to fix violations. This will mean that if the original violation post has not been updated to reflect that your violation has been fixed by the time roll call is done, your status will progress forward. The only exception to this will be if the violation has been issued by someone who is no longer participating in this forum, in which case a PM should be sent to Prisonlords so that I am aware of the issue and can check the violation myself. Characters placed in prison with this update will be the last ones that have the ability to get their characters out of prison before pairings. Starting next week, if your character is in prison after the roll call, even if you fix your violation prior to pairings, the character will still be listed in prison for at least 1 week.

Lastly, I am looking for someone who has updated their sheet to the new default character sheet to volunteer their character for an audit that I can use to replace the current audit example that still uses the old character sheet. If you wish to volunteer, please PM Prisonlords.

As always, if you have any questions, don't hesitate to send a PM to Prisonlords.
Vathelokai

07-17-06, 01:04 AM
Can a regular touch attack be augmented by the weapon finesse feat to use dex bonus instead of str? Basicly, does touch count as a light weapon?

Also, since the psicrystal feat debate is still going, I was wondering if the self propultion ability fulfills prerequisites as normal stats do. For example, Dodge feat requires dex 13. A psicrystal has a 1 on dex until the self propultion is activated, which bumps it up to 15.

Also, do psicrystals get the +1 stat boost every 4 lvs. as well?
NiQil

07-17-06, 01:15 AM
Can a regular touch attack be augmented by the weapon finesse feat to use dex bonus instead of str? Basicly, does touch count as a light weapon?

To the best of my knowledge, yes.

Also, since the psicrystal feat debate is still going, I was wondering if the self propultion ability fulfills prerequisites as normal stats do. For example, Dodge feat requires dex 13. A psicrystal has a 1 on dex until the self propultion is activated, which bumps it up to 15.

A similar scenerio is outlined in the FAQ on this issue. You are allowed to take feats if you meet the prereq's for them at the time you are taking the feat. If you later become unqualified for them, you still keep the feat, but cannot use it until you once again meet the prereq's. So in answer to your question, I believe it is yes. But it would only get the effects of the feat when the propulsion ability is active.

Whether they should be allowed to take feats at all is another question (the one that I think we should re-review...) for another time.

Also, do psicrystals get the +1 stat boost every 4 lvs. as well?

I want to say no. Familiars don't, and they have the same rule about using master's HD for their own that psicrystals do. But since I have a much different believe on how psicrystals should behave than the ones that made our current houserules, I'll leave that answer to others.
Vathelokai

07-17-06, 02:21 AM
The thing that makes me wonder about the feat is that self propultion is a supernatural ability, which is different in the rules sense than an ability that is lost. It's kind of like a monster that can use the ability bulls str. at will. Could they technicly get power attack?

Either way, I look forward to reviewing the psicrystal rules, mostly so that they are firmly hashed out and official. I personaly don't think they are overpowered or 'wrong', just a bit confusing.
MindWandererB

07-17-06, 02:45 AM
My understanding of feat prereqs is that, effectively, you can take any feat you like, but it's useless unless you can somehow acquire the prereq. Stat requirements, for example: WotC has made clear that you can take a feat if you meet the stat prereq only through an item. Does that mean you have to own the item to take the feat? Ludicrous.
Vathelokai

07-17-06, 03:02 AM
You know the source on that, 'cause the SRD says...PREREQUISITES

Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisite.

A character cant use a feat if he or she has lost a prerequisite.So it seems clear you can loose a prereq after picking a feat, but you have to have the prereqs first to pick it in the first place.

Of course this in no way contradicts getting the prereqs through enhancements, but it creates problems like casting bulls str before leveling. So it would make more sense to allow people to pick any feat, like you say, but I think the rules contradict that.
MindWandererB

07-17-06, 04:37 AM
Although you are quite correct about what it says, you are also correct in that it really doesn't make a whole lot of sense. You don't level up at a discrete point in time, like at the exact moment you gain the XP. What if you just don't happen to be wearing your stat-enhancer at that precise moment? It's nonsense.

(I'm personally of the opinion that feats should require your inherent abilities only. But the rules are pretty clear, and the requirements were set at amounts that took that into consideration. Every try qualifying for epic feats without your items counting?)

Another way you could do it is that if you have some sort of "permanent" enhancer (like an always-on item), it will allow you to qualify, but not any kind of "temporary" effect. IIRC, this is the way things like Headbands of Intellect worked in 3.0 (when they granted extra skill points).
Dracazar

07-17-06, 08:14 AM
I've just received a mail from Mindwanderer about the status of the boards. I didn't know that we continue on the old boards.

It's sad that we lost all posts from the past few days, including pairings.

Well, there's not much we can do but swallow it down. We cancel this week and make new pairings next wednesday.

PS: Please check if your fight is missing. I have saved some of them.

Caterane, I should have a local copy of July 12 pairings.

If you agree, we could post those pairings hopefully on July 19 instead of roll new ones.

It could be useful for people, like me, that have already spent time writing tactic versus an opponent.



About the board, because there are really big problems here (due to high traffic and low support) have you never thought to build a CoCo board on another host? I could give my time to setup all (actually I have a lot of experience of vB, I have a board with 40k users).
Book5

07-17-06, 10:39 AM
mine were ready and got lost in the shuffle! :D
I bet some others might have as well, can we tag along too?

Hell! Sign me up for something! Pitlording! -> I imagine you could use the extra hands. :D
der I should PM.. newboards? I can't PM to the newboards!!! I don't have any hats yet.. and the tailors out!
SauroGrenom

07-17-06, 11:30 PM
The thing that makes me wonder about the feat is that self propultion is a supernatural ability, which is different in the rules sense than an ability that is lost. It's kind of like a monster that can use the ability bulls str. at will. Could they technicly get power attack?

Either way, I look forward to reviewing the psicrystal rules, mostly so that they are firmly hashed out and official. I personaly don't think they are overpowered or 'wrong', just a bit confusing.
My take on the Psi Crystal thing is that it should be treated just like any other creature unless we are told to do otherwise. There are a few specific places that the rules tell us to do otherwise, and those are will regard to skills and saves. Basicially all other aspects of the creature are determined the same as any other creature of the given HD.

I want to say no. Familiars don't, and they have the same rule about using master's HD for their own that psicrystals do. But since I have a much different believe on how psicrystals should behave than the ones that made our current houserules, I'll leave that answer to others.I've heard this opinion expressed several times by several people. My response to it is Here and Here.

Basicially this is an ally that carries the same cost to acquire as a Cohort and host of followers. Where as Cohorts can be a wide diversity of usefull creature types and is highly customizable, a psicrystal is very very limited to be only a dimutive construct (and you don't get followers either). A psicrystal is not a psion's familiar. It is a crappy Cohort. It carries simular cost to a cohort, but has some abilities stolen from the familiar charts. I can understand that some people want to think of it as a psion familiar, but it's not. Where as familiars are gained for free with class levels and are modified versions of other existing creatures, psicrystals are different. It requires a feat to gain one, it's even more useless in combat than a familiar and it has its own monster entry. The differences are many and important. The default approach to advance any creature with an entry in the MM should be applied to an advanced PsiCrystal.

Or at least that's my opinion.
Zevox

07-18-06, 01:05 AM
Say, uh, anybody else end up with a strange effect on thier PM box after that last instance of the forums being down? Mine currently says it has 11 messages, two of which are new, but when I open it I see only the five old messages it had before they took the forums down to transfer accounts. A side effect of that perhaps?

Edit: Never mind, seems to have fixed itself.

Zevox
Sindorin

07-18-06, 01:08 AM
If/when we have a new pairings or repost whatever pairings were made during the shuffle... I never ever saw the July 12th ones and I don't know if my character, who was set ready for July 12th, was on there or who he was paired with. I just feel like we're in the dark as far as weekly activity/3wc/real time in Gladius goes. I'm not really sure what all has happened, but patience seems to have paid off for the time being. If it doesn't seem like I am understanding everything about what is going on, someone please, out of the kindness of your merciful hearts, PM me with whatever I need to know. Thanks.
Zevox

07-18-06, 01:38 AM
@ Sindorin - The pairings from the 12th were scrapped. We're doing new ones on the 19th as though the 12th never happened. So no problems there.

Zevox
MindWandererB

07-18-06, 02:38 AM
@Dracazar: Unfortunately, a lot of the character updates were lost. That means we can't keep the old pairings--we have no way of keeping people from preparing for the fight they already know is coming when they do their updates.

While I would certainly like to see a more stable board environment, the fact is that we cannot rely on a single player. Drac, when you were gone, it was basically impossible to make changes to the maps, and even though we decided to make changes, all our talk was for nothing until you made the changes to the automapper. And heaven forbid something more serious happened to you, and whatever system the mapper and roller are hosted on are gone permanently. So we need to have some stable, central server, which (in general) we can rely on. This one fits the bill as much as is possible.

@SauroGrenom: I think the reason most people think of psicrystals as being like familiars is because that's the way they worked in 3.0. Why they changed it to a feat, I have no idea. Plus, most of their special abilities are paralleled in familiars.
Sindorin

07-18-06, 03:58 AM
Ah, that's what I had thought, so that's great. Looking forward to getting this place back into the action.
Dracazar

07-18-06, 04:50 AM
Just as souvenir:


Character Actions 12.July 2006
--------------------------------------------------------------------------------
6 hours
Rolls: <LivingGladius>
Random Event: (List of Events) (Past Events) (Rolls: LivingGuilds)
The recent news about the undead plague in the Chanadar Forest has inspired fear and faith in the population of Gladius and its vicinity. People pilger in masses to their local churches to ask the gods for mercy. Faith has suddenly increased tremendously. [Itinerant Preachers! +3 Faith in all Districts for this week.]

The undead plague in Chanadar Forest persists for Week 2. Messengers from Briggehossler have arrived at the gates of Gladius with reports of an undead plague. The living dead, however, are controlled by a powerful cleric who uses his minions to oppress the region around the Chanadar Forest from which he operates. According to the descriptions from the local farmers, specialists have classified this mission as EL 16. Adventurers and Guilds are asked to end this threat for the rural population around the forest and gain 480 NAT-PP. [District Gang]

The 'Freedom Fighters' are occupying Gawane for the 14th week. The Council estimates their strength as EL 7. Successful Intervention to put an end to this threat is rewarded with 210 ECO-PP. The group claims that the Council is corrupt and needs to be overthrown. Their leader, the charismatic Ex-Mayor of Gawane Hanfgar Hallutin, calls to all upright citizen of Gladius to help in the liberation of the city. [District Gang]

Characters on Campaigns: [Maximum: 15 Weeks]
CL King Uther: (none) Solan (Iced), Ephraim (Erithmu), Fealytec (Zevox) [Week 1]
Characters on Quests:
CL Huan: (Of Fate and Faith, Part 2) Archangel Ixenthor (Caterane) quests for roleplay reasons [Week 7]
CL TelinArtho: (Taking down the Temple) Destra Stormwind (Zevox) quest for roleplay reasons [Week 1]
CL Huan: (none) Sir Valkin (TelinArtho) and Ignatius (Erithmu) quest for roleplay reasons [Week 1]
CL King Uther: (none) Archdevil Asran (Zevox) quests to become a blackguard [Week 1]
Characters doing Full Activities:
Izumi (Macbrea) crafts a mithral fullplate [Week 2/2]
Pealos Masus (mattes) crafts a cloak of charisma+4 [Week 1/1]
Loddick Saffrion (Erithmu) Mithril Breastplate, Deep Crystal Falchion, 40 CI arrows, 20 Silver arrows. Total: 5339gp [Week 1/1]
Eraca Moralta (Zevox) crafts Cloak of Elvenkind, Boots of Elvenkind, Scroll of Distorted Vision (2x Mirror Image, 2x Blur, 2x Invisibility) [CL 3rd], Scroll of Shield (3 castings) [CL 2nd], Scroll of Expeditious Retreat [CL 2nd], Scroll of Resist Energy (3 castings) [CL 3rd], Scroll of Ventriloquism [CL 1st], Scroll of Jump (2 castings) [CL 2nd], Scroll of Cat's Grace (2 castings) [CL 3rd], Scroll of True Strike [CL 1st]. [Total Market Value: 7,000 gp] [Week 1/1]
Kraegin (TelinArtho) crafts a Circlet of Extraplanar Diplomacy +5 and improves his Periapt of Wisdom from +3 to +4. Total market value = 9500gp [Week 2/2]
Kracknol (SauroGrenom) crafts two non-humanoid large mithral chain shirts. Market Price is 8800 gp. [Week 2/2]
Morgan MacNiven (Myrridin) crafts a headband of intellect+2 and a pearl of power II [Week 2/2]
Auburn (Vathelokai) crafts: headband of int +2 to +4, Scribing scrolls: Magic missile cl9 (x6), Invis cl3 (x3), prot good (cl2), prot evil cl2, see invis (x2), shield cl2, greater invis, resist energy cl 3
Va'ria Theladrais (Sindorin) crafts boccobs book [Week 1/2]
Battles in and around Gladius:

LEVEL 3 FIGHTS
Andurwin Calathos (Zelck) miniquests for fun : SauroGrenom [Miniquest]
Darrgon the Summoner (TelinArtho) vs. Lantash the Ancient (bluemage55) : Zevox [City]
Reinard Blueriver (DirewolfX) vs. Ihdald Seaslash (Milov) : DSugui [Cavern]
Dracazar (Dracazar) vs. Genia Lanter (Milov) : Hawkeye [Forest]
Indrithia Celeth (Zevox) vs. Ivan Banai (ayyiniwindryder) : Traevanon [Forest]

LEVEL 4 FIGHTS
Annalina (Zevox) => Vivi (Dr.Funk) => Bilk (King Uther) : DSugui [Forest] [Hunter]
Khabil (Traevanon) vs. Cyalin (King Uther) vs. Quesis (Dracazar) vs. Anakala (TelinArtho) : TheMagister [City]

LEVEL 5 FIGHTS
War (NiQil) vs. Farig (TelinArtho) & Felicity (Salrantol) : TheMagister [Forest] [Inter-League]
Pestilence (NiQil) vs. Sendithas (Sindorin) : Abyssal Stalker [Temple]
Death (NiQil) vs. Enoch the Prophet (Salrantol) : bluemage55 [Sewer]
Famine (NiQil) & Faelto (TelinArtho) vs. Valek (DSugui) & Dameon (Huan) : Zevox [Arena] [Team]

LEVEL 6 FIGHTS
Morathor (Pittbull) miniquests to join the CEF : Erithmu [Miniquest]
Neidr Bresent (bgt) vs. Little Daisy (DSugui) : Huan [Cavern]

LEVEL 7 FIGHTS
Dronnar Darkjof (DSugui) vs. Zero (MindwandererB) : King Uther [Arena]

LEVEL 8 FIGHTS
Aerryl Nalladar (MindWandererB) vs. Perius (Ravashack) : Iced [Sewer]

LEVEL 9 FIGHTS
Cyra Val (Stormwind) vs. Tezca (Usurpator) & Sunstroke (MindWandererB) : TelinArtho [Sewer] [Inter-League]
Gaston Dar'ath (waywreth) vs. Leif Goldeneye (Sunwolf) : MindwandererB [Plains]




Unfortunately, a lot of the character updates were lost. That means we can't keep the old pairings--we have no way of keeping people from preparing for the fight they already know is coming when they do their updates.
While I would certainly like to see a more stable board environment, the fact is that we cannot rely on a single player. Drac, when you were gone, it was basically impossible to make changes to the maps, and even though we decided to make changes, all our talk was for nothing until you made the changes to the automapper. And heaven forbid something more serious happened to you, and whatever system the mapper and roller are hosted on are gone permanently. So we need to have some stable, central server, which (in general) we can rely on. This one fits the bill as much as is possible.


About lost characters update I think there is no solution, I agree.

About the board and Dracazar's magic items:

Dear MindWandererB, let me say that I was gone only when the board was freezed (again) for the upcoming upgrade and it tooks a month.
And even when I was not playing I updated the maps as requested by Caterane and all was done within the deadline.
Also CoCo-Auto-Mapper and the CoCo-Map-Tag-Generator (perhaps we should give them better names) are not mandatory and even if there is no update the fights could go on anyway.
If something more serious happens to me I already gived all my job (the sources) to some people and also my email should be active so it could be possible to can ask for sources to who reads it.
Even with sources you need an hoster and that hoster should give you some strange priviledges to allow you to load those strange URLs used by coco.php.

I would point that board management and tools coding are two separate issues.
To craft that items you need many ranks in Knowledge(Web Programming) and some feats.
For board management (users-threads-posts handling) you need only some Intelligence checks (after the initial setup) and you can give administration/moderation priviledges to elders and officers.
The problem is that even if I give some people edit priviledge to my magic tools they could not do very much and it is quite sure that something will be broken.
Yes it is true, actually I'm the coder and the hoster and lot of the weight is on my shoulders but I didn't see many alternatives.

You say that we can't rely on a single player.
Actually I handle tools that are not mandatory:
coco.php -> Auto Mapper (Coding, Support, Hosting)
Map Tag Generator (http://www.hwx.it/coco/) (Coding, Support, Hosting)
Dice Roller (http://www.hwx.it/wizards.com/) (Coding, Support, Hosting)
Pairer, Spider -> Weekly Pairings and Ready Crawler (Support, Hosting) (Usurpator: Coding, Backup-Hosting)

I'm not looking for help but contributions will never be ignored (i.e. Mal-2)
To centralize the support I asked Caterane to open a thread, this was done and help me keeping track of support issues

I think to improved existing tools and to code new ones (as soon as I complete last 3 to graduate) but I'm not worried that all those things rely on a single player. The concept is that I can't force anyone to do things and also if people like my magic items it could be because that are good ones. Even if I was an user and not the crafter I would have used that anyway, I'll not prejudge my use because could be no support.

Apply this concept to an issue where the management could be easily distributed (board) I'll not be so worried.
MindWandererB

07-18-06, 05:20 AM
I agree with you completely. And I think it's telling that despite the fact that you were gone for only a month, and half that month was lost to not-updates, and none of your tools are strictly necessary, and there were backup plans in place, we still felt your absence keenly.

If you were the primary admin for the whole shebang, it would have hurt. Maybe not crippled entirely, but it would have been bad news.

It sounds from your message that you interpreted something I said as criticism. Let me assure you that what I meant was quite the reverse. Your contributions are so fundamentally helpful that it will be difficult going on without you. I say "will" rather than "would" because the CoCo has a poor long-term track record; of the "founding members," we have, what, three or four still around? Everyone quits at some point; this is just a hobby, after all. And it needs to be able to go on even if key members disappear. I know Cat has a backup strategy (other people have the GM avatar passwords, and the WizOs can always assign a new GM), but if the sole admin goes away, we'd be sunk.

And even if you did want to bust your butt building us a whole new environment, and maintaining it, who'd host it? Any small server can go away. Crap like Geocities is just a mess for this kind of endeavor. Anything decent would cost money.

And honestly, is the WotC board so bad? We just happen to be catching them at a bad time at the moment. They've gone for years without snafus on this level. Once they get this one worked out, they undoubtedly will again.

Plus, we gain one critical thing from being here: new members. If we leave the WotC board, we have no way of attracting new folks. Even if we try to recruit externally, attrition will kill us eventually, not to mention the permanent closing of the higher leagues and the failure of the guild system to become what it was supposed to.

So even if we could come up with a practical alternative solution, it's probably not worth it.
SauroGrenom

07-18-06, 09:09 AM
Plus, we gain one critical thing from being here: new members. If we leave the WotC board, we have no way of attracting new folks. Even if we try to recruit externally, attrition will kill us eventually, not to mention the permanent closing of the higher leagues and the failure of the guild system to become what it was supposed to.I've been in an ongoing discussion about this with Cat. So you should be aware that this is an issue we are aware of, and we are trying to fix now. We are reviewing all the various aspects of the rules and the various options available to try and limit/eliminate the guildmaster's need to link every battle and shuffle numbers to do accounting. Instead we are striving for a more quest based system with an element of a strategy game as well. From what I understand the discussion is nearly complete.
Dracazar

07-18-06, 12:12 PM
I agree with you completely. And I think it's telling that despite the fact that you were gone for only a month, and half that month was lost to not-updates, and none of your tools are strictly necessary, and there were backup plans in place, we still felt your absence keenly.

If you were the primary admin for the whole shebang, it would have hurt. Maybe not crippled entirely, but it would have been bad news.

It sounds from your message that you interpreted something I said as criticism. Let me assure you that what I meant was quite the reverse.

I appreciate your words, thanks. If I could, I would make my absence less dramatic. Happily my Hosting is stable so it goes on even if you don't see me. The Coding is a major task that occurs only at the start and we have overstep that stage but the Support is a critical phase that need presence and there is little alternative to that. If I was the primary tech admin I would give you all the ways to communicate from mail to mobile phone. Sorry if I mis-interpreted previous message but I become a bit grumpy if I'm pointed as not reliable (I'm not saying that you told me this, it is just to clarify). I take in great importance reliability and I try to balance my responsibility with my duties.



Your contributions are so fundamentally helpful that it will be difficult going on without you. I say "will" rather than "would" because the CoCo has a poor long-term track record; of the "founding members," we have, what, three or four still around? Everyone quits at some point; this is just a hobby, after all. And it needs to be able to go on even if key members disappear. I know Cat has a backup strategy (other people have the GM avatar passwords, and the WizOs can always assign a new GM), but if the sole admin goes away, we'd be sunk.

I agree, people comes in and comes out, it is unavoidable. Let me add that I like here very much (or I would haven't done all that I crafted) so I hope to be here a lot.
I thought to backup strategy too.



And even if you did want to bust your butt building us a whole new environment, and maintaining it, who'd host it? Any small server can go away. Crap like Geocities is just a mess for this kind of endeavor. Anything decent would cost money.
I already host CoCo items and it seems it goes good. Every time you see a fight with dynamic-maps that maps comes from my server, yes it costs money but I'll close both eyes with gladness. Hosting is not my core-business (I work with ICT security) but I'm able to do it and I have some servers connected, 4 of the 4 billions IP of Internet are assigned to me.


And honestly, is the WotC board so bad? We just happen to be catching them at a bad time at the moment. They've gone for years without snafus on this level. Once they get this one worked out, they undoubtedly will again.

Yes it is a bad time at the moment, but this moment seems quite long, and also this structure limits very much the potentiality of this game. With a your web sitre you could do more.



Plus, we gain one critical thing from being here: new members. If we leave the WotC board, we have no way of attracting new folks. Even if we try to recruit externally, attrition will kill us eventually, not to mention the permanent closing of the higher leagues and the failure of the guild system to become what it was supposed to.

So even if we could come up with a practical alternative solution, it's probably not worth it.

This is the core issue...

Thanks for this opinions exchange. Even if I did several quote from you post, please don't consider mine as a flaming one, I did so only because the argument was interesting and I like to be precise.
MindWandererB

07-18-06, 03:17 PM
I've been in an ongoing discussion about this with Cat. So you should be aware that this is an issue we are aware of, and we are trying to fix now. We are reviewing all the various aspects of the rules and the various options available to try and limit/eliminate the guildmaster's need to link every battle and shuffle numbers to do accounting. Instead we are striving for a more quest based system with an element of a strategy game as well. From what I understand the discussion is nearly complete.Let me clarify my statement: I don't think the guild system has failed at this time, nor will it necessarily. But I do think that it was designed with a certain amount of membership in mind--a level of membership that we're pretty far from right now.

I personally don't mind the accounting aspect of my job as guildmaster. I would actually worry about a more quest-based system--part of the way the guilds are functional as they are is because people can sign up for them, do one miniquest, then forget about it while their character rakes in money for the guild.

Quests and miniquests have costs associated with them (credits, activations, and the 1 MQ/level cap). Without the ability to earn tax money from standard arena fights, I think we could be in trouble.

Of course, most of the guilds don't rely heavily on tax money at this point anyway. Structure income outshines it in a huge way.

Well, I look forward to seeing your solution. I hope it works out as well as you envision.
Zevox

07-18-06, 04:03 PM
I personally don't mind the accounting aspect of my job as guildmaster. I would actually worry about a more quest-based system--part of the way the guilds are functional as they are is because people can sign up for them, do one miniquest, then forget about it while their character rakes in money for the guild.

Quests and miniquests have costs associated with them (credits, activations, and the 1 MQ/level cap). Without the ability to earn tax money from standard arena fights, I think we could be in trouble.
Permit me to second that. The accounting part of being a Guildmaster is the easiest part, in my opinion - just head to the battles thread, click the links to fights involving guild members, run some numbers through a calculator (or your head, if you're good enough at math), link the fights, and add things up. Even in a week like last week where my Guild had fully eight members fighting, it only took me about ten or fifteen minutes to have everything (not just the accounting) updated.

I'd also worry more about a quest-based system, for the reason MWB said. Fights cost nothing and nearly everyone participates in them; quests are a much rarer occurance and have costs to the player. Of course I'll wait to see what the final product is before passing judgement on the idea, but it does worry me a bit upon the initial mention.

Of course, most of the guilds don't rely heavily on tax money at this point anyway. Structure income outshines it in a huge way.
I wouldn't say "most". Two of the Guilds - the TAO and WAR - still don't have any structures yet (though WAR will soon), and the EYE only has a small one. The EHTC has one good one, but its not enough to rely on. Only the CEF, PSI, and TLT are really to that point now, while the rest of us are trying to catch up.

Zevox
Myrridin

07-18-06, 04:10 PM
@Cat: I'm guessing that the campaign is delayed another week due to instability of the boards, is that correct?
SauroGrenom

07-18-06, 04:16 PM
I personally don't mind the accounting aspect of my job as guildmaster. I would actually worry about a more quest-based system--part of the way the guilds are functional as they are is because people can sign up for them, do one miniquest, then forget about it while their character rakes in money for the guild.
Although you may not mind it, I think it detracts from more interesting things we could be doing with our time as guildmasters. I'd rather not pester my players to send their characters into Arena Fights. Instead I'd like to ask my members, "Who wants to go and kidnap Sunstroke for abandoning us and slap his butt in Irons in our prison so we can squeeze info out of him about EYE opperations?" Or I'd rather find out who wants to travel to East Draggor Mounds to negotiate a contract with the native kobolds for good building stone. Or ask a member to try and prevent the TAO opperative from reaching an agreement with the Tegzett Wizard Enclave. Or perhaps I can send a member to plumb the depths of a cavern recently discovered in High Traversham and recover whatever riches he can bring to the guild. So on and so forth. The idea is that guild opperations should revolve around the guild members who get things done for the guild. Such opperations can be opposed by members of another guild. The members should be the critical resource that gives you an edge (but not realy required for survival so if your memerbs are inactive for 2 months the guild doesn't die). The guilds are intended to be (1) a RP platform that encourages members to RP together as allies or rivals. It should also be (2) a way for players to use characters to make a lasting mark on the setting. Those are the two major components of my vision of the guild system. Talking with Cat about how to do that is a ballance between satisfying my vision and his own desire to have an element of strategy/war game in the mix as well.

The basic system for opperations we are thinking of right now is to use a MQ or Full Quest to perform most guild opperations. These can be opposed by members of other guilds, and they then become Arena battles.

Quests and miniquests have costs associated with them (credits, activations, and the 1 MQ/level cap). Without the ability to earn tax money from standard arena fights, I think we could be in trouble.

Of course, most of the guilds don't rely heavily on tax money at this point anyway. Structure income outshines it in a huge way.There are a few guilds that are really struggling right now. Basicially it's because they have had not enough early phase tax income to build structures early. TLT is in 2nd place for wealth only because they were the first to recieve a free structure. If we continue to play a wealth chase game it gets booring, and the leaders just pull farther ahead. CEF are the first to expand into new districts, they are the first to build extra structures that produce more income and that allows them to grow faster and build more and hire more regiments and on and on... EYE will never catch up.

We'll also separate guild gp income from taxes on members. That tax idea doesn't realy work well from an RP perspecitve now that the Arena is gone and we are trying to make it a Living Gladius campaign where battles happen all over the place. Also there are many new members who get confused by the meaning of "guild taxes". The survival and ability of a guild to grow comes from another income source and is ensured (all guilds begin with one structure), so that low membership means that you have limited number of opperations, but not zero or negative income.

Anycase, At PSI we are developing economicially at a high speed, but even so we cannot ever catch CEF. Also I realy wanted to start opperations, but I realized that the guild system was vastly imballanced at this point and leaders (CEF, TLT PSI) had such a lead that the rivalry for dominance was between 3 or 4 guilds at the most. It didn't seam like as much fun as it could have been, and my members were not participating much in the development of the guild. They earned money and untill opperations began they had little other effect on the guild. So I wanted to bring members back into the guild in ways other than just taxes on income. I'm trying to figure out ways that we can put member actions into every aspect of the game. So if your character is not optimized to win Arena Battles but instead for defeating traps, then we have an option for you to be usefull to the guild.
Vathelokai

07-18-06, 04:29 PM
Instead I'd like to ask my members, "Who wants to go and kidnap Sunstroke for abandoning us and slap his butt in Irons in our prison so we can squeeze info out of him about EYE opperations?" Or I'd rather find out who wants to travel to East Draggor Mounds to negotiate a contract with the native kobolds for good building stone. Or ask a member to try and prevent the TAO opperative from reaching an agreement with the Tegzett Wizard Enclave. Or perhaps I can send a member to plumb the depths of a cavern recently discovered in High Traversham and recover whatever riches he can bring to the guild. So on and so forth. The idea is that guild opperations should revolve around the guild members who get things done for the guild.Here Here!
MindWandererB

07-18-06, 04:40 PM
Well, all I can say is that I agree with you on every point... in theory. In practice, I would hate to see the guild system die because only three or four characters in every guild will be up to the task you propose.

But let me also say that I strongly agree about the money race thing. CEF is currently unbeatable and unchallengeable. TLT, as you said, got the windfall of the first structure, and has been successful purely due to that; currently, I think only PSI and CEF are in a position to challenge them. And since it takes money to make money, the gap will only grow larger.

I'm very interested to see your proposal, and I hope it isn't too late. Already, unless CEF takes a huge hit, they will be on top of the game forever. That's not a game, it's an ego boost. And it has nothing to do with strategy, but everything to do with popularity.

I look forward to seeing your ideas.
TelinArtho

07-18-06, 04:51 PM
Although I don't have much comment on the guild system because I am mostly just a part of it on the edge, I would mention that making it rely on quests will require a change in the current participation of the CoCo members. Erithmu and I had to spend several weeks petitioning people on the quest roster (and others) in order to find a questlord who would agree to do our quest. If guilds needs quests to do anything - then you better find people willing to do quests more. I am limiting myself to starting only 1 per week - and preferably not more than 2 running concurrently. King Uther is starting his campaign - so he's less likely to have free time, etc.

Just a thought.
Zevox

07-18-06, 05:13 PM
@ Sauro - Well, I certainly do like the concept. The TAO quest-a-thon to take back thier campus from Devils was some of the most fun I've had with the Guilds (and I wasn't even in any of the big quests), and I know KU has tried a couple of times to get similar things going with the EHTC, though without much luck.

The problem I see is that it isn't likely that many players will participate in it. I can tell you right now that, unless theres changes to quests or theres a lot more to this idea than you've mentioned, I wouldn't be able to keep all my guild-active characters working to help thier Guilds in such a system. Asran will be frozen soon enough (after his next quest he'll be ECL 9, and I suspect that 1 3FC and the quest I want to do after that will put him at ECL 10), and with him frozen I'd have to keep Annalina and Indrithia questing constantly to help support my Guild. With them doing that my credits would go fast, so I may not be able to have my others do quests - Destra joining WAR would be pointless, and Eraca couldn't help the TAO. At best one of them could. And then some of my characters aren't designed for heavy questing - Ceilia for instance I only have plans for questing for some undead allies when she can manage that, and otherwise shes an arena character. Same for Istima - hes pretty much arena-only, unless some unusual inspiration hits me.

Now, I know I'm unusual in having so many characters in Guilds (heck, only Telin has as many characters as I do if I'm not mistaken, Guilded or otherwise), but even so I suspect not many players would be willing to quest often enough as is to keep things going if arena taxes vanished.

On the other hand, as I said, until I know the full proposal I won't say "yea" or "nay" to it outright. If it solves the current "money race" situation, it may well be worth it - the problems with that have become painfully obvious, as every week the CEF pulls further and further ahead of everyone else, while TLT and PSI try to keep up and the rest of us struggle pitifully due ot our lack of a Main Hall limiting how much we can do each week regardless of our income. Truth be told, its hardly better than the situation with guild operations we narrowly avoided, where PSI and the EHTC could have taken everyone else out in a few weeks time with Covert Ops. If this situation gets fixed by your newest proposal, I'll be very happy indeed. Maybe then things will become more interesting around here.

Zevox
SauroGrenom

07-18-06, 05:27 PM
I'm asking Cat if he thinks we are ready to reveal the work so far. There may be a couple questions not yet finished that I'm not aware of.

Generally the goal is that guilds will be able to survive without members at all. The members allow the extra things to happen. Without members you can still build structures, rooms, make developments, hire regiments and send them to war. But with members you can build a bit faster or make a bit more money in a week or form a favorable alliance or perform an opperation against another guild or block another guild's opperations or a number of other extra things.

However the guild should be able to survive without members at all. At least it should be able to survive to some extent. Those with active members can "pull ahead" and get minor advantages or they can block the efforts of other guild members, but these activities are not required to ensure the survival of the guild. Also a "weak guild" can rocket forward by the efforts of a group of ative members.

The major concern is that an increase in MQ's could tax our Pitlord populations. But last week we had a surpluss of pitlords, so there appears to be some room in the roster for a few extra MQ's.

I'll ask Cat if he thinks it is ready.
TelinArtho

07-18-06, 05:29 PM
With the addition of my 19th character to the arena, I've decided to do a little reflection:

Ambellon the Calm Human Fighter 3 (ECL3) - retired
Darrgon the Summoner Human Summoner Specialist 3 (ECL3) - new and active
Farig Human Fighter 3 (ECL3) - active
Tanglewood Breeze Human Rogue 1/Fighter 2 (ECL3) - retired
Tlanth Human Cleric of Denth 3 (ECL3) - retired
Ilendil Oratith Elf Rogue 3 (ECL3) - new and active

Anton Fael Human Wilder 4 (ECL4)
Anakala Human Cleric of Denth 4 (ECL4) - active
Felan Turok Duergar Dwarf Rogue 2/Fighter 1 (ECL4) - retired

Faelto Human Druid 3/Wizard 2 (ECL5) - active
Nycalik Grimlock Barbarian 1 (ECL5)
Countess Ural Human Paladin 5 (ECL5)
Vakkor Human Cleric of Denth 5 (ECL5) - retired

Blaergh Ghoul Fighter 1 (ECL6) - retired
Delaria Human Cleric of Denth 6 (ECL6) - retired (no longer would work)

Aquin Sahaugin mutant Fighter 2 (ECL7) - retired
Sir Valkin Human Fighter 1/Paladin 6 (ECL7) - active

Kraegin Human Cleric of Denth 7/Thaumaturgist 1 (ECL8) - active
Daeren Stronghammer Dwarf Barbarian 4/Transmuter Specialist 4 (ECL8) - deceased

I've had the vast majority be humans, which is not surprising, because I like feats... that said, fully 5 of my characters have all been human clerics of Denth - all heading towards Thaumaturgist. Kraegin was the first one of the bunch and is still active. Tlanth was my second one - but his dual-wielding flails just didn't do much for me and it would've taken too long to get him to where I wanted. Vakkor was next - utilizing handled vermin - but he didn't get very far either. Then Delaria came - and she was the first of them to use diplomacy allies. However, her reliance on scrolls and the advent of the expendables cap has made her a little difficult to revive. I wasn't too happy with how she developed anyway.

My last summoner, Anakala, combines pretty much everything that I liked out of the previous 4 - and she was doing pretty well. I am really looking forward to when she will have access to planar allies and such.

For fighter types, Ambellon the Calm was my first horseman - but he was pretty flat - so shortly after that I created Sir Valkin. Sir Valkin's initial success was surprising - and his record stood magnificently at 11 wins and 2 losses by the time he reached 6th level (though one of those losses was a 2nd place finish in a 4-way free for all...). At that point however, his brute physical strength and defense power was easily overcome with flying casters however, and so a new defense needed to be created.

I've also introduced several hybrid characters. Countess Ural, a 5th level paladin now, intends on reach 6th level paladin before focusing her energies on arcane studies, making use of extensive shared spells to boost both herself and her special mount. Faelto, now a 3rd level druid/2nd level wizard intends on following the same type of route, and will eventually finish off with mystic theurge for added casting power. Daeren Stronghammer was the first of the bunch though, combining the power of the barbarian with the refined boosts from wizard spells. When I realized the errors in his build, I focused him on Dragon hunting until his 3rd dragon killed him (and his companions...) in a quest 3 ELs above his own.

I have made 2 characters that were going to head towards the Duelist prestige class. The first, Tanglewood Breeze, faltered quickly after the stringent rules for poison hindered her. With the 3FC, she might actually work a little better since the unused poison at least lasts for the 3 fights. Felan Turok was decent, but due to his LA of +1, wouldn't really be able to see much of the duelist class before getting frozen.

Then of course are my monstrous builds. First off was Aquin - my Sahaugin mutant Fighter. If I wasn't so over-confident in his abilities, I might've kept him around, but I just didn't enjoy him as much as I thought I would. Still, it was funny to see everyone want to grapple him - because having him reduced to 4 attacks per round seemed better to them than his regular ranged attacks or melee attacks... Clarifications on grappling actually make him even worse in a grapple. If I ever were to reactivate him, he'd need a ring of Freedom of Movement to take care of that trend... After him, I had Nycalik. A grimlock - Nycalik provided a sincere challenge. How do you deal with an open arena with a blind character who can only sense things out to 60ft. I never had to deal with mirror image or invisibility - but it was tough to handle when most of my opponents were able to exceed the 60ft range without much ado. With the new arenas, he's actually at a benefit I think - so he might make a comeback - but we'll have to see. Lastly, there's my ghoul. An interesting concept for me to work with, he quickly fell on his face when I realized he couldn't handle the opponents in his league - especially when the better part of them were immune to paralysis or could outrun him. If it wasn't for those two things, his bad attack bonuses made it tough to be in melee. He might get rewritten according to some advice I've received, but for now he's sitting by the wayside.

My one and only psionic character, Anton Fael, was also fun to work with. However, my dislike of Psionics shone through very quickly as I just had no urge to progress him further than his current level - 4th. His ability to do massive damage from a mind thrust is nice - but I envisioned more versatility from him than he's going to be able to realize.

And now - my 19th character. The 1st elf and the 1st full rogue. Rogues have always been something I've shied away from - mostly because they rely heavily on hiding/sneaking (full rogues anyway), and I find writing tactics for evasion are not as fun (to me as a player or a pitlord) as writing for attacking. In any case, I decided to make the character in order to challenge myself to hopefully come up with some more creative ideas.

Of course, I probably have another dozen or two characters that I haven't posted - and probably never will. My spiked chain wielding ogre who used expansion to get to gargantuan among them... but you never know.
Zevox

07-18-06, 05:56 PM
*chuckles* Well well, it seems I wasn't far off there Telin, though with all the retired characters and unposted ones you do beat me out badly in numbers there. I've got a total of 11 characters posted, only two of which are retired (both failed attempts at making a Mystic Theurge - one of these days I'm going to have to make a third try, maybe one who starts at a higher level so I don't need to deal with the troubles of a low-level caster). I have three more sitting in word documents on my computer (one of which will no longer work with the Forgery rules changed/clarified), and at least another three I threw out (possibly more if my memory is betraying me).

Side note, nice to see that someone's going to be using the Burglary activity again now. I thought with Featylec going campaigning it wouldn't get used again until he returned due to how unpopular rogues are. Might mean someone will actually get some use out of the "guarding" free activity soon (I still laugh whenever I see someone doing that whos not in the ECL 4 league). ;)

Zevox
MindWandererB

07-18-06, 06:12 PM
I, on the other hand, was quite annoyed to see that. I mean, I finally build a character who uses Profession as a free activity (all my other characters just Guard every week, they've got nothing better to do), and someone finally builds a burglar. Plus, my new character is an expendable-dependent build. Grrr. I just hope Telin's character enjoys phenomenal success, so that he ends up a league above my character before I have him join the fray. That or, since the main reason I'm creating him is to replace Aerryl when she gets frozen (soon), this guild-quest-thing takes off.

Speaking of which:

I don't think we can rely on an excess of pitlords. However, multi-player quests are much less of a drain on pitlord resources (although they're harder than single-player quests, they're easier than two or three of them).

There's also another alternative: single-post battles instead of quests. Two guild members are teamed against some monsters? Write a plot explaining why. Characters from rival guilds meet in the arena? Explain that, as well. Zev is doing a great job of this with Asran; we really ought to follow his example.

Unfortunately, there's the flip side: nonsensical pairings. I still remember the team fight where Trixie the chaotic evil kobold was paired with Aurandil the paladin. It can be really difficult to explain why, for example, there would be an FFA involving members from TLT, CEF, EYE, and TAO. (Plus, you'd need mutual consent from the other characters.)

There has to be a way to integrate this into the battle system so that it makes sense. I can't put my finger on it right now, though.
King Uther

07-18-06, 09:39 PM
Can anyone pick up Alagar's quest for a Leadership ally?
NiQil

07-18-06, 10:44 PM
*chuckles* Well well, it seems I wasn't far off there Telin, though with all the retired characters and unposted ones you do beat me out badly in numbers there. I've got a total of 11 characters posted, only two of which are retired (both failed attempts at making a Mystic Theurge - one of these days I'm going to have to make a third try, maybe one who starts at a higher level so I don't need to deal with the troubles of a low-level caster). I have three more sitting in word documents on my computer (one of which will no longer work with the Forgery rules changed/clarified), and at least another three I threw out (possibly more if my memory is betraying me).

Side note, nice to see that someone's going to be using the Burglary activity again now. I thought with Featylec going campaigning it wouldn't get used again until he returned due to how unpopular rogues are. Might mean someone will actually get some use out of the "guarding" free activity soon (I still laugh whenever I see someone doing that whos not in the ECL 4 league). ;)

Zevox

I should probably point out here that I am well ahead of Telin in the character category...I think I am working on close to 40 characters in my time here now. Though I couldn't link them all like Telin because I received special permission from Cat to reuse posts in the Characters thread because I rolled out so many new characters and he didn't want me filling the thread up that fast. Cat still gives me flak for it LOL

As far as the guild issue is concerned....I think setting the guilds up for a quest/miniquest format is a bad idea. We are already restricting them heavily due to lack of 'lords, and many, such as myself, don't like to do them. I only do them when I have to for the characters I have (such as prestige class qualification). Other reasons include lack of credits, or characters being build for the arena vs questing. The arena needs to remain the focus of the guilds, because the arena needs to remain the focus of this forum. The more we take things away from the arena, the more we will see a seperation between the arena and everything else.

In hindsight, I think the random events for the guilds were a bad idea. We see now what a huge advantage it was for guilds to gain beneficial events (such as TLT, for example), while guilds like TAO and WAR are just puttering along. I also think (and this is no slam at anyone in EYE) that EYE should be abolished, as it is really the only guild that doesn't fight for a D&D stereotype. TAO is the arcanists' guild, WAR is the melee guild, EHTC is the evil bad guys, along with the sneaks and skill monkeys, PSI the psionics guild, CEF the goody-two-shoes and TLT the nature lovers. EYE doesn't really follow a stereotype that already exists in D&D.

Also let me add my voice to those that don't think the accounting aspect of the guilds is a big deal. It's actually something I enjoy. I suck at plothooks and things, but I have always been good with details. So make that 3 guildmasters who don't think the accounting aspect really needs a change.
MindWandererB

07-19-06, 03:44 AM
My thoughts on random events:

The Good: Certain events provide spice to the game. Excessive Resources, for example, is a reasonably powerful effect that provides a bit of interest. Some of the other ones are interesting, too. And I like the idea of subsidization of various kinds--if a guild is lagging, this can help. In fact, I think subsidization of some kind is mandatory for the system to work--otherwise, the rich get richer and the poor get poorer (especially once the wealthier guilds start getting aggressive. I think EYE and EHTC are in for a rough time).

The Bad: Most of the random events aren't all that interesting. I mean, free money, whee. Granted, the flavor can be pretty decent (the trait bonuses and trait penalties are particularly nice). But most of them don't really grab one's attention.

The Ugly: Most of the random events are just too potent. TLT is the greatest example: it was in last place before being subsidized; now it's in second, purely due to that. A free structure is just too darn good--it's worth 5000 gp, plus seven GAPs, plus at least four weeks of time. Many of the other effects are also overblown: an EL 16 district gang is ludicrous--no one can handle it, likely not even if several ECL 10 characters banded together. A gain, or especially loss, of 500 PP is colossal--TLT's type A structure, which it's had since the prestige system began, has barely earned 1000 NAT-PP and 500 FAI-PP this whole time. Imagine if you'd been saving up for a 500 PP chapterhouse, and suddenly lost it all. Catastrophic.


As to what the overall "feel" of the guilds should be... we've had that debate before. Cat has a vision of how it ought to be, and insists we try it his way. Many of us disagree with him, but no one's managed to make any headway yet. Although if I were to address your complaint about the EYE, it would be to separate the sneaky/skill-monkey aspects of EHTC and give them to EYE. I like the idea of balance: CEF's good vs. EHTC's evil, PSI's criminality vs. EYE's patriotism, TAO's magic vs. WAR's muscle, and TLT the neutral centerpoint. (Although for greater symmetry, I probably would have split EYE and PSI on law/chaos grounds rather then good/evil, since we already have that dichotomy.)
Vathelokai

07-19-06, 05:07 AM
I've been looking for information on ships in the SRD but cannot find any. They have a price, and a speed/travel details. Water elementals mention them. But other than that, there dosn't seem to be any info. Am I missing it? Is it in the DMG only?

Also, I am curious if it was resolved about wizards leaving their slots empty and filling them as prebuffs between fights.
Stormwind

07-19-06, 06:03 AM
I am currently building a shadow character. However there are a couple of questions that have arisen.

1) if a shadow kills a humanoid opponent with strength damage, then they may use their create spawn special ability to gain a shadow under their control. How does this work in regards to the CoCo and the 3FC? Does the character gain the shadow spawn for the remainder of the fight, for the remainder of the 3FC, or permanently?

2) Although a shadow is incorporeal, it is not ethereal. Thus how do the house rules on equipment (here) apply to a shadow character? Can they use ethereal equipment? Can they use any equipment (apart from manuals and tomes)?


Note that this post is cross-posted in the Ask An Elder thread.
Caterane

07-19-06, 06:59 AM
So you've already seen that a new guild system is coming. The main reason is that the current system doesn't work as intended and strays farther away from its RP purpose. The guilds are doing seperate things each, the fronts are already clear despite no operations yet and the guildmasters focus on setting links and counting money. I barely see a RP post between my weekly summaries in the CEF. And why should they.

The new system will be completely different from the old one. Entry requirements will be gone, as will Taxes, Prestige in all forms, Guild Staff, Wages, most Base of Operation rooms, all structure effects, competition, rivalry, district slots, district defense points, and some more. Completely changed have the guild traits, district traits, and how they interact, developments, chapter houses and how to build a new one, structure primary/secondary traits, construction time, operations, random events (which will be reduced in efficiency), just to name a few.

I will not tell anything about the new stuff but the system has been greatly simplified so that most players can understand it and participate while at the same time it opens much more options. It's now like an onion and you decide on how much you like to know. It will automatically develop a history for PCs, it will create many stories, new locations and groups will appear on the world map, RP on this board should be enhanced greatly ...and all that will be done by the guilds themselves.

Another reason is the imbalance between CEF, TLT and PSI on the one side, and the rest on the other side. We will see a *partial* restart; I'll explain later what that means. It's just important that you know that nothing of your work and money will be lost.

Although we will see one or the other additional miniquest or quest now, it mainly aims to connect the battles of gladius with the guilds, and the guilds with the characters. A nice side effect will be that it spreads some of my pairings work over the week which means less work on wednesday.

I already hear a lot of opinions despite no one having seen anything. What is currently up on the guild hall was a first draft that doesn't count so ignore it please. You will all be able to give your input when I put it up, and we reserve a week or two to discuss it. At the current pace of work, I expect it to be up around next wednesday.
SoulLord

07-19-06, 09:41 AM
I've been looking for information on ships in the SRD but cannot find any. They have a price, and a speed/travel details. Water elementals mention them. But other than that, there dosn't seem to be any info. Am I missing it? Is it in the DMG only?

Also, I am curious if it was resolved about wizards leaving their slots empty and filling them as prebuffs between fights.

My take on it is that it's legal.

Not exploited before because there was no need but now that the 3FC is here the usefulness of it has become evident I expect more of this to happen as we get used to the 3FC.
TelinArtho

07-19-06, 09:43 AM
I should probably point out here that I am well ahead of Telin in the character category...I think I am working on close to 40 characters in my time here now. Though I couldn't link them all like Telin because I received special permission from Cat to reuse posts in the Characters thread because I rolled out so many new characters and he didn't want me filling the thread up that fast. Cat still gives me flak for it LOL

Oh I know I had no fear of getting to the point that you are at... I probably have more level 4+ characters though - since the majority of the ones you started never made it past 1-2 fights if I recall correctly.

Still, I think it is telling that some people create a lot of characters. I am here to hopefully help keep CoCo going. It looks better to a newcomer if the leagues he'd be playing in are full and diverse - so every once in a while I'll make a new character to try something else out. Or I'll just create a new Denthian priest to work with...

On the other side - to Zevox who is happy and to MWB who is unhappy to see the buglary activity - well, if you take a closer look at the character you'll see that it is not his only option for a free activity. Having it on his sheet can serve as a distraction - people might start guarding - just to be safe - while my rogue might be using another activity altogether. Subterfuge!

Anyway - I've not had great success with my rogue-type characters, so unless he takes off - he might not last long anyway...
SoulLord

07-19-06, 09:56 AM
quick question since this weeks have been ..... conflictive

will the Tao finally get his university today or not?

Originally Posted by Guildmaster (TAO)
TAO will begin construction of a university in Arcadivius on June 21. Construction will take 4 weeks and cost 5000gp.
TelinArtho

07-19-06, 10:23 AM
@Soullord - although I am not an official voice - you can probably assume that anything that was once listed as being done on July 12th - did not happen.

On another note, I've been working on my pitlord profile. I've got only 1 post to work with - so why not flesh it out as much as possible. Like others, I've take some time to post some recent fights and all of my regular quests. I might go through and link up some of the miniquests too - especially the special ones I did for Saffron Brass (since I don't think anything of their kind has been done before or since). I've linked my characters as well, but all of this only takes me up to 10k characters or so... I've got plenty of room to work with...

Anyway - if there's anything in particular someone would like to see in the profile - let me know. Feedback is wanted.

TelinArtho's Profile
Zevox

07-19-06, 11:57 AM
@ SoulLord - Given that you haven't been posting to use GAPs to construct it since the 21st, you still have three weeks to go on it.

Zevox
SoulLord

07-19-06, 12:13 PM
@ SoulLord - Given that you haven't been posting to use GAPs to construct it since the 21st, you still have three weeks to go on it.

Zevox

*Checks the rules*

Geesh I thought one only had to anounce it in the post of the construction not reiterate it week after week.

This is very very dissapointing
TheMagister

07-19-06, 12:29 PM
*Checks the rules*

Geesh I thought one only had to anounce it in the post of the construction not reiterate it week after week.

This is very very dissapointing

No kidding! I'm not even part of TaO (well, Sdentch is like extended family...) and that makes me frustrated.

What a waste of hard-drive space to have to re-post it every week...

TM
Zevox

07-19-06, 01:07 PM
*Checks the rules*

Geesh I thought one only had to anounce it in the post of the construction not reiterate it week after week.

This is very very dissapointing
Well now, normally I'd agree with you, but the fact is that its possible to use GAPs for things other than constructing the building in the middle of building it if you wish - say, for instance, to hire staff for it in the last week before you finish it (speaking of which, you still need the staff for the University, too) - so there is a good reason for having to do that. Not to mention it costs varying amounts each week to build it - 2,000 gp the first week, 1,000 gp every week after that - so theres a bookkeeping reason for it too.

Zevox
Vathelokai

07-19-06, 01:08 PM
*Checks the rules*

Geesh I thought one only had to anounce it in the post of the construction not reiterate it week after week.

This is very very dissapointing
I just found out a couple days ago myself. I've been harrassing Cat for an exception, but he won't respond. Probably because he and Sauro are reworking the guild system anyway. I hope...
Caterane

07-19-06, 01:20 PM
I just found out a couple days ago myself. I've been harrassing Cat for an exception, but he won't respond. Probably because he and Sauro are reworking the guild system anyway. I hope...

I did respond. I said it's ok that you gain the GAPs for the last weeks. I think I also asked to send me (Guildlords) which dates that would be. I never received an answer so I let it be.

Probably got lost with the board upgrade.
Vathelokai

07-19-06, 01:25 PM
I did respond. I said it's ok that you gain the GAPs for the last weeks. I think I also asked to send me (Guildlords) which dates that would be. I never received an answer so I let it be.

Probably got lost with the board upgrade.
Yes, it did get lost. I'll send you the details by morning.
MindWandererB

07-19-06, 04:15 PM
@Cat: For what it's worth, I'm all in favor of a fundamental restart for the guilds. Unless the system revamp is such that you cannot use money to make money (of which I would approve), there still needs to be an evening-out of guild resources. And I say this as guildmaster of the guild which would be by far the most negatively influenced by a reset (since our current position is due entirely to a stroke of luck).

Here are some things I'd like you to consider when doing the redesign. Note: I am deliberately staying away from obviously controversial topics, like the fundamental choices of what guilds we have and what their goals are.

Like I said, no use-money-to-make-money. Any system like this serves only to increase any differential in wealth.
As I also mentioned before, less severe random events. Although they do have to be significant enough that we care what happens, they should also not change the guild rankings all by themselves, nor erase months of work (in either direction).
Peaceful developments should only require one Conference Chamber. For one, why do you need two conference chambers to have a meeting? For another, it discourages anyone from building them, since someone else has to follow suit for it to be useful.
Easier to defend against other guilds. The way operations (would have) worked in the past, unless you had defensive resources, attacks on you would automatically succeed. This went for all Espionage and Assault ops. It would be nice if first-strike readiness weren't so deadly.
Greater rewards for successful operations. As it stands, operations are a poor gamble. You lose tax money for operating characters (although I know you said taxes will be gone now), plus it costs you a precious GAP which can be used for much more useful things.
A better cost-to-action ratio. It took us the better part of a year to get to the point where we were even considering Operations. Even CEF just barely built a second Chapterhouse. And CEF clearly has no intention of getting involved in guild operations just yet (having no defensive or offensive capacity whatsoever despite the fact that operations were scheduled to begin in only two weeks). I think the system needs to be much faster-paced if we want to have many of the more interesting mechanics (competition, warfare, etc.) come into play some time before 2008.
DirewolfX

07-19-06, 10:18 PM
What happened to last week (July 12th)'s fights? I had trouble accessing the boards and couldn't get tactics in or even see what happened... then the new boards were down Monday and gone...
MindWandererB

07-19-06, 11:24 PM
Last week got scrapped due to the fact that the board they were on (the "new" one) went kaput.
Dracazar

07-20-06, 04:52 AM
Help, help, help!

My home was burgled! Guards! guards!

I shall not tolerate this, I thought this was a safe city! Guards should do someethiingg!!

This is an offense to a powerful wizards, an offense to a gray elf, an offense to The Arcane Order.

I'll not let this be unpunished, Dracazar's promise.




I Think we should add some bonuses to characters that lives inside a guild, it should be lot harder to burgle that!
Caterane

07-20-06, 07:52 AM
@MWB: Interestingly, all of your points are already included in the new system. Seems we are like mind. Hurdles for operations (and missions ;) ) like War Rooms and Conference Chambers are gone from the game. You can op right from the beginning on. Although we will still have structures that earn you income, the way they work is drastically changed. I'm typing up the last pieces of rules and post everything as soon as I am done.

PS: Kaputt with 2* -t ;) Druid Roxors also got that wrong all the time

@Drac: That would be an advantage to those characters that has no counter-balance. Perhaps we can come up with some guild vs. non-guild benefits later but for now we should refrain from doing so.
SoulLord

07-20-06, 09:09 AM
Help, help, help!

My home was burgled! Guards! guards!

I shall not tolerate this, I thought this was a safe city! Guards should do someethiingg!!

This is an offense to a powerful wizards, an offense to a gray elf, an offense to The Arcane Order.

I'll not let this be unpunished, Dracazar's promise.




I Think we should add some bonuses to characters that lives inside a guild, it should be lot harder to burgle that!

he he he well for starters you can post that in the guild thread I'm sure we can think of something.
hogarth

07-20-06, 09:21 AM
I Think we should add some bonuses to characters that lives inside a guild, it should be lot harder to burgle that!

If only there were some way to guard your home... <cough>Guard Home activity<cough> :D
MindWandererB

07-20-06, 01:52 PM
@MWB: Interestingly, all of your points are already included in the new system. Seems we are like mind. Hurdles for operations (and missions ;) ) like War Rooms and Conference Chambers are gone from the game. You can op right from the beginning on. Although we will still have structures that earn you income, the way they work is drastically changed. I'm typing up the last pieces of rules and post everything as soon as I am done. Woot! I'm really looking forward to this. Guilds have been a "will be" for so long, I really hope they take off now.

PS: Kaputt with 2* -t ;) Druid Roxors also got that wrong all the time
kaput also kaputt ( P ) Pronunciation Key (k-pt, -pt, k-)
adj. Informal
Incapacitated or destroyed.

(Source: American Heritage Dictionary)

That's what happens when we anglophones get involved: We steal other languages' words, and then we mangle them. I have a feeling that the former spelling is based on a transliteration of Yiddish, whereas the latter is the German, although I'm having trouble verifying this.

Edit: Ah, wiki to the rescue (although no source is given): http://en.wiktionary.org/wiki/kaput

Seems I was right.
MindWandererB

07-20-06, 02:24 PM
New FAQ out. There are a few relevant items in it. I'm copying them into an sblock. Note that these aren't all the new items, but those which seem non-obvious and relevant to us. They also forgot to mark some of the last set of updates as not being new anymore; I'm going by memory on those.

Can a monk who has natural weapon attacks (such as a
centaur monk) attack unarmed and still use his natural
weapons? For example, lets say hes a 4th-level monk. Can
he use a flurry of blows and attack at +5/+5/+0 unarmed
(plus other bonuses) and then at +0/+0 for 2 hooves?
If the creature normally is allowed to make both weapon
attacks and natural weapon attacks as part of the same full
attack routine, the monk can do the same (making unarmed
strikes in place of weapon attacks). Since a centaur can make
two hoof attacks in addition to his longsword attack, a centaur
monk can make two hoof attacks in addition to his unarmed
strike attack (or attacks, depending on his base attack bonus).
The monk cant use his natural weapon attacks as part of a
flurry of blows, but he can make natural weapon attacks in
addition to his flurry. Such attacks suffer the same 2 penalty
as the monks flurry attacks in addition to the normal 5
penalty for secondary natural attacks.
An 4th-level centaur monk has a base attack bonus of +7
(+4 from his 4 monstrous humanoid Hit Dice, and +3 from his
8 monk levels). If he performs a flurry of blows, he makes
three unarmed strikes, at +5/+5/+0. He can add two hoof
attacks at 2/2 (5 as secondary weapons, and 2 from the
flurry).

A feat sometimes requires you to have a certain ability
score, which is the case with Two-Weapon Fighting (it
requires Dex 15). A character has, say, Dex 13, but wears
an item, in this case gloves of Dexterity +2, and now her Dex
score is 15. Can she take the feat and have it be active only
when she wears the item?
Actually yes, she could take the feat, but she would lose the
use of the feat if, for whatever reason, she loses the bonus from
the item.

The description of the magical bashing property for shields
says it can be added only to light or heavy shields. Does this
exclude shields with shield spikes? That is, can you have a
+2 spiked light shield of bashing?
You can add the bashing property to a spiked shield. If you
do, the damage dealt by the shield bash increases from normal
by 3 steps (2 for the bashing property and 1 for the shield
spikes), and the weapon becomes a martial piercing weapon.
The example +1 spiked light shield of bashing, if made for a
Medium character, would deal 1d8 points of piercing damage
from the bash. (Normally a light shield bash deals 1d3 points of
damage, but the spikes improve that to 1d4 and the bashing
enhancement increases that to 1d8.)

I have a question about psionic focuses. Psicrystal
containment allows you to use your psicrystals focus
instead of your own, and Epic Psionic Focus allows you to
use the same psionic focus to power two psionic feats. What
isnt covered is whether you can expend two psionic focuses
at the same time. Can you use both your own personal focus
and the psicrystals focus in the same round? For example,
could you use your personal focus for Deep Impact and
your psicrystals focus for Psionic Weapon on the same
attack?
You can use them simultaneously if you are doing different
things with the expended focus, but if you are using two foci
simultaneously to amp damage on the same weapon, it
probably doesnt workunless the DM feels there is a good
reason to allow the combo. I could certainly see this being
allowed in some cases.

Also note that the "Ask Wizards" items were added. One of these is unambiguous (and quoted above); the other is nonsensical, as if they misunderstood the question. I'm trying to get a direct answer out of Andy Collins on that one.
TheMagister

07-21-06, 12:18 PM
Since we're funnin' with language, here's an amusing bit of mis-speak:

In the final stretch as Andurwin approaches the Inn, he hears footprints approaching and a voice calling out from behind him.

Now, Andurwin is an elf, true; but you've gotta be damn sharp to HEAR footprints. :P

I have a buddy (an extremely smart fellow) who once made a similar descriptive error. Upon the party opening the door to a room in a dungeon, he had us pause while he detailed the room's layout:

"Okay, the room is 40' long and 30' wide, with a 10' ceiling. The walls are moist and rough, with moss growing in the crevices. A 5' wide stream of water flows through the center of the room."

As one, the players looked at each other. I (being the cheeky one) spoke up.

"Can I have my wizard make a Knowledge (temporal/spatial relationships) check to see if he knows how a gravity well got set up in this room? It's not every day you see a stream flow through the CENTER of a room. Usually it's in a channel on the floor..."

...and then everyone else started in:

"My halfling walks under the stream!"
"I'm going fly-swimming!"
"What happens if I try to float on my back?"

It's still a running joke.

TM
SauroGrenom

07-21-06, 12:30 PM
I'm tickled that although it's not your quest, you take the time to read it. I'm prone to such linguistic stumbles.

Recently I posted on a friend's blog and wrote this dandy in the middle of a sentence, "...can draw on our personal educational experience to asses what is happening with..."

Asses?
SauroGrenom

07-21-06, 01:35 PM
I am under the general impression that monsters are required to follow the same rules as the rest of normal creatures with regard to skills. And skills listed in the monster's description are class skills and the max number of ranks is set by HD+3. But I find several monsters that violate this "rule".

For example the Yeth Hound (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersTtoZ.html#yeth-hound) has the proper number of skill points, but there are too many ranks in each skill. It has 9 ranks in 4 skills (after removing stat modifiers) for a total of 36 ranks. The total is correct for an INT6 outsider with 3HD. But I thought the max number of ranks should be 6. There are a couple other examples in the SRD of simular minor skill ranks errors. I suppose we can just use hem as listed in the SRD, but what do we do when we want to advance these creatures?
hogarth

07-21-06, 02:02 PM
There are scads of monsters in the SRD/Monster Manual with incorrect skill ranks. I went through and tried reconciling them at one point and I found at least 35 monsters with skill point discrepancies; another particularly bad example is the Salamander (that gets 2 pts./level instead of 8 pts./level as an Outsider should). Jans Carton (the webmaster of www.d20srd.org) made an inquiry to WoTC Customer Support. Their answer was basically "just treat it as a bonus or penalty; the designers don't have to follow the rules when creating a monster". :(

Here's a link to the relevant post on the d20srd.org "Vermin" board:
http://boards.d20srd.org/viewtopic.php?t=474&postdays=0&postorder=asc&start=12

At any rate, I'd suggest just applying the rules correctly when advancing the monster, but just ignoring any errors otherwise.

Just my 2 cents,
hogarth

edit: IMarvinTPA has his monster database set up to reverse engineer skill ranks (at the bottom of the monster entry). See for yourself at http://www.imarvintpa.com/dndLive/Index_Monsters.php .
MindWandererB

07-21-06, 02:20 PM
There are scads of monsters in the SRD/Monster Manual with incorrect skill ranks. I went through and tried reconciling them at one point and I found at least 35 monsters with skill point discrepancies; another particularly bad example is the Salamander (that gets 2 pts./level instead of 8 pts./level as an Outsider should). Jans Carton (the webmaster of www.d20srd.org) made an inquiry to WoTC Customer Support. Their answer was basically "just treat it as a bonus or penalty; the designers don't have to follow the rules when creating a monster". :(

Here's a link to the relevant post on the d20srd.org "Vermin" board:
http://boards.d20srd.org/viewtopic.php?t=474&postdays=0&postorder=asc&start=12

edit: IMarvinTPA has his monster database set up to reverse engineer skill ranks (at the bottom of the monster entry). See for yourself at http://www.imarvintpa.com/dndLive/Index_Monsters.php .That's one of the worst CustServ answers I've ever heard. Yes, they do have to follow the rules--that's what 3.5 is all about. If you still have those notes, send 'em to gwendolyn.kestrel (at) wizards.com--although she has yet to make any of the corrections I've pointed out, she at least promises very nicely to do so.

My suggestion: if you're using an unmodified monster, just use what's in the book. If you're customizing it, post what you're thinking and have some of us confirm that the mistake is in the MM and not in your math.
Setzertrancer

07-22-06, 04:06 AM
Hey does anyone know if there is going to be Coco writing competition this month or when they are on, whether monthly or longer?
MindWandererB

07-22-06, 05:07 AM
I don't remember the answer to this the last time we discussed it: now that we have a mandatory section on the character sheet for 3FC information, do we still have to make the relevant changes in the main body of the sheet? For instance, strikingthrough spells used, /day abilities used, etc.? It's a pain to do this every time, and it's all in the summary, and I often forget to undo these sorts of things....
NiQil

07-22-06, 06:53 AM
I don't remember the answer to this the last time we discussed it: now that we have a mandatory section on the character sheet for 3FC information, do we still have to make the relevant changes in the main body of the sheet? For instance, strikingthrough spells used, /day abilities used, etc.? It's a pain to do this every time, and it's all in the summary, and I often forget to undo these sorts of things....

Until Cat says otherwise, yes you do. The 3FC portion of the sheet is primarily there for pitlords to be able to easily log your previous fight info without having to go through your old fights. The rest of your sheet needs to be annotated correctly for your opponents. May sound like double-duty, but that is the reasoning behind it. I know I would rather see what spells you have used listed with a line through them on your sheet than have to compare a list of them to the list of all of your spells to figure out which ones are still a threat to me.
Vathelokai

07-22-06, 09:35 AM
I've built my new experimental wizard, Zodiac. If anybody has comments...?

Also, does anybody feel upto doing his intro guild quest for TAO next week?
Zevox

07-22-06, 10:15 AM
Quick error to point out Vath: Tattoo Focus only counts for the school of magic you're specialized in, you don't get to choose what school it applies to like with Spell Focus. So no Tattoo Focus in Necromancy for someone specialized in Enchantment.

Zevox
Vathelokai

07-22-06, 10:46 AM
Fixed. Thanks.
Zevox

07-22-06, 11:29 AM
Hey does anyone know if there is going to be Coco writing competition this month or when they are on, whether monthly or longer?
They were supposed to be monthly, but it looks like Scribelords skipped this month for some reason. Hopefully they'll resume next month.

Zevox
Iced

07-24-06, 01:58 AM
I finally finished Emorick Brightstar (http://boards1.wizards.com/showpost.php?p=9641547&postcount=879). If anyone finds any errors please pm me about them.

The plan is Psywar 2/Psion 1/Ftr 2/Ranger 1/ => Elocater+Shadowdancer (+Slayer?)

The character is a light mobile combatant. I'm going to work to get him some useful mobility/sneaky items and see how a scout/skirmisher hit-and-run character fares in the arena.
Vathelokai

07-24-06, 02:20 AM
I finally finished Emorick Brightstar (http://boards1.wizards.com/showpost.php?p=9641547&postcount=879). If anyone finds any errors please pm me about them.

The plan is Psywar 2/Psion 1/Ftr 2/Ranger 1/ => Elocater+Shadowdancer (+Slayer?)

The character is a light mobile combatant. I'm going to work to get him some useful mobility/sneaky items and see how a scout/skirmisher hit-and-run character fares in the arena.
Hustle is a lv. 2 psiwar power. Did you mean burst?
Are your powerstones 3 powers on one stone, or three stones with the same power?
Your font tags overlap the Race sblock (only a problem for us firefox users).

Looks pretty good. I've often wondered if the mobile fighter type could stand up here.
Vathelokai

07-24-06, 03:43 AM
:bump:
I've been looking for information on ships in the SRD but cannot find any. They have a price, and a speed/travel details. Water elementals and dragon turtles mention them. But other than that, there dosn't seem to be any info. Am I missing it or is it not there?

Does anybody feel up to doing Zodiac's intro guild MQ for TAO next week? Nothing complex needed.
Zevox

07-24-06, 10:02 AM
@ Iced - Not anything about his stats, but something I just had to comment on when I saw it. A 50 year old Elf is still just a child - if he were Human he'd be less than 10 years old. Elves don't even hit adulthood until 110. Makes his age rather amusing ;) .

Zevox
hogarth

07-24-06, 12:54 PM
Would a (black market) wand of Alter Self have to specify a form (e.g a wand of Alter Self (Troglodyte))? The rules say this applies to expendables only, so my guess would be "No".
MindWandererB

07-24-06, 01:16 PM
@ Iced - Not anything about his stats, but something I just had to comment on when I saw it. A 50 year old Elf is still just a child - if he were Human he'd be less than 10 years old. Elves don't even hit adulthood until 110. Makes his age rather amusing ;) .

ZevoxActually, that's a pre-3.5 rule. The PHB doesn't list any "minimum adulthood" ages, but Races of the Wild says that while elves don't typically leave home until that age, they're at full physical maturity by age 25. But yeah, 50 years old is still pretty young for a gladiator.
Would a (black market) wand of Alter Self have to specify a form (e.g a wand of Alter Self (Troglodyte))? The rules say this applies to expendables only, so my guess would be "No".That rule was written shortly before the expendables cap--at that time, wands were considered expendables. Cat should probably edit that part of the rules to clarify.
I've been looking for information on ships in the SRD but cannot find any. They have a price, and a speed/travel details. Water elementals and dragon turtles mention them. But other than that, there dosn't seem to be any info. Am I missing it or is it not there?IIRC, you are correct. There's not much info in the core books. Stormwrack is the supplement you'd need, I think (I've never looked through it, so I'm not 100% sure there). What info are you looking for? Ship combat rules?
Zevox

07-24-06, 01:29 PM
Actually, that's a pre-3.5 rule. The PHB doesn't list any "minimum adulthood" ages, but Races of the Wild says that while elves don't typically leave home until that age, they're at full physical maturity by age 25. But yeah, 50 years old is still pretty young for a gladiator.
3.5 PHB page 109 has the random starting age table, among which it lists the adulthood age for each race. For humans it has 15; for Elves it has 110.

Zevox
MindWandererB

07-24-06, 01:48 PM
3.5 PHB page 109 has the random starting age table, among which it lists the adulthood age for each race. For humans it has 15; for Elves it has 110.

Zevox
Hmm, you're right. Stupid splatbook.

And actually, there's even a rule there: "If you choose it [your character's age], it must be at least the minimum age for the character's race and class." So technically, an elf less than 114, 116, or 120 years old (depending on class) is indeed in rule violation.
Book5

07-24-06, 03:23 PM
Does anybody feel up to doing Zodiac's intro guild MQ for TAO next week? Nothing complex needed.


Can I do it guildmaster!? I know the TAO as well as Anybody!
Vathelokai

07-25-06, 04:30 AM
Stormwrack is the supplement you'd need, I think (I've never looked through it, so I'm not 100% sure there). What info are you looking for? Ship combat rules?
Rules for a ship being attacked and damaged by a large creature or object, or run aground of rocks. Right now I'm assuming it's a collossal wooden object a foot thick. -8AC, 5 hardness and 120 hp. That's all I can gather from the SRD. I havn't read stormwrack yet; does it follow similar lines or are there special rules?

For reference, I'm writing a ship based quest EL5+ (can scale it up to 12).
Vathelokai

07-25-06, 04:32 AM
Can I do it guildmaster!? I know the TAO as well as Anybody!
Sure thing! I'll PM you RP details.
Vathelokai

07-25-06, 04:52 AM
According to the New Guild Rules, TAO is a true neutral guild. Go figure.
SoulLord

07-25-06, 09:43 AM
Actually from a merely RP perspective I like it.

After all the main concern of the TAO is magic now I see possible problems with the rules implemented for it but that will be addressed in the proper thread.
MindWandererB

07-25-06, 02:45 PM
Rules for a ship being attacked and damaged by a large creature or object, or run aground of rocks. Right now I'm assuming it's a collossal wooden object a foot thick. -8AC, 5 hardness and 120 hp. That's all I can gather from the SRD. I havn't read stormwrack yet; does it follow similar lines or are there special rules?

For reference, I'm writing a ship based quest EL5+ (can scale it up to 12).Again, I haven't actually read Stormwrack myself, but I believe that was one of its main focuses. There are a few judgment calls you'll have to make. For instance, how many 5' squares of the ship (per the SRD rules on damaging massive objects) have to be destroyed before it founders or sinks? How long does it take to sink, depending on how badly damaged it is? And I certainly don't know how much damage being run aground does. Unless someone around here has Stormwrack and can give you more details, you may just have to use your own judgment.
Blazinghand

07-26-06, 12:53 AM
Hello. I'm new here, and this week will be my first battle for my ECL 3 character, Nathas Barrirret.

I have a question regarding the application of poison in combat. I'm not sure of the answer to this, and after PMing a boardmember who helped correct my character sheet, I was advised to post the question here.


Can you apply a poison (in combat) to a bolt that's already loaded in a crossbow? I'm not sure about this, but it would certainly make things more handy for my character.
Zelck

07-26-06, 12:56 AM
When is the latest a character can transfer equipment left at home to equipment carried? When is the latest a character can "drop off" equipment carried? Like, can someone check some items at the door of the arena after he knows who his opponent will be?

And, out of curiosity, what does it mean for a guild to "win"? What do they get? What happens next?
hogarth

07-26-06, 06:49 AM
And, out of curiosity, what does it mean for a guild to "win"? What do they get? What happens next?
The winner will be showered with praise. The losers will be booed until my throat is sore!
TelinArtho

07-26-06, 10:05 AM
When is the latest a character can transfer equipment left at home to equipment carried? When is the latest a character can "drop off" equipment carried? Like, can someone check some items at the door of the arena after he knows who his opponent will be?

The simple answer is this: Your sheet cannot be modified after 21:00 CET (or whatever that time zone is - check the FotW thread - first post) - which is 3pm EDT for me. If you modify your sheet after that point, you can consider your fight forfeit for the week (and that's bad).

So - if you put something at home on your sheet - it isn't available for that fight. If you have something in your active equipment, you start a fight having it on your person (or mount). If you want to "check things at the door" - you'll need to spend some time dropping things at the start of the fight.

The only exception would be allies. If you prebuff them and determine that a particular fight is too risky for them or that they are useless for the fight (landbound ally vs a flying archer for instance) - then you can specify in your tactics to have the ally stay out of the fight. You will still incur the penalties as if you had brought the ally - but at least it will be safe for your next fight.
Zevox

07-26-06, 10:50 AM
And, out of curiosity, what does it mean for a guild to "win"? What do they get? What happens next?
The idea of a Guild actually "winning" (rather than just becoming the strongest/unbeatable) is totally new to the new Guild system. I'm guessing its just there so theres a goal beyond just becoming the strongest. Theres no more reward for "winning" the Guild system than there is for winning a game of monopoly.

Zevox
Caterane

07-26-06, 10:57 AM
we will find a reward for winning. the main reason is to have competition between the guilds.

just burned my fingers with boiling water. any idea what i can do against that? cold water helps against the pain but typing with 1 hand is slow
TelinArtho

07-26-06, 11:05 AM
we will find a reward for winning. the main reason is to have competition between the guilds.

just burned my fingers with boiling water. any idea what i can do against that? cold water helps against the pain but typing with 1 hand is slow

Stop putting your hand in boiling water tends to help... :P

Seriously, cold water might not be the best, depending on how bad it is. If it is just red - then its fine. If it blistered up, get some treatment for it (aloe vera or something similar would probably work) - and then use an airy bandage (needs to breathe). If you use a bandaid or something similar - change it every day at least and make sure you give it some time to breathe.
Caterane

07-26-06, 11:25 AM
on to the apothecary then...

thanks telin. btw, do you want to write a short description for the church of denth (paramilitary group in chanadar forest)? third post guildhall
TelinArtho

07-26-06, 11:45 AM
on to the apothecary then...

thanks telin. btw, do you want to write a short description for the church of denth (paramilitary group in chanadar forest)? third post guildhall

I'll take a look. Denth is my creation it would be fitting for me to fill it out.
Iced

07-26-06, 11:48 AM
Hello. I'm new here, and this week will be my first battle for my ECL 3 character, Nathas Barrirret.

I have a question regarding the application of poison in combat. I'm not sure of the answer to this, and after PMing a boardmember who helped correct my character sheet, I was advised to post the question here.


Can you apply a poison (in combat) to a bolt that's already loaded in a crossbow? I'm not sure about this, but it would certainly make things more handy for my character.

I'd allow it if i was pitlording your fight.

~Iced
Zevox

07-26-06, 11:58 AM
Well, having just read Guildlords' post in the Guild Hall, it seems I'm now on a running timer to get the EHTC Guild map updated. Since its unlikely that Mitza will miraculously show up with the map she was making before her latest disappearance, I'm in a bit of ap pickle there. Obviously I'll need to pick out and purchase our rooms first, but if anyone with the artistic talent I lack would be willing to volunteer to do that once I have that done, that would be wonderous - if our GM would allow it I'd be willing to pay you a credit or two of mine for the work.

If nobody's interested, then if anyone could at least point me to some kind of mapmaker that doesn't require artistic talent I could get for free, that would be much appreciated as well.

@ Blazinghand - I'm with Iced on this one. I don't see why you couldn't apply poison to a loaded bolt.

Zevox
MindWandererB

07-26-06, 03:16 PM
we will find a reward for winning. the main reason is to have competition between the guilds.

just burned my fingers with boiling water. any idea what i can do against that? cold water helps against the pain but typing with 1 hand is slowThe home remedy I'm familiar with is tea (room temperature or iced). Don't know why it works. More medicinally, moisturizer, especially aloe, works well.

@Zevox: Well, Cat recommends Dundjinni, which is a great program, but you'd have to find and download most of the content you'd need. If you don't need it to be pretty, AutoRealm requires less work to get going (but looks moderately bad). I will also say that it's not hard to do using Paint Shop; create simple tiles using the texturing effects and stamps, size them to a fixed amount (like 20 pixels square), then use the grid functions to slap them where you need them. I taught myself how to use the program, in less time than it would take to populate a full repertoire of Dundjinni material.
Milov

07-26-06, 07:15 PM
Sorry for interrupting, but I have a question... Not sure how,or if, this would work in the whole 3 fight cycle thing.

My character, Ihdald, is a sea elf, and has the whole "gills" thing. Limited time without suffocation, etc. I know it'll be rare that it'll matter, but still. If I were to, say, buy waterskins or bottles or something filled with water, would I be allowed to have him "breathe" them in as a prefight action to refresh that timer?
Caterane

07-27-06, 04:57 AM
@all: The Warfare Alliance needs a new guildmaster and a new assistent guildmaster. The guildmaster gains 1 a week and has the complete say over this guild. It would be great if someone steps up before wednesday else I'm afraid we have to postpone the start date. It's also ok to do it only for some time until we find a new guildmaster.

It's also possible for an assistent guildmaster from another guild to step up. It's more important to have seven guildmasters than assistents.
Vathelokai

07-27-06, 07:06 AM
Is there a limit to how many allies you can have total? Not how many per fight, but how many on your sheet? Nevermind. I found it.

And on that note, is anyone interested in doing a quest (or MQ) for Hassan Sabbah to get some diplomacy allies?
hogarth

07-27-06, 09:23 AM
If I'm in an inter-league battle, can I suggest some tactics for my partner to use in case he doesn't post tactics in time and he's stuck using the default? I would guess the answer is "no", but hope springs eternal...
SoulLord

07-27-06, 09:29 AM
Looking for some brave souls to aid Vandelar in an upcoming regular quest .

Danger, Death, loss of limbs, risk of being polymorphed into something your mother would not allow.

So what are you waiting for join up the fun :)

Due to CoCo constrains only characters around 10th level can join.

Did I mention it's a great chance to have fun with those frozen characters that you love so much?
SauroGrenom

07-27-06, 09:37 AM
And on that note, is anyone interested in doing a quest (or MQ) for Hassan Sabbah to get some diplomacy allies?
So I take it you intend for Hassan to stay Active and remain a part of PSI?
Caterane

07-27-06, 09:39 AM
If I'm in an inter-league battle, can I suggest some tactics for my partner to use in case he doesn't post tactics in time and he's stuck using the default? I would guess the answer is "no", but hope springs eternal... You can do that. If your partner surrenders you are facing a one vs one combat against someone two leagues higher. If he doesn't send tactics or has default ones, the pitlord uses your suggestions. You're in the same boat.
lonewolf

07-27-06, 11:02 AM
@Telin: please dont read the sblock because it contains a question that may alter Kraegins tactics. thanks

If a flying mount has the feat flyby attack, can the mounted character also attack during such a flyby attack?

answers also in sblocks please
TelinArtho

07-27-06, 11:09 AM
I sent my tactics last night - so I'll swear to not send revisions as of this time and date. If its a problem with my character - I'll respond in as fair a manner as possible.

EDIT - Okay - it is certainly a tough question and I'll check the FAQs. Instinctually I would say no - but at the same time - I might be wrong. If I come up with anything further - I'll post it.
TelinArtho

07-27-06, 11:13 AM
On giving this further thought, I would say the answer would be no, unless the rider has the Ride by attack feat. Without it - I don't think he'd be able to (just as if the rider has ride-by-attack and the mount doesn't have Spring Attack/Fly-by-attack - the mount wouldn't get to attack during the move).

This exact situation is covered in the FAQ:

Suppose you have a flying mount: a griffon. What do you have to do to use the ride-by tactic in the air or in swooping down on a target? Do you need to take the Fly-by attack feat? Or does the Ride-by attack feat cover flying mounts as well? For the mount to make a single attack when riding or flying by, does it also need to somehow gain a feat? If so, which one?

If the example rider wants to make attacks while flying by foes, she needs the Ride-by attack feat and needs to charge (and fly) in a straight line (see the next question). For the mount to attack in the same situation, it would need the Fly-by attack feat. The rider's ride-by attack feat won't help the mount attack and the mount's Fly-by attack feat does not help the rider attack.
SoulLord

07-27-06, 11:42 AM
Actually it could be done.....

Move action command griffon with fly by attack feat to attack and continue moving
standard action.- ready action to attack foe when in range.

this would not exempt the gladiator from attacks of opportunity.

or if using a ranged weapon one could just fire before or after the griffon attacks
Traevanon

07-27-06, 11:47 AM
Er... maybe you missed the part where he said please dont read it? ;)
TelinArtho

07-27-06, 11:54 AM
Actually it could be done.....

Move action command griffon with fly by attack feat to attack and continue moving
standard action.- ready action to attack foe when in range.

this would not exempt the gladiator from attacks of opportunity.

or if using a ranged weapon one could just fire before or after the griffon attacks

Well, since the FAQ specifically says that you can't move and attack and move while mounted unless you have the ride-by attack feat - I'm going to have to respectfully disagree here.

I think the "logical" reasoning behind it is that unless you are well trained in this maneuver (ie have the feat), you are unable to time it in the way desired or that it requires special balance to maintain staying on the mount.

He could fly by attack and fire a bow while the mount is moving - but the bow attack would be at the midpoint on the move (per the combat rules for mounted archery).
lonewolf

07-27-06, 11:57 AM
If he has already sent his tactics its of course no problem.

I think with readying it should be doable, although this makes the ride-by attack feat pretty useless. Can I get an Elder ruling or an response from Sauro at this before I write my tactics?
SoulLord

07-27-06, 12:20 PM
Well, since the FAQ specifically says that you can't move and attack and move while mounted unless you have the ride-by attack feat - I'm going to have to respectfully disagree here.

I think the "logical" reasoning behind it is that unless you are well trained in this maneuver (ie have the feat), you are unable to time it in the way desired or that it requires special balance to maintain staying on the mount.

He could fly by attack and fire a bow while the mount is moving - but the bow attack would be at the midpoint on the move (per the combat rules for mounted archery).

I see your point but reading the entry the only thing you are prevented is from using the benefits of either the fly or the ride by attack nowehere does it say that it prevents you from acting while your mount performs a fly by attack.

Again this would very likely provoke AoO since you are not able to use in this situations the before mentioned feats.

Originally Posted by FAQ - monsters section
Suppose you have a flying mount: a griffon. What do you have to do to use the ride-by tactic in the air or in swooping down on a target? Do you need to take the Fly-by attack feat? Or does the Ride-by attack feat cover flying mounts as well? For the mount to make a single attack when riding or flying by, does it also need to somehow gain a feat? If so, which one?

If the example rider wants to make attacks while flying by foes, she needs the Ride-by attack feat and needs to charge (and fly) in a straight line (see the next question). For the mount to attack in the same situation, it would need the Fly-by attack feat. The rider's ride-by attack feat won't help the mount attack and the mount's Fly-by attack feat does not help the rider attack.
MindWandererB

07-27-06, 12:28 PM
Well, since the FAQ specifically says that you can't move and attack and move while mounted unless you have the ride-by attack feat - I'm going to have to respectfully disagree here.

I think the "logical" reasoning behind it is that unless you are well trained in this maneuver (ie have the feat), you are unable to time it in the way desired or that it requires special balance to maintain staying on the mount.

He could fly by attack and fire a bow while the mount is moving - but the bow attack would be at the midpoint on the move (per the combat rules for mounted archery).This unfortunately leads to an absurdity.

Say the midpoint of the flight happens to be a square where the rider would threaten the target. If using a ranged weapon, the rider can make the attack, per the standard rules o ranged weapons on mounts. This would provoke an AoO from the target. But using a melee weapon, it doesn't work, despite the fact that the attack would be made from the exact same position at the exact same time.

Not that you're wrong, Telin--but I think that FAQ answer was ill-thought out. Time for my quasi-weekly email to the Sage... (which he always ignores).
Vathelokai

07-27-06, 12:50 PM
So I take it you intend for Hassan to stay Active and remain a part of PSI?
That's the plan right now. After the new expendables rules, I was thinking of retiring him or making him a quest only character. I'll see how it goes with the new guild rules for a while.

A side effect of the new system: all of my characters a guild characters, so now I have rotate through which ones are active, or pay credits to have them all going. Otherwise they get booted. Not the worst that could happen, but it requres some thought on my part.

I'll finish updating Hassan, then get him set up for some operations (which is what he was built for anyway.)

@Rith: As soon as I get Saffron updated, She will start using her mad diplomacy skills to make the district extra friendly!
SoulLord

07-27-06, 01:09 PM
Well you could always use the guild option to send some characters on mission I think it's 3 characters?

So You could send auburn and a couple of lucky fellows on a mission without the participants having to use credits.

Besides with the 3FC I like quests even more :)
Abyssal Stalker

07-27-06, 02:11 PM
How much does a mithril chain shirt cost for a monstrous humanoid?

a)1100gp
b)1200gp
c)2200gp

Thanks!
TelinArtho

07-27-06, 02:19 PM
Depends. If the monstrous humanoid is medium size and similar in shape to a regular humanoid (as in biped, stands upright, has 2 arms, 2 legs, 1 head, etc), it costs the same as armor for a humanoid (ie 1100gp).

For a large monstrous humanoid who is not similar in shape (ie Centaur) - the cost is based on the non-humanoid side of the table.

For special materials that incorporate masterwork benefits, you should subtract this value before multiplying the cost. So while a mithril chain shirt would cost 1100gp for a medium human, one built for a large non-humanoid would be [100 (base) + (1000-150) (mithril minus [Ma] component)]*4 + 150 ([Ma] component) = 3950gp as opposed to 4400gp that you might suspect.
Abyssal Stalker

07-27-06, 02:26 PM
Depends. If the monstrous humanoid is medium size and similar in shape to a regular humanoid (as in biped, stands upright, has 2 arms, 2 legs, 1 head, etc), it costs the same as armor for a humanoid (ie 1100gp).

For a large monstrous humanoid who is not similar in shape (ie Centaur) - the cost is based on the non-humanoid side of the table.

For special materials that incorporate masterwork benefits, you should subtract this value before multiplying the cost. So while a mithril chain shirt would cost 1100gp for a medium human, one built for a large non-humanoid would be [100 (base) + (1000-150) (mithril minus [Ma] component)]*4 + 150 ([Ma] component) = 3950gp as opposed to 4400gp that you might suspect.
So I guess that for a harpy it would cost 1100gp. It's basically a humanoid-shaped creature allthough it has wings. Or if it isn't humanoid enough, then I guess that it costs 1950gp. I think that 1100gp is still correct.
TelinArtho

07-27-06, 02:31 PM
The wings makes the difference (at least from my perspective) - so I would say it would cost 1950gp in that case. Personally I'm of the opinion that the "humanoid" price should only apply to creatures of the humanoid type - that way there's no judgement call. However, I've been told this is wrong before - so you never know...
SauroGrenom

07-27-06, 05:09 PM
Actually it could be done.....

Move action command griffon with fly by attack feat to attack and continue moving
standard action.- ready action to attack foe when in range.

this would not exempt the gladiator from attacks of opportunity.

or if using a ranged weapon one could just fire before or after the griffon attacks
Well no... The rules dictate that a rider and mount act at the same initiative and they share a round of combat. They have actions taking place at the same time. So if you are using a standard action, then your mount is also using a standard action at the same point in your turn. If either you or your mount are unable to perform a standard action at any point in the turn, then that limitation is still in place.

So if you have ride bye attack, it will allow you to attack in the middle of a move action.

If your mount has fly bye attack it is allowed to attack in the middle of a move action.

If only the mount has fly bye attack, then it may attack in the middle of a move action, but the rider is unable to use a standard action in the round at all.

If only the rider has ride bye attack, then only the rider may use a standard action in the middle of a move action. Also only the rider is able to use a standard action in that round.

If the mount has fly bye attack and if the rider has ride by attack then both are able to use a standard action in the middle of a move action.

If the mount has fly bye attack and the rider is using mounted archery, then he is certianly threatined by his foe at the time he fires his arrows (As long as the foe can reach as far as the mount). In this situation the rider is able to attack even though he does not have the ride by attack feat.

If you need a rationalization, I can easily provide it. For example if the mount has fly bye attack but the rider does not, then the mount moves, attacks and completes its move. But the rider uses a move action to get into attack range and a second move action to move after the attack. This is a way to think about this situation that arrives at the same conclusion, but uses an incorrect basis.

Since rider and mount are a single unit in the combat, they actually move and act at the same times. Any actions that one uses and the other does not are spent waiting around for the companion to do something. The actual standard action used by both rider and mount can be different things. But they must take place at the same time in the round of combat. Also the move actions must take place at the same time in the round of combat. They move together, and they act together at the same time. This is one of only three mechanics in the game that allows multiple creatures to "move in tandem". The others are grappling and bull rush, and both of those are opposed actions where you forcibly move a foe at a time that is not part of their turn. While mounted the rider of a fly by attack mount realy just tries to hold on while his mount attacks in the middle of a move action. Only if the rider also has the ride by attack feat can he use a melee attack at the same time in the middle of a move action.
Book5

07-27-06, 06:01 PM
Not that you're wrong, Telin--but I think that FAQ answer was ill-thought out. Time for my quasi-weekly email to the Sage... (which he always ignores).

hey, could I get copies of those emails? don't send them to the email for book5 ;) I don't think it works anymore. :rolleyes:
SauroGrenom

07-27-06, 06:07 PM
I'm inclined to say that being "humanoid" only requires being bipedal with two arms and a generally human like body shape. I would say that an Ettin is "humanoid" even though it is of the giant type and has two heads. Also a 4 armed Sahuagin mutant is humanoid even though it has 4 arms.

The wings do not bother me. Nor would they make someone into a "non humanoid". For example if you apply the half celestial template to a human it is still humanoid.

A harpy is in my opinion a "humanoid" for the purposes of humanoid or non humanoid armor (A gargoyle would also be humanoid). Also a succubus is humanoid although it has wings and is an outsider. A centaur is not humanoid because it has 4 leggs.

I don't think there is going to be a good game mechanic we can fall back on in this case to easily decide what is a humanoid for the purpose of armor and what is not a humanoid. Take the Horned Devil and Ice Devil as examples. They both have two arms and two leggs, but the Ice Devil in particular looks distinctly not humanoid. It looks rather insect like. Also a Treant has two arms and two leggs but is distinctly not humanoid.

A judgement call needs to be made in each case.
MindWandererB

07-27-06, 07:13 PM
hey, could I get copies of those emails? don't send them to the email for book5 ;) I don't think it works anymore. :rolleyes:
PM'd 'em to you. Actually, I did find a couple in there that he did answer, eventually.
Dracazar

07-28-06, 03:24 AM
Hi mates,

I have to inform you that my servers have a scheduled maintenance today

We are upgrading our link with Internet from 2 to 10 Mbit

It would need a DNS update and it will take about 24 hours

In three years of high uptime this is the only big down time
Sorry for so little time for the advice but I was really busy with this upgrade

I'll keep you informed
SoulLord

07-28-06, 12:17 PM
@Saurogreenon

I disagree in some points. (btw I enjoy rules debates such as this ones where all parts are civil and reasonable)

taken from srd and Rules of the game dnd site section mounted combat

you can full attack if your mount moves or runs with ranged attacks.

Fight Along with Your Mount: Make a DC 10 Ride check as a free action. If you succeed, you can direct your mount to attack a foe and you also can attack as well. See the section on attacking while mounted for details. If you fail this check, or don't bother to make it, either you or your mount can attack this turn, but not both of you.

this attack can well be the ride by attack.

Since you and your mount share the same initiative count I think that having a readied action when the opponent is in range is warranted.

Your mount handles movement for you.

When your mount moves, you move along with it, which means that you're using your mount's speed rating. Your mount, however, is actually doing the moving, and that leaves you free to do something else while your mount moves, such as making a ranged attack. You can't always act effectively while your mount moves, however. For example, if your mount moves more than 5 feet and you make a melee attack in the same round, you can make only a single attack.

All of this assumes the griffon has been trained to act as a mount.

assuming its not

Aggressive Mounts in a Battle

A character could ride a mount that isn't cowardly in battle, but still isn't trained to carry a rider into combat. For example, a riding dog might be inclined to fight when danger threatens. If you're a druid or ranger, you might use your wild empathy ability (and maybe a speak with animalsspell or two) to induce some big carnivore to give you a lift. If you find yourself in a battle while still astride your mount/ally, you and your improvised mount still act on your initiative number. You must attempt a Ride check to direct the mount's actions, which is noted in the section on unruly mounts. If you fail, the mount might stick around to fight. If so, the mount moves where it will, but you still can't take any other action in the same round that you made the failed check (you spend your time just staying on)

Unruly Mounts in a Battle

When a mount has an Intelligence score of 2 or less and it has not been specially trained for combat riding (see the Handle Animal skill description), it can prove a detriment in battle.

Most mounts that aren't battle trained also aren't aggressive and would prefer to flee from danger. A regular camel, horse, mule, or pony is a good example. Adventurers may find it easier to simply get off such a mount and fight on foot.

If you want to stay mounted and still fight, you can try to do so, but it takes effort. To keep control of the mount, you must succeed on a DC 20 Ride check as a move action that provokes an attack of opportunity. With a successful Ride check, you can direct your mount to move, stand still, or do anything else it normally could do while carrying a rider. If you decide to make the mount move, your check to control it and the mount's movement are part of the same action, but you've still used up a move action during your turn. You can perform a standard action during the round, either before the mount moves or after.

this seems to me that even in this case you could ready a standard action before the mount moves even in this case

If your check fails, the mount does what it will. Your uncontrolled mount most likely uses the withdraw action to make a double move away from danger. Doing so prevents attacks of opportunity against the mount when it leaves its first space, but not when it leaves other spaces where foes threaten it (see page 143 in the Player's Handbook). Because you and your mount move as one, you reasonably can assume that you involuntarily withdraw as well and that you also get the benefit of the withdraw action. Your frightened mount also might break into a run, which would leave it and you subject to attacks of opportunity from the first space the pair of you leave.

If you keep your mount from panicking, you can perform most of the tasks discussed in the section on trained mounts. Most herbivores will not fight unless trained for combat riding, and it is pointless to try to fight along with such a mount.
TelinArtho

07-28-06, 12:26 PM
Misread what soullord said - nevermind
lonewolf

07-28-06, 12:41 PM
you quote the right but highlight the wrong passage:

Combat while Mounted: With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action.
When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack.Essentially, you have to wait until the mount gets to your enemy before attacking, so you cant make a full attack. Even at your mounts full speed, you dont take any penalty on melee attacks while mounted.
If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance (see Charge).
You can use ranged weapons while your mount is taking a double move, but at a 4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed), at a 8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally


;)
SoulLord

07-28-06, 12:45 PM
beat me to it.
TelinArtho

07-28-06, 12:56 PM
I'm inclined to say that being "humanoid" only requires being bipedal with two arms and a generally human like body shape. I would say that an Ettin is "humanoid" even though it is of the giant type and has two heads. Also a 4 armed Sahuagin mutant is humanoid even though it has 4 arms.

The wings do not bother me. Nor would they make someone into a "non humanoid". For example if you apply the half celestial template to a human it is still humanoid.

A harpy is in my opinion a "humanoid" for the purposes of humanoid or non humanoid armor (A gargoyle would also be humanoid). Also a succubus is humanoid although it has wings and is an outsider. A centaur is not humanoid because it has 4 leggs.

I don't think there is going to be a good game mechanic we can fall back on in this case to easily decide what is a humanoid for the purpose of armor and what is not a humanoid. Take the Horned Devil and Ice Devil as examples. They both have two arms and two leggs, but the Ice Devil in particular looks distinctly not humanoid. It looks rather insect like. Also a Treant has two arms and two leggs but is distinctly not humanoid.

A judgement call needs to be made in each case.

This is why I would prefer to just flat out call anything that is Humanoid in type - counts as humanoid, while everything else is not. Yes it does mean that some outsiders get screwed (Tieflings and Aasimirs for instance), but at least it doesn't require any "special" consideration.

For instance, a centaur counts as non-humanoid because of its 4 legs and horselike bottom. What if the armor wanted is merely a chain shirt?
hogarth

07-28-06, 01:15 PM
This is why I would prefer to just flat out call anything that is Humanoid in type - counts as humanoid, while everything else is not. Yes it does mean that some outsiders get screwed (Tieflings and Aasimirs for instance), but at least it doesn't require any "special" consideration.
...and elans. Don't forget elans! "Hey...I just went through some kind of mind ritual, and now none of my clothing fits any more!"
lonewolf

07-28-06, 02:01 PM
And now to something completly different:

Can a character with Hide in Plain Sight while using spring attack: Move up towards his enemy while hiding in plain sight, then sneak attack him with a melee weapon because he is hiding and then move away again, still hiding?
Iced

07-28-06, 02:25 PM
Do pixies automatically gain proficiency with the longbow because it is mentioned specifically in their statistics block?
TelinArtho

07-28-06, 02:39 PM
Do pixies automatically gain proficiency with the longbow because it is mentioned specifically in their statistics block?

Yes- because it is mentioned in their stat block:

Proficient with all simple weapons and any weapons mentioned in its entry.

Can a character with Hide in Plain Sight while using spring attack: Move up towards his enemy while hiding in plain sight, then sneak attack him with a melee weapon because he is hiding and then move away again, still hiding?

I think I remember seeing this specific situation addressed in the FAQ. If I find it - I'll bring it up to the light. Found it on page 15 of the FAQ under Feats. It is a lengthy quote - but essentially the answer is yes.
Myrridin

07-28-06, 04:09 PM
So apparently the webpage with the maps is down, or at least I can't get to it yet.
Erithmu

07-28-06, 04:18 PM
Telin's new title: CoCo Researcher/Encyclopedia

All he needs is an indexing system.
Vathelokai

07-28-06, 04:36 PM
So apparently the webpage with the maps is down, or at least I can't get to it yet.Above on this page...
Hi mates,

I have to inform you that my servers have a scheduled maintenance today

We are upgrading our link with Internet from 2 to 10 Mbit

It would need a DNS update and it will take about 24 hours

In three years of high uptime this is the only big down time
Sorry for so little time for the advice but I was really busy with this upgrade

I'll keep you informed
Myrridin

07-28-06, 04:53 PM
Ok...so apparently reading comprehension is lacking here for me. thanks. :)
Caterane

07-29-06, 05:49 AM
Sunwolf is on vacation from Jul 29 to Aug 6. I am looking for someone who could play Telveran Trueblade during that time in the Warriors of Light campaign I'm running. I'd prefer this option than delegating it to the other players in the campaign; I want them to focus on their characters.

It costs no credits for you, naturally. If someone would be interested in a week of roleplaying, raise your hands.
bluemage55

07-29-06, 09:50 PM
*Raises hand*

I'm up for it, sounds like it would be fun.
Pittbull

07-30-06, 07:05 AM
You're very welcome!
lonewolf

07-30-06, 07:05 AM
I have just posted a new character of mine: The Chameleon

I would appreciate it if anyone could take a look at her and point out any mistakes and/or suggestions for improvement.

ty
Caterane

07-30-06, 07:06 AM
Ok bluemage, you're in for the week. Feel free to post as often as you want until Sunwolf returns. Telveran is yours now.
Pittbull

07-30-06, 07:26 AM
I have just posted a new character of mine: The Chameleon

I would appreciate it if anyone could take a look at her and point out any mistakes and/or suggestions for improvement.

ty

Nice idea! But she'll hates oponents with concealment. Only a potion of blur will deny her extra sneak dice. Perhaps you take psionic weapon as another source of extra damage.
lonewolf

07-30-06, 07:43 AM
Nice idea! But she'll hates oponents with concealment. Only a potion of blur will deny her extra sneak dice. Perhaps you take psionic weapon as another source of extra damage.

Potions of Blur can be stolen before the fight. :devil:

But I agree that fighting an opponent who can cast such spells himself will be difficult. Maybe I should aquire an item with touchsight 1/day? Psionic Weapon is also a nice idea, but unfortunately I dont have a feat to spare. I could take it at ECL9 though.
orsono

07-30-06, 12:21 PM
http://boards1.wizards.com/showpost.php?p=9331791&postcount=829

Hello:
This is my first character and I want to make sure that is legal before I make it active. can someone please check it. also I would like some feed back on the build.

This that I need help with:

My Animal companion Maws I want to make sure that his HP are correct
I crafted a pearl of power lvl 1 how should my XP look like?


thank you
Orsono
Zevox

07-30-06, 01:10 PM
But I agree that fighting an opponent who can cast such spells himself will be difficult. Maybe I should aquire an item with touchsight 1/day? Psionic Weapon is also a nice idea, but unfortunately I dont have a feat to spare. I could take it at ECL9 though.
Touchsight wouldn't help - it gives you the opponent's position, but it won't negate concealment. I think the only thing that can let you get a sneak attack past concealment is Faerie Fire.

Zevox
Traevanon

07-30-06, 01:15 PM
I am not sure about your specific questions, but I see that you should be listing Spot as a skill (along with Hide, Listen and Move Silently which you have) regardless of whether it has ranks or not.
Zevox

07-30-06, 01:27 PM
http://boards1.wizards.com/showpost.php?p=9331791&postcount=829

Hello:
This is my first character and I want to make sure that is legal before I make it active. can someone please check it. also I would like some feed back on the build.

This that I need help with:

My Animal companion Maws I want to make sure that his HP are correct
I crafted a pearl of power lvl 1 how should my XP look like?

thank you
Orsono
Maws' hp are incorrect - he should have 26 (4.5*4 = 18 for his HD +2*4 = 8 for his con). I'm guessing your mistake there is not knowing that NPCs do not get max hp from thier first HD.

Your xp is fine - house rules here eliminate xp loss for crafting anything.

Your horse's weight is off - looks like a copy & paste error (from my character Ceilia if I'm not mistaken ;) ). Unfortunately I can't say what its proper weight for encumbrance should be since you haven't calculated your character's encumbrance limits and weight carried and nor have you given her a weight (which is required if you're going to ride a mount).

You also seem to have another copy & paste error (off Little Daisy it appears) with your AC: you don't have any way to use Force Screen, yet you have it next to your AC as a modifier for it.

Several of your items have incorrectly listed weight. Your Masterwork whistle and Herbalist's Tools should weigh 1 lb each, and your spear should weigh 6 lbs. Wands also weigh 1 ounce (1/16 lbs, though most of us just simplify it to .1 lbs).

You'll also want to list "Bring Maws (Animal Companion)" in your prebuffs, else you won't get him (for some reason you have your horse prebuffed, but not your animal companion, even though the animal companion is free).

Other than that, looks good as far as I can tell.

Zevox
orsono

07-30-06, 02:26 PM
Traevanon:
I fixed the Skills. I even forgot to add the human extra skills :-) all set now thanks :-)

Zevox:
Horse weight fixed
Copy and paste error fixed.
item weight fixed. I deleted the spear I don't have money for it.
Prebuff fixed

thank you very much for the help.

another question.
do Military Saddle gives you a +2 to ride bonus?
Zevox

07-30-06, 02:35 PM
another question.
do Military Saddle gives you a +2 to ride bonus?
It does not give you a flat +2 ride bonus, no. There is no item that does that. However, it does give you a +2 to ride checks made to stay in your saddle. Basically the only time you're likely to get use out of that is when someone tries to trip you while you're mounted though.

Zevox
orsono

07-30-06, 02:41 PM
I think that works then.

I think I am ready to give this a try. now I have to decide a quest or try to take someone out in the arena... decisions decisions

thank again Zevox. making a character here is harder than I though... even know I used everyone elses formating :-)
TheMagister

07-30-06, 02:52 PM
Touchsight wouldn't help - it gives you the opponent's position, but it won't negate concealment. I think the only thing that can let you get a sneak attack past concealment is Faerie Fire.

Zevox

True seeing. That's it. True strike doesn't help (even with its "negates miss chance associated with concealment" language), and I don't see how faerie fire would work (heads off to read the spell).

EDIT: (!!!) You mean that THAT is ALL The White Hand needed to make him effective!? (slaps forehead)

TM
Zevox

07-30-06, 03:07 PM
@ TM - Pretty much. Faerie Fire wouldn't help him if he ran into another Half-Fiend, a Tiefling, or a cleric with darkness spells since it doesn't function vs 2nd level or higher darkness magic, but other than that it would take care of his concealment problems.

And yeah, I forgot True Seeing. That would work too, though it'll be a while before any rogues are high enough level to make use of it.

Zevox
Zelck

07-30-06, 06:14 PM
What happens if a player's readied action triggers in the middle of their move? Do they get to finish the remainder of their move?
SauroGrenom

07-30-06, 06:18 PM
What happens if a player's readied action triggers in the middle of their move? Do they get to finish the remainder of their move?
Nope

Edit: Let me specify... this is an impossible situation. Once you ready an action it is in effect untill your next action. Once you start moving again, the previous readied action is gone. You cannot be moving and have a readied action preparied.
Zelck

07-30-06, 06:21 PM
Yea, and I just realized this:
The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun.
Dracazar

07-31-06, 05:53 AM
My Servers should be up and updated with new connection.

Ciao!
TheMagister

07-31-06, 07:46 AM
Plea toward common sense (I know, I know...this is DnD. But work with me, here):

In the sewer map, there are a two effects that aren't mentioned (but should be) relating to the environment:

1) Balance checks. A little over 1/2 the map is covered with water in some form or another. A quick read of the "Balance" skill description shows that wet floors should be considered "lightly slippery" and force a balance check (DC mod +2). Since the floors are considered rough terrain, that would mean that anyone that HAS to walk in the water squares should have to make balance checks to cross the water. Large creatures would have a hard time. So would platemail-clad, tower-shield wielding characters with crappy jump checks (even though its a class skill).

2) Scent. "Overpowering odors" render scent useless. I think a sewer should qualify as one entire "overpowering odor". This would be one environment where a scented creature would not (SHOULD not) have this advantage.



What do you guys think of this? I'll cross-post in the Ask an Elder thread, and the Council thread.

TM
Usurpator

07-31-06, 11:36 AM
1) Balance checks. A little over 1/2 the map is covered with water in some form or another. A quick read of the "Balance" skill description shows that wet floors should be considered "lightly slippery" and force a balance check (DC mod +2). Since the floors are considered rough terrain, that would mean that anyone that HAS to walk in the water squares should have to make balance checks to cross the water. Large creatures would have a hard time. So would platemail-clad, tower-shield wielding characters with crappy jump checks (even though its a class skill).

Fair enough

2) Scent. "Overpowering odors" render scent useless. I think a sewer should qualify as one entire "overpowering odor". This would be one environment where a scented creature would not (SHOULD not) have this advantage.

You mean rats can't use scent in the sewer? What is overpowering for one creature isn't overpowering for another. And 'bad smell' certainly isn't overpowering by virtue of it being 'bad'.



What do you guys think of this? I'll cross-post in the Ask an Elder thread, and the Council thread.

TM[/QUOTE]
Traevanon

07-31-06, 12:03 PM
For the record, Jump is not a clas skill for clerics. :P

Edit: Wait a tick! You only force a balance check on the floor of the sewer (uneven or angled floor DC10 slippery +2) when running or charging. Walking on that surface doesnt trigger one.
Myrridin

07-31-06, 01:58 PM
How tall are the walls of the buildings in the city map? Also, I'm looking at the various DC's, and I'm determining that they are qualifying as a Brick Wall, DC 25 to climb. Any objections?
Zevox

07-31-06, 02:11 PM
How tall are the walls of the buildings in the city map? Also, I'm looking at the various DC's, and I'm determining that they are qualifying as a Brick Wall, DC 25 to climb. Any objections?
Check the actual post containing the maps (here) and you'll see that normal buildings are 20' tall, balconies are 10' up, and the towers are 40' tall, and its a DC 15 climb check to climb the walls of any building. Theres also a DC 15 balance check required each round to move along the rooftops once you're there.

Zevox
Sindorin

08-01-06, 07:24 AM
Happy Birthday to me!

What I want: time enough to be able to sit down and update my characters... oh well :(
Later guys.
Papapeperoni

08-01-06, 10:40 AM
@Sindorin: Congrats! :dancin:

@All: Well I'm back from vacation in Italy, was lots of fun and I'm ready to compete again. Few questions to get back in:
1: Are we still busy on boards1 and not community, because community is in maintenance and boards1 is still active. If so, we will probably play here until we can effectively move to the other boards, right?
2: What'sa happened in the last two weeks???

Well, I'll be seeing you guys later. :)

Cheerioh,
--Papapeperoni
Zevox

08-01-06, 11:04 AM
@All: Well I'm back from vacation in Italy, was lots of fun and I'm ready to compete again. Few questions to get back in:
1: Are we still busy on boards1 and not community, because community is in maintenance and boards1 is still active. If so, we will probably play here until we can effectively move to the other boards, right?
Pretty much. There was some problem with the new boards the last time they tried to make the switch, and we got sent back here. No word yet on when the next try will be.

2: What'sa happened in the last two weeks???
Well, the Guild system got totally redone. Everything's restarting with completely new rules. You'll want to look into that if you want Kendal to continue helping the EYE - taxes no longer exist, so just fighting in the arena won't be of much use. Beyond that, nothing unusual.

Zevox
King Uther

08-01-06, 09:16 PM
In 8-12 weeks I want to start another campaign, EL9-10, following a stroyline that's been around for a long time. The objective of the team will be intel on the Gith army that tried to invade Gladius before, and to possibly stop them indefinitely. 4-5 characters, with SouLLord's Vandelar the Red the only character who has joined. Any players? It doesn't start for a couple of months so anyone in the mid leagues can level up in that time.
Scribelords

08-02-06, 05:09 AM
COCO Writing Contest Submission

After a brief hiatus to due to the board upgrade troubles, the Writing Contest is back for August, so dust off those stories you wrote for last month. This week the official post for submissions will be opened and any interested scribes can post their stories up untill the 20th. Since it's been a while, here's a reminder of the guidelines.

Rules:
-Write a creative/cool/intriguing tale about a COCO character. The theme is open (mystery, adventure, action, horror) so have fun!
-The story can be about anything (keep it appropriate please!) but must not be about an arena fight.
-If your story is about, or includes, another COCO character that is not your own, then make sure you have the permission of the owner to use their creative property appropriately!
-Extra consideration will be awarded to those who write within real-world locales across the world of Gladius (see World Map (http://boards1.wizards.com/showthread.php?t=580765)).
-There is no maximum or minimum length, but surely your incredible tale is longer than a single paragraph. If your tale is longer than one post, please link your story pieces in the submission thread (see below).

Prizes:
There will be credits as prizes for 1st and 2nd place scribes, but heres the catch: The more people participate, the larger the prize will be! (think of it as a pool). Even if you dont win a contest prize, theres a chance your story will be inducted into the Tales of Gladius thread where itll earn 2 credits anyway!

Judging:
There will be a poll set up for the entire COCO to vote for their favorite tales. Then, the top 5 with the highest votes will be taken to a judging panel, where they will be peer reviewed for quality, length, and entertainment.

Deadline:
The 20th of each month will be the deadline for that months entries, where a thread will be set up a week beforehand and applicants can post their stories there. You may edit your submission as often as you want, but all submissions are final come the 20th. After that, judging will ensue and then the awards. 20 days is a nice, easy pace for any writer, allowing plenty of time for anybody with any schedule to take a little time each day to develop a really awesome story.

Past Story Competitions:
May '06
June '06
---------------------------------------

If there are any questions/comments/concerns, please PM Scribelords.

Remember three important things: The deadline for submission is May 20th (reserve post space if you wish), you cannot be a judge if you submitted a tale (though you may vote in the public poll), and the more who submit, the greater the prize!

Have fun!
Scribelords

08-02-06, 05:17 AM
And a second quick announcement; It's been a while since a birthday post has gone up, so I'd like to point to who's B-days have recently passed, and shout out to the birthdays of August.

Remember, you get 2 credits on your birthday! Sign up by sending a PM to Scribelords.


JUN 01: Zevox (1987)
JUN 22: Abyssal Stalker (1981)

JUL 01: WizO_Shadow (1977)
JUL 02: SauroGrenom (1978)
JUL 06: Pittbull (1976)
JUL 09: TheMagister (1977)
JUL 11: Hawkeye_60(1987)
JUL 17: KerlanRayne (1978)
JUL 22: Mal-2 (1977)
JUL 28: The Core Coliseum (2003)

AUG 01: Sindorin (1984)
AUG 06: Sunwolf (19??)
AUG 11: lonewolf (1982)
AUG 13: bgt (1988)
AUG 24: Altaris13 (1978)
Macbrea

08-02-06, 09:11 AM
So, I know silly question but is anyone from CoCo going to Gencon this year?

I will be there with Mal-2 and Mitza but figured I would ask. Which of course means I will be active this week but missing the next one. As I very much doubt I will be able to post tactics from the hotel. Maybe.. :P
Traevanon

08-02-06, 09:44 AM
Did Sunwolf tell you that he was born in 19?? or are you just assuming he's not 5 or 110 years old. :P
hogarth

08-02-06, 04:19 PM
When are the pairings for Aug. 2 expected to be ready?
hogarth

08-02-06, 04:31 PM
double post
Zelck

08-02-06, 08:34 PM
Are we allowed to walk through the hedges in the city map?
Traevanon

08-02-06, 09:01 PM
I make people jump them, but if they fail they just stop movement on the other side (possibly prone). I would think that if you didnt want to try to jump it I would just end your movement on the other side.

But that's just how I did it in the one fight I ran. I dont think there is an official rule on it.
Blazinghand

08-02-06, 09:35 PM
I'm new to Core Colliseum, and I have a question about Monster Fights. When gaining information about a Monster beforehand, do I need to have ranks, or can a high int score suffice to learn, say, the type of the monster? It says "Dc0+CR: Race (7-headed hydra)", and my Int mod (4) would suffice here (level 3 fight). I was wondering if I would need actual ranks in the knowledge skill to gain that information.
Erithmu

08-02-06, 10:01 PM
Knowledge skills can't be used untrained as per a PHB, that translates to here as well.
Vathelokai

08-03-06, 04:07 PM
Anyone else notice that there are three moderators for this board now? ;)
MindWandererB

08-03-06, 04:21 PM
Anyone else notice that there are three moderators for this board now? ;)I saw that, but my eyes didn't register the fact. I thought something down there looked strange... Congratulations! Autonomy!
Papapeperoni

08-03-06, 05:28 PM
@TelinArtho and Prisonlords: I do not know if either one of you missed my message or forgot to remove my violation or something, but Telin accused me at 5-7-06, I fixed most of my mistakes on 11-7-06 (a roll call had found place before that, making it an orange violation) and sent a PM to both of you at that day, saying I would wait out the update and requesting to leave me out of the roll call since I assumed it would be the day thereafter. 12-7-06 I fixed the rest of my violations, and, I think that I posted a notification in the Tavern. The next roll call found place on 17-7-06, making it unfair that I am in prison now, which is probably the reason why I am not included the pairings this week.
What I am asking is that either the red violation is removed fully, as if I never had it, because I shouln't, or that Telin or Prisonlords points out to me which mistakes are left so I can fix them.

I'm upset that I was left out of the pairings this week, because to my knowledge, I have fixed every violation Telin gave.

See you,
--Papapeperoni
TelinArtho

08-03-06, 05:44 PM
@TelinArtho and Prisonlords: I do not know if either one of you missed my message or forgot to remove my violation or something, but Telin accused me at 5-7-06, I fixed most of my mistakes on 11-7-06 (a roll call had found place before that, making it an orange violation) and sent a PM to both of you at that day, saying I would wait out the update and requesting to leave me out of the roll call since I assumed it would be the day thereafter. 12-7-06 I fixed the rest of my violations, and, I think that I posted a notification in the Tavern. The next roll call found place on 17-7-06, making it unfair that I am in prison now, which is probably the reason why I am not included the pairings this week.
What I am asking is that either the red violation is removed fully, as if I never had it, because I shouln't, or that Telin or Prisonlords points out to me which mistakes are left so I can fix them.

I'm upset that I was left out of the pairings this week, because to my knowledge, I have fixed every violation Telin gave.

See you,
--Papapeperoni

Well, I can tell you that when I last looked at it, he still wasn't completely fixed. When I get a chance later tonight - I'll take a look and send you a PM if it is still in error - however, I can tell you it was still in error as recently as 2 days ago. Go back to the violation and your character and check each point individually.
TheMagister

08-03-06, 06:05 PM
:bump:

Plea toward common sense (I know, I know...this is DnD. But work with me, here):

In the sewer map, there are a two effects that aren't mentioned (but should be) relating to the environment:

1) Balance checks. A little over 1/2 the map is covered with water in some form or another. A quick read of the "Balance" skill description shows that wet floors should be considered "lightly slippery" and force a balance check (DC mod +2). Since the floors are considered rough terrain, that would mean that anyone that HAS to walk in the water squares should have to make balance checks to cross the water. Large creatures would have a hard time. So would platemail-clad, tower-shield wielding characters with crappy jump checks (even though its a class skill).

2) Scent. "Overpowering odors" render scent useless. I think a sewer should qualify as one entire "overpowering odor". This would be one environment where a scented creature would not (SHOULD not) have this advantage.



What do you guys think of this? I'll cross-post in the Ask an Elder thread, and the Council thread.

TM
Papapeperoni

08-03-06, 06:56 PM
About the knowledge skill, I think that it stated that someone who is untrained can still attempt relevant knowledge checks of up to DC 10. Don't know if it's another house rule, but as far as I know, that's what the PHB says.

@Telin: Thanks for your quick answer. I might have overreacted a little bit.

Greetings,
--Papapeperoni
MindWandererB

08-03-06, 07:42 PM
I could have sworn there was a rule change not too long ago that failed quests earn loser rewards. But it's not in the rules, and no one else seems to have done this. Am I completely hallucinating?
NiQil

08-03-06, 09:04 PM
@ TheMagister: Cat addressed your bumped post above in the Council thread...it was brief...but basically said no dice.


@ MWB: I vaguely recall that being mentioned...however I am not sure it was ever actually implemented...I think the idea was just tossed around a bit. When I get time I'll go through the Rules thread.
Traevanon

08-03-06, 10:11 PM
@TM: The sewer map needs no additional complication. Think about the pitlord.

I personally think that it is proper to charge someone a balance check on the floor of the sewer only if they are charging or running. A +2 modifier doesnt force a check, only a DC(X) does. Did you have a look at the Balance Skill entry again and see the note2 in there?

Since you cant run or charge through the water anyhow (rough terrain), the point is moot.
Zevox

08-03-06, 11:51 PM
I could have sworn there was a rule change not too long ago that failed quests earn loser rewards. But it's not in the rules, and no one else seems to have done this. Am I completely hallucinating?
The only thing I recall about that was Pittbull thinking he got rewards for Morathor's failed quest, which Erithmu corrected him on.

Zevox
Caterane

08-04-06, 05:23 AM
Anyone else notice that there are three moderators for this board now? ;)I saw that, but my eyes didn't register the fact. I thought something down there looked strange... Congratulations! Autonomy! It was a long epic battle. Perhaps I'll write a story about it in the writing contest LOL I'm still not responsible for CoC violations (which doesn't interest me anyway) but the board can now work much more efficiently, now that I don't have to ask a Wizo every time to do something.

@all: The new Writing Contest for august is open.
hogarth

08-04-06, 08:50 AM
Would it be possible to list the size of the individual maps in the information block describing that map? It's not immediately clear at first glance how big the Plains or Forest maps are, for instance.
Abyssal Stalker

08-04-06, 02:40 PM
Check out my new characcter, The Serpent Prince (http://boards1.wizards.com/showpost.php?p=9757938&postcount=889). He's not complete yet, but if you have any suggestions to improve him, please speak up!
NiQil

08-04-06, 04:34 PM
It was a long epic battle. Perhaps I'll write a story about it in the writing contest LOL I'm still not responsible for CoC violations (which doesn't interest me anyway) but the board can now work much more efficiently, now that I don't have to ask a Wizo every time to do something.

@all: The new Writing Contest for august is open.

And as your first official action, may I recommend you allow Sauro to graduate from Core Coliseum Elde to Core Coliseum Elder? LOL
SoulLord

08-04-06, 04:41 PM
Now that you bring that up with all the people arriving and leaving I'm not so sure who our current elders are and if we are understaffed in that department.

It has been a while since I sawe the elders thread pop up
Zevox

08-04-06, 04:44 PM
Now that you bring that up with all the people arriving and leaving I'm not so sure who our current elders are and if we are understaffed in that department.

It has been a while since I sawe the elders thread pop up
If I'm not mistaken, our current elders are King Uther, Huan, Pittbull, NiQil, and SauroGrenom. Don't know if I missed one, but thats what I recall off the top of my head. How many are we supposed to have anyway?

Zevox
NiQil

08-04-06, 05:25 PM
@ Zevox: You have them correct.

That information can be found in the Rules thread.
Abyssal Stalker

08-05-06, 08:59 AM
OK, Ikhain (http://boards1.wizards.com/showpost.php?p=9757938&postcount=889) is almost finished! He is my first time ever playing a ranger so I'd really appreciate if someone would read him through and point me out the mistakes I've done with him.

I'm somehow stuck with these evil archetypes. This time it's the treacherous prince...
Caterane

08-05-06, 11:53 AM
And as your first official action, may I recommend you allow Sauro to graduate from Core Coliseum Elde to Core Coliseum Elder? LOL I can't do that. The only one who is able to change the titles is Wizo Paradox. I sent him a PM and posted in the GM Forum.
Pittbull

08-05-06, 12:52 PM
I'm so used to "Elde", I propose to keep this special title. :P ;)
NiQil

08-05-06, 01:36 PM
I'm so used to "Elde", I propose to keep this special title. :P ;)
Maybe we should have yours changed to reflect Elde also :D :P
Caterane

08-05-06, 01:46 PM
For Peter, we use the German version: Alder :D
Zevox

08-05-06, 07:44 PM
OK, Ikhain (http://boards1.wizards.com/showpost.php?p=9757938&postcount=889) is almost finished! He is my first time ever playing a ranger so I'd really appreciate if someone would read him through and point me out the mistakes I've done with him.

I'm somehow stuck with these evil archetypes. This time it's the treacherous prince...
Well, you needn't list all of your weapon and armor proficiencies under feats. Just note it under your class abilities (or I suppose on the new sheet it would be the "non-combat" abilities, though I suppose technically it isn't non-combat, just not important enough to note elsewhere).

You've listed your rapier as doing 1d8 damage, but it should only be 1d6.

You list your survival modifier as +1, but below it say you have 6 ranks in it. Given it also mentions a racial bonus, I'm guessing this is a copy & paste error from spot.

Quick piece of advice: buy a Masterwork Whistle. Costs only 50 gp, gives +2 to Handle Animal. Granted unless you decide to buy an ally it won't be of much until you get an animal companion, but its still a good idea since you have the money to spare.

And a quick question - where'd you get the image? It looks familiar somehow.

Zevox
MindWandererB

08-05-06, 08:56 PM
And a quick question - where'd you get the image? It looks familiar somehow.Buzz! "What is Prince of Persia: Warrior Within?"
Zevox

08-05-06, 08:59 PM
Buzz! "What is Prince of Persia: Warrior Within?"
Ah, Prince of Persia, that would explain it. Although... didn't he have a dagger for his second weapon? Or did he lose that in one of the later games? I only ever finished Sands of Time and started Warrior Within (you know, I should probably rent that again and finish it one of these days), so my memory's a little foggy.

Zevox
MindWandererB

08-05-06, 10:30 PM
Ah, Prince of Persia, that would explain it. Although... didn't he have a dagger for his second weapon? Or did he lose that in one of the later games? I only ever finished Sands of Time and started Warrior Within (you know, I should probably rent that again and finish it one of these days), so my memory's a little foggy.
He returned the dagger at the end of SoT. In WW, he picks up random weapons from killed bad guys--swords, daggers, axes, whatever.
Vathelokai

08-06-06, 02:51 AM
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can lose any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with cure in its name).

An evil cleric (or a neutral cleric of an evil deity), cant convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with inflict in its name).Nowhere does it say that only divine spells can be converted to cure spells. So, Can a mystic thurge (or any multi class cleric) 'loose' arcane spells to convert them to cure spells?
Vathelokai

08-06-06, 04:07 AM
Questlord Wanted

Nearly all of my characters would like to MQ for various purposes. Hassan and Saffron need diplomacy allies. Denshi would like to join TAO. The MQs don't have to be elaborate; even a monster fight style MQ is fine with me (I just don't want to force it on someone through the pairings process).

PM if interested.
Abyssal Stalker

08-06-06, 04:14 AM
Well, you needn't list all of your weapon and armor proficiencies under feats. Just note it under your class abilities (or I suppose on the new sheet it would be the "non-combat" abilities, though I suppose technically it isn't non-combat, just not important enough to note elsewhere).

You've listed your rapier as doing 1d8 damage, but it should only be 1d6.

You list your survival modifier as +1, but below it say you have 6 ranks in it. Given it also mentions a racial bonus, I'm guessing this is a copy & paste error from spot.

Quick piece of advice: buy a Masterwork Whistle. Costs only 50 gp, gives +2 to Handle Animal. Granted unless you decide to buy an ally it won't be of much until you get an animal companion, but its still a good idea since you have the money to spare.

And a quick question - where'd you get the image? It looks familiar somehow.

Zevox
Well, techincally proficiencies are feats. You are still probably right that it's unnecessary to list them under the feats section. Maybe I'll just move them somewhere else.

I was somehow thinking that rapier deals 1d8 damage. Don't know where it came from. I have to think about the weapon choice again. If I just stick in two short swords the weapon feats become much more better choices. Allthough the 18-20/x2 critical is really tempting for improved critical at higher levels. (BTW, would it be 15-20/x2 or 16/20x2 or something else with improved critical?)

It is a copy & paste error.

I probably buy the whistle when I acquire the animal companion. I don't need it at the moment and this way I can spare my whopping 67gp for...eh...something else?

The image is truly from Prince of Persia, probably from WW. My original idea was to create a character from the jungle near Habari. Then I picked up two swords and when I started to search for an image of a warrior with two swords (from which the other one is of different size), I remembered the Prince. I have to admit that after finding the image I drew some inspiration from the game. I haven't played the first part, but I have the second. I have seen pictures of the third part and in some of them the prince is wielding something that resembles a spiked chain.

Thanks!
Zevox

08-06-06, 09:55 AM
I was somehow thinking that rapier deals 1d8 damage. Don't know where it came from. I have to think about the weapon choice again. If I just stick in two short swords the weapon feats become much more better choices. (BTW, would it be 15-20/x2 or 16/20x2 or something else with improved critical?)
An 18-20 crit weapon with keen/improved critical or something else of the sort would become a 15-20 crit weapon, yes. I suppose going with two shortswords and taking weapon focus might be a good idea too, but unless you start taking Fighter levels there won't be many weapon-based feats you can take (Weapon Focus and Improved Critical are the only ones that come to mind - things like Weapon Specialization and Greater Weapon Focus all require fighter levels).

Personally, my two-weapon fighter (that'll be Annalina in one level - still needs her second Ranger level) is going to use a rapier and a handaxe - the rapier for the large crit range, the handaxe for the large crit multiplier and the fact that its a different type of damage than the rapier (slashing as opposed to piercing). I don't know if she'll ever be able to spare a feat for improved critical, but if she gets the chance improved critical (rapier) will definitely be on her list too :) .

Zevox
Abyssal Stalker

08-06-06, 11:16 AM
An 18-20 crit weapon with keen/improved critical or something else of the sort would become a 15-20 crit weapon, yes. I suppose going with two shortswords and taking weapon focus might be a good idea too, but unless you start taking Fighter levels there won't be many weapon-based feats you can take (Weapon Focus and Improved Critical are the only ones that come to mind - things like Weapon Specialization and Greater Weapon Focus all require fighter levels).

Personally, my two-weapon fighter (that'll be Annalina in one level - still needs her second Ranger level) is going to use a rapier and a handaxe - the rapier for the large crit range, the handaxe for the large crit multiplier and the fact that its a different type of damage than the rapier (slashing as opposed to piercing). I don't know if she'll ever be able to spare a feat for improved critical, but if she gets the chance improved critical (rapier) will definitely be on her list too :) .

Zevox
I switched into two short swords and probably take Weapon Focus on 6th and Improved Critical on 9th. I might even take some levels of assassin, they would definitely fit Ikhain's background. I'm planning to send him into a series of quests where he gets rid of his brothers and that way becomes the heir. I think it would make a nice story and it would be cool if I could tie EHTC in it!
Zevox

08-06-06, 11:48 AM
I switched into two short swords and probably take Weapon Focus on 6th and Improved Critical on 9th. I might even take some levels of assassin, they would definitely fit Ikhain's background. I'm planning to send him into a series of quests where he gets rid of his brothers and that way becomes the heir. I think it would make a nice story and it would be cool if I could tie EHTC in it!
Indeed it would. Though I think you'll need an answer from KU about how the EHTC is related to the actual nation of Habari before that could happen (kind of ironic that the Guild shares the nation's name yet none of us know what the relation is). Actually, you could do those as missions for the Guild if you want - you can't do missions for normal quest goals (PrC qualification, specific items, etc), but theres nothing prohibiting you from using them conveniently for RP like that :) . Of course, we'll need another set of rooms before he can join, but I'll be looking forward to his joining the Guild.

Zevox
Abyssal Stalker

08-06-06, 01:04 PM
Indeed it would. Though I think you'll need an answer from KU about how the EHTC is related to the actual nation of Habari before that could happen (kind of ironic that the Guild shares the nation's name yet none of us know what the relation is). Actually, you could do those as missions for the Guild if you want - you can't do missions for normal quest goals (PrC qualification, specific items, etc), but theres nothing prohibiting you from using them conveniently for RP like that :) . Of course, we'll need another set of rooms before he can join, but I'll be looking forward to his joining the Guild.
I actually have already posted that question in the guild, but I think that King hasn't noticed it yet. I'll have to PM him. Doing them as missions sounds good to me.
Traevanon

08-07-06, 02:30 AM
I am going to rebuild Khabil (change some feats and skills, redo all his equipment) should I leave version 1 up and rebuild him in a different post or copy right over him?
Vathelokai

08-07-06, 02:39 AM
If you are rebuilding him entirely (i.e. erasing his past fights and reallocating all of his funds) then make a new post. If you are altering him (i.e. keeping the fight history and past expenditures), then keep the old one.

*EDIT* if you are altering him, then make sure to PM cat, to get the total credit cost to do so. The more radical the changes, the more expensive the rebuild.
Traevanon

08-07-06, 03:21 AM
I am rebuilding him entirely at ECL3 again. I'll post him anew. Thanks
Guildmaster (EHTC)

08-07-06, 11:32 PM
The EHTC is still seeking an artist to help with updating the map of our Guildhall. I would be willing to pay 2o for the work. If you would be willing to help with this, please contact me either here or via PM soon, as there is little more than a week before I must have a map ready!
Vathelokai

08-08-06, 05:19 AM
The EHTC is still seeking an artist to help with updating the map of our Guildhall. I would be willing to pay 2o for the work. If you would be willing to help with this, please contact me either here or via PM soon, as there is little more than a week before I must have a map ready!
I'll give it a shot... PM sent to Guildmaster account.
hogarth

08-08-06, 08:50 AM
Would anyone be interested in running a guild miniquest for Treetall Oakleg to join The Living Tree?
Stormwind

08-08-06, 11:26 AM
On the same line as above, I would need a questlord to run a guild entry miniquest for Varjo to join WAR.

If anyone is interested then please send me a PM.

Storm
xeno_eleusis

08-08-06, 05:06 PM
Greetings to all,

I played Core Coliseum a while ago and now I'm back. I'm trying to build a Wizard for the next Arena battle.

Question: Is it legal to have in my character background that he has been exposed to "Flux Slime"? The result being that he is affected by "Reverse aging" and he has come to the Gladius to try and cure this condition maybe with a wish or miracle.
MindWandererB

08-08-06, 05:20 PM
Question: Is it legal to have in my character background that he has been exposed to "Flux Slime"? The result being that he is affected by "Reverse aging" and he has come to the Gladius to try and cure this condition maybe with a wish or miracle.I can't tell from your question whether you want this to have some kind of mechanical effect. If your intent is to have a character with age bonuses to INT/WIS/CHA without the corresponding penalties to STR/DEX/CON, then the answer is no. If it's pure favor, then there's no problem.
TelinArtho

08-08-06, 05:21 PM
Greetings to all,

I played Core Coliseum a while ago and now I'm back. I'm trying to build a Wizard for the next Arena battle.

Question: Is it legal to have in my character background that he has been exposed to "Flux Slime"? The result being that he is affected by "Reverse aging" and he has come to the Gladius to try and cure this condition maybe with a wish or miracle.

As long as the background has no real effect in the arena and is only for RP purposes - yes - that is fine. However, you wouldn't be able to do this and get the benefits of Old age now, and reduce it to middle age later (as a for instance).
xeno_eleusis

08-08-06, 05:24 PM
... If your intent is to have a character with age bonuses to INT/WIS/CHA without the corresponding penalties to STR/DEX/CON, then the answer is no. If it's pure favor, then there's no problem.

Yeah, it would be fore flavor only. BTW, what is the legal drinking age in the city Tavern?
xeno_eleusis

08-08-06, 05:24 PM
The other consideration is that Flux Slime is an Epic phenomenon. Im not sure if its considered Core even though its in the SRD.
MindWandererB

08-08-06, 05:31 PM
The other consideration is that Flux Slime is an Epic phenomenon. Im not sure if its considered Core even though its in the SRD.If it's just flavor, it doesn't have to be core. We've had cyborgs, aliens, non-D&D races, video game characters, the works. As long as the mechanics are core, the flavor can be anything you like. Of course, you could end up looking pretty silly if you describe your character as being Superman and he gets killed by a level 3 kobold.
NiQil

08-08-06, 10:05 PM
So I wonder if I can get someone to give my new creations a good once over...they are all but complete...some minor details to work out.



Reechani Barbarian 1/Psychic Warrior 1/Ranger 1
[Assassin 10/Barbarian 2/Psychic Warrior 3/Ranger 2/Rogue 3]
Sentrosi Barbarian 1/Bard 1/Fighter 1
[Barbarian 2/Bard 3/Dragon Disciple 10/Fighter 2/Wilder 3]
Vasi Barbarian 1/Fighter 1/Ranger 1
[Barbarian 2/Fighter 3/Psion 3/Pyrokineticist 10/Ranger 2]
Traevanon

08-08-06, 11:26 PM
I realize that UPD and UMD are two seperate skills, but do Rogues and Bards get UPD as a class skill here?
Erithmu

08-08-06, 11:37 PM
I realize that UPD and UMD are two seperate skills, but do Rogues and Bards get UPD as a class skill here?

nope
NiQil

08-08-06, 11:38 PM
I realize that UPD and UMD are two seperate skills, but do Rogues and Bards get UPD as a class skill here?

Nope...not unless they multi-class into classes that get that skill. Otherwise they must burn cross class points just like every other class that wants it that doesn't have it.
Zevox

08-09-06, 12:54 AM
@ xeno_eleusis - If its pure RP flavor, don't worry about whether its core or not. With one exception all of my characters worship Gods from the Forgotten Realms, yet they're definitely not core (the one exception doesn't worship a God, he serves an Archdevil [who happens to be his father]). We had a Dretch who was considered for RP purposes to be a robot from another dimension not too long ago. Hell, my Half-Fiend has a pair of Dire Bat allies who are for RP purposes considered Baatezu called "Hell's Furies" - thats not D&D, core or otherwise, at least not to my knowledge, but its perfectly allowed.

And speaking of the Devil (pun intended), should I be worried that Cat still has his quest listed as being in week 2 even though this week was week 3? I want to activate him tomorrow, after all.

Zevox
Vathelokai

08-09-06, 05:51 AM
I realize that UPD and UMD are two seperate skills, but do Rogues and Bards get UPD as a class skill here?
Psion (Shapers) are the only class that gets UPD as a class skill. If you wan't to see an example of someone with both skills, check out my Hassan.

The expendables cap makes this kind of build difficult.
Vathelokai

08-09-06, 06:52 AM
Would anyone be interested in running a guild miniquest for Treetall Oakleg to join The Living Tree?Since it looks like the fight will be held over, then probably no MQ this week. Howver I think I can do it next week.
On the same line as above, I would need a questlord to run a guild entry miniquest for Varjo to join WAR.

If anyone is interested then please send me a PM.

Storm
I'll take it. Send me any RP info via PM. I'll get the quest posted tomorrow.
hogarth

08-09-06, 06:55 AM
With regards to augmented powers being considered as a higher level, I'm sure the case is the same for dorjes as it is for power stones and tattoos but it doesn't mention that in the "House Rules":
Augmented Powerstones/Tattoos: For every two manifester levels above the minimum, the power level increases by one. This directly affects the pricing of such items. It only applies to augmented stones and tattoos. Unaugmented ones use the normal formula.
I presume this is just an oversight, yes? Can someone confirm this?
Vathelokai

08-09-06, 07:10 AM
Which reminds me...
Questlord Wanted

Nearly all of my characters would like to MQ for various purposes. Hassan and Saffron need diplomacy allies. Denshi would like to join TAO. The MQs don't have to be elaborate; even a monster fight style MQ is fine with me (I just don't want to force it on someone through the pairings process).

PM if interested.
Scribelords

08-09-06, 07:20 AM
Happy Birthday
to
BGT
and
lonewolf

And remember... Everyone gets 2 credits as a birthday present, so submit your B-day to Scribelords.

Also, pictures (Pages 1, 2, 3, and 4) of Players in the Core Coliseum are worth a credit as well.
Stormwind

08-09-06, 08:15 AM
Which reminds me...Questlord Wanted

Nearly all of my characters would like to MQ for various purposes. Hassan and Saffron need diplomacy allies. Denshi would like to join TAO. The MQs don't have to be elaborate; even a monster fight style MQ is fine with me (I just don't want to force it on someone through the pairings process).

PM if interested.
@Vath: I can take Hassan's MQ (have sent you a PM already)

Storm
Abyssal Stalker

08-09-06, 08:24 AM
On the same line as above, I would need a questlord to run a guild entry miniquest for Varjo to join WAR.

If anyone is interested then please send me a PM.

Storm
A suitable name for a shadow ;)
Stormwind

08-09-06, 09:03 AM
A suitable name for a shadow ;)
Aivan, se kertoo kaiken. ;)
orsono

08-09-06, 10:47 AM
Hello:

If my character wants to craft a Market value item of 1000G does she needs to make it a Full week action?

or is it free?

are free crafting actions limited to 999G or less?

-Orsono
TelinArtho

08-09-06, 10:52 AM
1000gp is the line - so you can craft a 1000gp Pearl of Power (1st) if you like, for example.

Also, you should note that if it is done during the regular cycle - you don't have access to the crafted item(s) until after the current cycle.
orsono

08-09-06, 11:05 AM
ok thanks TelinArtho.

another question do crafting as a full action counts agaist your 3 week cycle? so if you craft something 1001G or more you can only fight 2 weeks of that cycle?

and buying new items you have to buy them after you finish the 3week cycle, ie before the first fight of the cycle?
TelinArtho

08-09-06, 11:10 AM
During the 3FC you can only fight - you cannot sit out. That being said, once you are outside of the 3FC - you can do full activities, buy as much as your money will allow, etc.

For instance, after fight 1, you have 900gp to spend. Until you finish fights 2 and 3, you can't spend that money (well - technically you could spend it, but the items you bought wouldn't be available until after the cycle. You don't have to do all three fights in successive weeks, but you cannot add items or equipment to your character until the cycle is complete.

However, after the cycle is complete, you can spend as you like, take as many weeks as you want for crafting or other full activities, etc.

EDIT: Also - full activities can't effect your current cycle. So while, technically, you can do a full activity during the 3FC, you don't gain the benefits from it until after. Usually people just wait until after the 3FC is over to avoid confusion.

-------------------------

On another note, I've just gone through all of the open violations that I have posted in recent weeks and there's still a number active. If anyone has the time, I would suggest looking there, as a couple that were mentioned as "fixed" still seem to be in error. PM me when the violation is fixed.
orsono

08-09-06, 11:16 AM
awelsome!

thanks for the help TelinArtho . I am having tons of fun here
orsono

08-09-06, 11:24 AM
another question! :-)

can I recall a spell with PoP lvl1 that I casted last week(first fight of the cycle)?
or do I have to recall the spell of the fight it self?
TelinArtho

08-09-06, 11:28 AM
You can see some examples of how this has been handled with Darrgon (check the top of his character sheet) and in some of the past fights with Faelto and Anakala. Essentially - you can use Pearls during a fight, before a fight as a prebuff or after a fight, however, the result is important.

In week 1 you can 5 SLs of which included one Acid Arrow spell. You recall it during/after the fight or as a prebuff for the next fight (or even as an action in the next fight). In your week 2 fight, you still have 5 SLs to cast, but you also have access to a "free" acid arrow. This is important to note, because in previous rulings you would have had 7 SLs to work with - but that is not the case.

Pearls are a little wonky in the 3FC, but in my opinion help casters remain in contention without being forced to rely on scrolls and wands exclusively.
orsono

08-09-06, 12:47 PM
thanks again TelinArtho.

how many times can you use this item on the 3week cycle? 10 times total?

Bag of Tricks
This small sack appears normal and empty. However, anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill. Each of the three kinds of a bag of tricks produces a different set of animals. Use the following tables to determine what animals can be drawn out of each.
The heavy warhorse appears with harness and tack and accepts the character who drew it from the bag as a rider.
Animals produced are always random, and only one may exist at a time. Up to ten animals can be drawn from the bag each week.
Faint or moderate conjuration; CL 3rd (gray), 5th (rust), 9th (tan); Craft Wondrous Item, summon natures ally II (gray), summon natures ally III (rust), or summon natures ally V (tan); Price 900 gp (gray); 3,000 gp (rust); 6,300 gp (tan).
hogarth

08-09-06, 01:13 PM
I have a question about the power "Skate". Under "Target", it says:
Target: You or one willing creature or one unattended object (total weight up to 100 lb./level)

Suppose:
A = "You"
B = "One willing creature"
C = "One unattended object"
D = "weight up to 100 lb./level"

I was reading that sentence as "(A) or (B) or (C and D)", but in my last fight King Uther was reading it as "(A or B or C) and D". Which version is correct? Does a level 1 psychic warrior need to weigh < 100 lbs. in order to manifest Skate on himself? (If so, I predict that powerstones of Skate will begin to flood the marketplace soon...)
Zevox

08-09-06, 01:40 PM
I have a question about the power "Skate". Under "Target", it says:


Suppose:
A = "You"
B = "One willing creature"
C = "One unattended object"
D = "weight up to 100 lb./level"

I was reading that sentence as "(A) or (B) or (C and D)", but in my last fight King Uther was reading it as "(A or B or C) and D". Which version is correct? Does a level 1 psychic warrior need to weigh < 100 lbs. in order to manifest Skate on himself? (If so, I predict that powerstones of Skate will begin to flood the marketplace soon...)
I get the same reading of that as you do - the weight limit applies only to it being manifested on objects. I'll check the FAQ and errata to see if theres anything about this in there.

Edit: Nope, nada. Huh - anybody know how to cast Summon Elder VI? ;)

Zevox
DSugui

08-09-06, 02:31 PM
thanks again TelinArtho.

how many times can you use this item on the 3week cycle? 10 times total?

Bag of Tricks
This small sack appears normal and empty. However, anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill. Each of the three kinds of a bag of tricks produces a different set of animals. Use the following tables to determine what animals can be drawn out of each.
The heavy warhorse appears with harness and tack and accepts the character who drew it from the bag as a rider.
Animals produced are always random, and only one may exist at a time. Up to ten animals can be drawn from the bag each week.
Faint or moderate conjuration; CL 3rd (gray), 5th (rust), 9th (tan); Craft Wondrous Item, summon natures ally II (gray), summon natures ally III (rust), or summon natures ally V (tan); Price 900 gp (gray); 3,000 gp (rust); 6,300 gp (tan).

10 times total in the cycle, no more than 4 times per fight.
MindWandererB

08-09-06, 02:40 PM
With regards to augmented powers being considered as a higher level, I'm sure the case is the same for dorjes as it is for power stones and tattoos but it doesn't mention that in the "House Rules":

I presume this is just an oversight, yes? Can someone confirm this?That's because it's not a house rule; for dorjes, the relevant rule is in the XPH/SRD. Same rule.
hogarth

08-09-06, 03:08 PM
That's because it's not a house rule; for dorjes, the relevant rule is in the XPH/SRD. Same rule.
I'm not seeing it in the SRD. Is there some errata? Or is it different in the XPH?
CRAFT DORJE [ITEM CREATION]
You can create slender crystal wands called dorjes than manifest powers when charges are expended.
Prerequisite: Manifester level 5th.
Benefit: You can create a dorje of any psionic power you know (barring exceptions, such as bestow power, as noted in a powers description). Crafting a dorje takes one day for each 1,000 gp in its base price. The base price of a dorje is its manifester level x the power level x 750 gp. To craft a dorje, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
TelinArtho

08-09-06, 03:26 PM
Just like the rule for doubling the cost for personal tattoos, you can find this rule in the Psionic Items section of the SRD (at the end):

Creating Dorjes
To create a dorje, a character needs a small supply of materials, the most obvious being a chunk of crystal or the crystal shards of the dorje to be carved from or assembled. The cost of the materials is subsumed in the cost of creating the dorje375 gp x the level of the power x the level of the manifester. Dorjes are always fully charged (50 charges) when created.
If an augmentable power is incorporated into a dorje at a higher manifester level than the minimum level required to manifest the power, each discharge of the power from the dorje is augmented to the limit of that higher manifester level. Alternatively, if you want to have a higher manifester level in the dorje, you must pay for the dorje as if the power was one level higher for each additional two manifester levels you want.
The creator must know the power or powers to be imprinted in the dorje (or must have the power available in some other form). If manifesting the power would reduce the manifesters experience point total, she pays the cost (multiplied by 50) upon beginning the dorje in addition to the experience point cost for making the dorje itself. The act of working on the dorje costs a number of power points per day equal to the power point cost of the power that is being embedded in the crystal of the dorje.
Crafting a dorje requires one day for each 1,000 gp of the base price.
Item Creation Feat Required: Craft Dorje.
hogarth

08-09-06, 03:31 PM
Just like the rule for doubling the cost for personal tattoos, you can find this rule in the Psionic Items section of the SRD (at the end):
Good to know that I'm going blind... ;) Thanks!
Vathelokai

08-09-06, 04:31 PM
I get the same reading of that as you do - the weight limit applies only to it being manifested on objects. I'll check the FAQ and errata to see if theres anything about this in there.

Edit: Nope, nada. Huh - anybody know how to cast Summon Elder VI? ;)

ZevoxNo, but I know how to cast legend lore...

The arguement over this one went on for months and months. Finally Cat ruled that it is treated as a personal spell, no ifs ands or buts. It's in the prison rulings. There has been no consensus on what the weight clause applies to.
DSugui

08-09-06, 04:38 PM
I was looking over the allies rules trying to findo one my bard/cleric Dudael could take when he gets a couple more levels. I found something deeply disturbing (that I think was intensively discussed before, btw) and I want to verify if I am understanding this right:

At 6th level, Dudael could take the Leadership feat. He then could choose to have a 5th level cohort due to his Leadership score, but in that case he wouldn't be able to have him in any fight (maxCA = 6-2 =4), so he would have to have a 4th level cohort. Making a note for future reference: a worg is listed as ECL 5 in the leadership cohorts table.

If, instead of Leadership, Dudael takes Skill Focus (Diplomacy), he would have Diplomacy +22, what gives him the right to take 2 +11BaseCD Diplomacy allies (ignoring the modifiers for now). These allies would have to be CR 2, so he would be able to bring both to a fight.

The interesting thing is: a worg is a +11 BaseCD ally with CR 2.

So, if I take the Leadership feat, I could take one worg as cohort, but then wouldn't be able to bring it to a fight, while if I use Diplomacy, I can have not one, but two worgs, and can bring both of them to a fight!

It's just me, or there's something really weird with these allies rules?
TelinArtho

08-09-06, 04:44 PM
Well, the leadership feat will produce a "stronger" ally - given that they would use a 25 point buy for stats.

However, yes - there has been a fair amount of discussion on diplomacy allies being rather strong - especially in comparison. I think there was some possibility of leadership allies also have some equipment with them - but of that I am not sure.

Regardless, not all leadership allies are created equally. Would you rather have 2 worgs or a 4th level fighter on your side for a meat shield? (in other words - it can be a matter of preference on what you are looking for).
hogarth

08-09-06, 04:56 PM
It's just me, or there's something really weird with these allies rules?
I agree; counting ECL and CR equally in the ally equation is ridiculous. One krenshar cohort (ECL 4) is somehow equal to four krenshar allies (CR 1, x4)? :uh-huh:
Pittbull

08-09-06, 05:00 PM
I agree too! Please post this issue the council, it needs to be discussed once again.
Traevanon

08-09-06, 11:40 PM
I am still trying to build an effective thrown weapon character, and so I will need to be clear about Quickdraw. According to what I see:

The Sling - it is a thrown weapon rather than a projectile weapon, but like both categories it is a ranged weapon, so if I were a Ranger 2 with Quickdraw I could use rapid shot, firing two sling bullets in a round, using a Halfling's +1 thrown weapon bonus.

So for a Halfling Ranger 3 with a 16 Dex, Quickdraw and Weapon Focus this would be:
Sling +10 (1d3+1, 20/x2 bludgeoning) Range 50'
(+3 BaB, +3 Dex, +1 Race, +1 Size, +1 Weapon Focus, +1 Masterwork)

or

Sling +8 / +8 (1d3+1, 20/x2 bludgeoning) Range 50'
(+3 BaB, +3 Dex, +1 Race, +1 Size, +1 Weapon Focus, +1 Masterwork, -2 Rapid Shot)

Correct?
TelinArtho

08-10-06, 12:00 AM
Actually a sling is a projectile weapon:


Projectile Weapons: Light crossbows, slings, heavy crossbows, shortbows, composite shortbows, longbows, composite longbows, hand crossbows, and repeating crossbows are projectile weapons. Most projectile weapons require two hands to use (see specific weapon descriptions). A character gets no Strength bonus on damage rolls with a projectile weapon unless its a specially built composite shortbow, specially built composite longbow, or sling. If the character has a penalty for low Strength, apply it to damage rolls when he or she uses a bow or a sling.


And more importantly, the description says that to load the ammunition takes a move action. In other words - I don't think it is possible to get more than one attack per round (without special spells for instance...). However, the first line about the attack seems to be correct.
Traevanon

08-10-06, 12:27 AM
Yep, you're right on it being a projectile. Depressing.

Thrown Weapons and Quickdraw are now filed in the round bin.

I get to use a composite bow like every other build.....

Huzzah for conformity!
McJarvis

08-10-06, 10:08 PM
Greetings...I return.

Spent about an hour developing a character sheet and then I noticed that the rules have drastically changed since I last visited these halls..(a year ago). All I've spotted so far is the 3-fight cycle and cap on expendible items- is there anything else I need to know about? o_O

~McJarv
Vathelokai

08-11-06, 04:09 AM
Greetings...I return.

Spent about an hour developing a character sheet and then I noticed that the rules have drastically changed since I last visited these halls..(a year ago). All I've spotted so far is the 3-fight cycle and cap on expendible items- is there anything else I need to know about? o_O

~McJarv
Welcome Back!

Those are the two major things you missed. The credit price to make higher ecl characters is now 5 credits/lv. There are a ton of new free activites that you should use or watch out for (see the skills post of the rules). The prison now has two full posts of rules rulings and clarifications. The alies rules have been tweeked so that there is a max of how many you can have on your sheet. I think that's about it. And in case you lost them, your old characters are on page 11-12 of the characters thread.
Stormwind

08-11-06, 05:22 AM
Yep, you're right on it being a projectile. Depressing.

Thrown Weapons and Quickdraw are now filed in the round bin.

I get to use a composite bow like every other build.....

Huzzah for conformity!
If you're interested in a thrown weapon build, I've seen an interesting soulknife build focused on throwing multiple weapons (mindblades can only be thrown once per round until level 17). Definitely non-conformist.

Storm
Traevanon

08-11-06, 08:33 AM
I'll look into it, thanks for the tip Storm! :)
TelinArtho

08-11-06, 10:02 AM
I'm actually in the process of making a javelin thrower. In the end he might not be quite as effective as a bowman, but he should be better off in melee if it comes down to it (which is not a guarantee with a pure archer).
McJarvis

08-11-06, 11:39 AM
Welcome Back!

Those are the two major things you missed. The credit price to make higher ecl characters is now 5 credits/lv. There are a ton of new free activites that you should use or watch out for (see the skills post of the rules). The prison now has two full posts of rules rulings and clarifications. The alies rules have been tweeked so that there is a max of how many you can have on your sheet. I think that's about it. And in case you lost them, your old characters are on page 11-12 of the characters thread.


Well kudos for the fight-cycle//expendible cap. The things I used to think were retarded around here was how a mage had to use 1/3 of his spell levels on buffs to be "optimized" and the sheer length of lists of expendible items used.

Now buffs take sacrifice :-)

As far as my old characters go, I think the only good one among them was made out-dated when UMD/UPD were separated.... :(

Thanks for the info

~McJarv
Vathelokai

08-11-06, 03:53 PM
Well kudos for the fight-cycle//expendible cap. The things I used to think were retarded around here was how a mage had to use 1/3 of his spell levels on buffs to be "optimized" and the sheer length of lists of expendible items used.

Now buffs take sacrifice :-)But it sure does make for lots of book keeping. Good ideas overall though.

As far as my old characters go, I think the only good one among them was made out-dated when UMD/UPD were separated.... :(

Thanks for the info

~McJarv
I've tried my hand at making a UMD/P character, Hassan. It's tough with an expendibles cap, and he's a credit pit, but it's working out.
058

08-11-06, 05:23 PM
Well...hello, folks. :) This would be my first post in this forum; I'm hoping I'll enjoy my stay here. I was refered here by a friend o'mine, I believe he goes by the name of Milov on this forum. I've not been playing D&D all that long(my first campaign was the beginning of the summer), but I think I picked it up rather well(I DMed my own campaign a couple of weeks after playing for the first time, and it went fairly well). It is my nature to change(or attempt to change) games I play to match my own likes and such. With other games, it's more difficult(programming, 3D modeling, etc), but with something like D&D, anything is possible, and that is what I love. So, I began to compile a document containing a collection of rule changes and the like, both my own ideas and suggestions from friends. While it is, by no means, near completion, I'm curious for opinions on what I have so far. Milov suggested that I post here, asking if anyone had any qualms with me posting this(or if there was even any interest in seeing it), so here I am asking, is it alright if I post my uncompleted partial revision of the D&D rules for inspection by more advanced D&D players?
Milov

08-11-06, 05:27 PM
Oh, and if I misdirected him, do let us know where it's to go. I just figured for opinions the Tavern was the place to go.
MindWandererB

08-11-06, 05:29 PM
@058: This isn't really the appropriate place for stuff that doesn't relate to the game we play here (the CoCo). What you should probably do is post your list in one of the other forums--I think there's one on Unearthed Arcana and House Rules--and mention it here in the Tavern, so that we know to go take a look at it.

I, for one, am a big house-ruler myself, and I'd be interested to see what you came up with... although be forewarned, I'm a harsh critic.
TelinArtho

08-11-06, 05:31 PM
@058: This isn't really the appropriate place for stuff that doesn't relate to the game we play here (the CoCo). What you should probably do is post your list in one of the other forums--I think there's one on Unearthed Arcana and House Rules--and mention it here in the Tavern, so that we know to go take a look at it.

I, for one, am a big house-ruler myself, and I'd be interested to see what you came up with... although be forewarned, I'm a harsh critic.

I'd second posting it to the house rules section of the forum and just linking it here if you want our opinions. I'm not much of a house-ruler but I do like to Rule Houses... :)
058

08-11-06, 05:36 PM
OK...thanks much for the correction. :) I'll be sure to post a link here, once I get it posted.

EDIT: http://boards1.wizards.com/showthread.php?p=9815718#post9815718
Zevox

08-11-06, 06:41 PM
Quick question:

If a character with temporary hit points from vigor takes subdual damage, does the vigor get affected by that damage, or does the actual hit points? How about if he takes no more damage before the vigor wears off - does the subdual damage vanish with the vigor, or does it stay?

Zevox
McJarvis

08-11-06, 06:45 PM
Quick question:

If a character with temporary hit points from vigor takes subdual damage, does the vigor get affected by that damage, or does the actual hit points? How about if he takes no more damage before the vigor wears off - does the subdual damage vanish with the vigor, or does it stay?

Zevox

In 3.5 subdual damage has been re-named "non lethal" damage. If at any point your "non-lethal" damage is greater than your current hit points, you are knocked out.

Thus Vigor can help you stay awake, but when it wears off the non-lethal damage has a chance of knocking you out. I don't know of any way vigor(or any other temporary hit points) could be taken away first from non-lethal damage.((you don't actually "deduct damage" from non-lethal damage, it's just a running total))

EDIT:

On second thought that might be confusing so I'll post an example:

Player 1 has 9 natural hp and 15 hp granted through Vigor. They "Take" 10 non-lethal damage from Player 2. Officially they have 25 hp and 10 non-lethal damage.(non-lethal damage builds up rather than deducts from total hp). Once vigor wears off(assuming no healing is used in the meantime) Player 1 is knocked out because they currently have 9 hp and a running total of 10 non-lethal damage. ((once non-lethal > total hp, they are knocked out))
Zevox

08-11-06, 06:52 PM
In 3.5 subdual damage has been re-named "non lethal" damage. If at any point your "non-lethal" damage is greater than your current hit points, you are knocked out.

Thus Vigor can help you stay awake, but when it wears off the non-lethal damage has a chance of knocking you out. I don't know of any way vigor(or any other temporary hit points) could be taken away first from non-lethal damage.((you don't actually "deduct damage" from non-lethal damage, it's just a running total))

EDIT:

On second thought that might be confusing so I'll post an example:

Player 1 has 10 natural hp and 15 hp granted through Vigor. They "Take" 10 non-lethal damage. Officially they have 25 hp and 10 non-lethal damage.(non-lethal damage builds up rather than deducts from total hp). Once vigor wears off(assuming no healing is used in the meantime) Player 1 is knocked out.
Hm, okay (actually, I was just using the name on the character sheet of the character this pertains to, I didn't know subdual was the 3.0 non-lethal damage). I know how that pertains to my situation then. Thanks.

Zevox
Book5

08-11-06, 10:20 PM
I got mega skipped - I mean Tan sure - but but somebody dropped.... "The Ba'al!!"

hehehe

anyway - sorry the absence, ideally things will be right back on track here shortly!
McJarvis

08-12-06, 12:20 AM
Mort Noir (http://boards1.wizards.com/showpost.php?p=9808983&postcount=892) is ready for inspection.
Caterane

08-12-06, 11:59 AM
...although be forewarned, I'm a harsh critic. That's clearly an understatement :P
MindWandererB

08-12-06, 01:44 PM
That's clearly an understatement :PNote that I said that before I read his options. I had no idea they'd be so... extreme, to use a euphemism.
Zelck

08-12-06, 02:02 PM
Mort Noir (http://boards1.wizards.com/showpost.php?p=9808983&postcount=892) is ready for inspection.
Just something I noticed: a strength penalty applies to a longbow's damage roll, so it should only do 1d6-1.

Also, you have 2 pigs, but say below [3 gp each = 9 gp].
McJarvis

08-12-06, 05:39 PM
Just something I noticed: a strength penalty applies to a longbow's damage roll, so it should only do 1d6-1.

Also, you have 2 pigs, but say below [3 gp each = 9 gp].

I was not aware of the first item(corrected) and the second was the natural result of me changing the number of goats/pigs I had about ten times...

:-) All fixed
McJarvis

08-12-06, 07:48 PM
Can common barn-yard animals be brought into the arena? If so, do they count as Allies with an ECL?

Plan: Be invisible and bring a mix of chickens, goats, and pigs into the arena. Thus, if any combatent is smart enough to bring an animal with the "Scent" ability, they can not effectively use it. Reasoning? Scent allows them to go towards the nearest critter that is giving off a scent, but not "track" a certain individual.(at least in combat)

So does it work in CoCo? Additionally there is the thought of the animals being a distraction for listening for movement...I'm not really planning on using them for combat in the slightest, so I don't think I would even need stats for them other than maybe an AC of 8 and hp of 1 each.
MindWandererB

08-12-06, 08:12 PM
Can common barn-yard animals be brought into the arena? If so, do they count as Allies with an ECL?

Plan: Be invisible and bring a mix of chickens, goats, and pigs into the arena. Thus, if any combatent is smart enough to bring an animal with the "Scent" ability, they can not effectively use it. Reasoning? Scent allows them to go towards the nearest critter that is giving off a scent, but not "track" a certain individual.(at least in combat)

So does it work in CoCo? Additionally there is the thought of the animals being a distraction for listening for movement...I'm not really planning on using them for combat in the slightest, so I don't think I would even need stats for them other than maybe an AC of 8 and hp of 1 each.I would personally think that anything with Scent could distinguish between a goat and a human. Yes, they would technically have CRs (not ECLs); the only creatures I know of with no attack capacity whatsoever are the common bat and toad, with a CR of 1/10 each.
Iced

08-12-06, 09:15 PM
How many credits for a vest of constitution +2 instead of the amulet?
Zevox

08-12-06, 09:32 PM
According to the 2nd post of the Black Market thread, items using different body slots cost 5o and also are 50% more expensive gp-wise (so a vest of health +2 would cost 6,000 gp rather than 4,000 gp for the amulet).

Zevox
Iced

08-12-06, 09:38 PM
How about a shirt of health? The body slot in the SRD says physical improvement and constitution is a physical improvement. It's in the text so i assume that by sticking to the affinities i can avoid the extra 50% cost increase.

Wondrous items that dont match the affinity for a particular body slot should cost 50% more than wondrous items that match the affinity.
Zevox

08-12-06, 09:59 PM
Looks like it to me, yep.

Zevox
McJarvis

08-12-06, 11:07 PM
I would personally think that anything with Scent could distinguish between a goat and a human. Yes, they would technically have CRs (not ECLs); the only creatures I know of with no attack capacity whatsoever are the common bat and toad, with a CR of 1/10 each.

While I have no doubts their ability to determine the difference, if the steed is not trained to specifically go after a certain race they shouldn't discriminate between humanoids and other animals.
hogarth

08-12-06, 11:18 PM
Can common barn-yard animals be brought into the arena? If so, do they count as Allies with an ECL?
Where would you get stats for pigs and chickens? I would tend to say "no" if there are no stats in the core books.
hogarth

08-13-06, 12:41 PM
Mort Noir (http://boards1.wizards.com/showpost.php?p=9808983&postcount=892) is ready for inspection.
You should double check your skills; it looks like they're still in progress.

-your Spot check should be +7, not +6
-your Open Lock should be +9, not +10 (and you need to buy thieves' tools to avoid a -2 penalty)
-your Move Silently should be +9, not +8, and it shouldn't say "4 ranks (6 rogue)"
-your Listen should say "4 ranks", not "5 ranks"
-your Gather Information should say "6 ranks" not "4 ranks"
-your Disguise is blank, it should be +6
-your Disable Device should be +6, not +7, and it should say "4 ranks", not "5 ranks" (and you need to buy thieves' tools to avoid a -2 penalty)
Pittbull

08-13-06, 01:07 PM
McJarvis, I couldn't find your name in this list:
http://boards1.wizards.com/showpost.php?p=8264198
Where are you getting the two credits from?

This question shouldn't be posted at the blackmarket, it is only for purchases to keep it as simply as possible.

To answer your question:

Just take a look into this post (http://boards1.wizards.com/showpost.php?p=5179881&postcount=5).

Here are the accounts for every active or inactive pitlord.
hogarth

08-13-06, 01:22 PM
This question shouldn't be posted at the blackmarket, it is only for purchases to keep it as simply as possible.

To answer your question:

Just take a look into this post (http://boards1.wizards.com/showpost.php?p=5179881&postcount=5).

Here are the accounts for every active or inactive pitlord.
Sorry for the mis-post. Wouldn't it make more sense to have all credit balances in one place?
Pittbull

08-13-06, 01:47 PM
Sorry for the mis-post. Wouldn't it make more sense to have all credit balances in one place?

The post I showed you is the official credit-referrence. The post of the Prisonlord is just a help for the GM.
McJarvis

08-13-06, 03:25 PM
You should double check your skills; it looks like they're still in progress.

-your Spot check should be +7, not +6
-your Open Lock should be +9, not +10 (and you need to buy thieves' tools to avoid a -2 penalty)
-your Move Silently should be +9, not +8, and it shouldn't say "4 ranks (6 rogue)"
-your Listen should say "4 ranks", not "5 ranks"
-your Gather Information should say "6 ranks" not "4 ranks"
-your Disguise is blank, it should be +6
-your Disable Device should be +6, not +7, and it should say "4 ranks", not "5 ranks" (and you need to buy thieves' tools to avoid a -2 penalty)

Thanks for pointing out that I had pasted a draft instead of the final copy into the post...oops. :-O. Though, to my discredit, I _did_ forget that you need theives tools...oops :-)

Thanks for thoroughly going over my char sheet. I know it takes time to proof-read properly.
ayyiniwindryder

08-13-06, 05:10 PM
Not sure if this is the right place, but - what happens when a character dies but his ally remains? Is the fight over or does the ally (a horse in this case), continue? I've looked everywhere and cannot find an answer, lol.

Manifesting from a powerstone says "...willing the powers manifestation, as if manifesting a power normally." This means you can do this on the defensive, correct?
Pittbull

08-13-06, 05:13 PM
If the character dies, the fight is over!
NiQil

08-13-06, 05:14 PM
Not sure if this is the right place, but - what happens when a character dies but his ally remains? Is the fight over or does the ally (a horse in this case), continue? I've looked everywhere and cannot find an answer, lol.

In this case, it would depend on the last Handle Animal command the horse was under. If the horse was responding to the Defend trick, then the horse will only attack if the master is threatened. If the horse was acting in response to an Attack command, then the horse will follow it's last command and will attack whatever it was commanded to attack until either what it is attacking is dead or the horse is dead, whichever comes first.
NiQil

08-13-06, 05:15 PM
If the character dies, the fight is over!

This is not always the case. See my response above. The PC dying does not automatically end a fight with allies included.
Stormwind

08-13-06, 05:16 PM
Not sure if this is the right place, but - what happens when a character dies but his ally remains? Is the fight over or does the ally (a horse in this case), continue? I've looked everywhere and cannot find an answer, lol.
If the character dies the fight is indeed over, however if the character is unconsious and dying, then the fight continues so if you have allies, it is possible to win the fight while dying (if your ally kills your opponent and you are at -9hp, then you win.)
Pittbull

08-13-06, 05:17 PM
This is not always the case. See my response above. The PC dying does not automatically end a fight with allies included.

No, if the PC is dead the fight is over! Regardless what commands have been made.

Edit: Ah, you talked about dying.

EDIT2: In hunter-fights, there is the rule of being defeated.

Definition 'defeated': target is dead, unconscious, or helpless with no chance to rejoin on its own. To receive rewards this state must still apply at the end of the fight. If your target gets anyhow revived again during the fight, you get your original target reassigned and no target rewards until it is defeated (again).
ayyiniwindryder

08-13-06, 05:22 PM
Ok - thanks. Any answers on question #2?
Pittbull

08-13-06, 05:25 PM
Manifesting from a powerstone says "...willing the powers manifestation, as if manifesting a power normally." This means you can do this on the defensive, correct?

Yes, you can manifest powers from a stone defensively.
Pittbull

08-13-06, 06:12 PM
Here is a crazy plan, but I'm not sure if it works:

My psionic warrior Morathor has ML3, the feat craft universal item and the power vigor (extra-question:does he need it on his powers-known-list or is a powerstone enough).

Now, he wants to craft a customized universal item:

Shirt of Continuous Augmented Vigor (+10HPs)

Marketvalue-calculation:

Powerlevel=1 x Manifesterlevel=2 x 2000gp = 4000gp

Would the creation of this item cost 2000gp and 160XP?
I think, the credit-costs are 15. Right?

And how does it work?

Do the temporal 10HPs fresh up every round? They won't stack, that's clear.

Please tell, what do you think.

If it's broken, no problem, but please tell me.
Erithmu

08-13-06, 06:20 PM
Personally: ... Broken ... Just ... no ...

And I think you would have to have it on your powers known list.
Zevox

08-13-06, 06:39 PM
Personal Response: Definitely agree with Erithmu - Broken with a capital "B".

Answer: I doubt Cat will allow it (seems to me like thats up there with a "Ring of (continuous) True Strike"), but you'd definitely have to know the power yourself to craft it. I recall someone with a Sorcerer who had the feat Craft Wondrous Item trading that feat in when he learned that rule.

As for how a "continuous temporary hp" item would work, no clue.

Zevox
Pittbull

08-13-06, 06:45 PM
Yes, I thought that too and won't try to craft such an item.

BTW, do we have a credit rule for customized dorjes?

Example:

Dorje of Body adjustment (psionic warrior-made-ML4):6000gp
Dorje of Body adjustment (psion-made with expanded knowledge feat- ML3):4500gp
Erithmu

08-13-06, 06:48 PM
the psion version would be ML 5 ... Body adjustment is a PW 2/Psion 3 power

EDIT
Oh I see what your saying.... Dunno ask Cat ... It would be a credit item if you did do the psion version.
Pittbull

08-13-06, 06:50 PM
Yes, therefor the trick with expanded knowledge to get the powerlevel down.
NiQil

08-13-06, 06:54 PM
So here's an unusual idea...

Say you have a psion (seer) who wants access to a power on the shaper discipline list, but doesn't want to burn a feat for expanded knowledge. Would he be able to multiclass from a psion (seer) x into a psion (seer) x/psion (shaper) y?
Zevox

08-13-06, 06:56 PM
So here's an unusual idea...

Say you have a psion (seer) who wants access to a power on the shaper discipline list, but doesn't want to burn a feat for expanded knowledge. Would he be able to multiclass from a psion (seer) x into a psion (seer) x/psion (shaper) y?
I'd have to say thats a big no. Psion is the class, the discipline selection is simply a feature of the class that lets each different Psion be called something different if they like.

Zevox
Pittbull

08-13-06, 06:59 PM
Sorry, I have no idea. But if it is allowed, you have to use seperate ML-levels for each discipline.

The psion might be the only class, where this is possible, so no multiclass cleric/cleric or echanter/deviner.

EDIT: Zevox' answer is very reasonable, I think.
Vathelokai

08-13-06, 07:08 PM
Shirt of Continuous Augmented Vigor (+10HPs)

Marketvalue-calculation:

Powerlevel=1 x Manifesterlevel=2 x 2000gp = 4000gp

Would the creation of this item cost 2000gp and 160XP?
I think, the credit-costs are 15. Right?

And how does it work?

Do the temporal 10HPs fresh up every round? They won't stack, that's clear.

Please tell, what do you think.

If it's broken, no problem, but please tell me.There is a note at the bottom of the 'custom items' chart. The vigor item costs double because it is a 1 min/lv power. Yes, 15 credits.

As for broken; haveing it refresh every round is about the same as damage reduction 10, so yes 4000gp for that item is a little low.

A more reasonable creation is making it command word activated; cheaper, and you have to spend an action to refresh it every time.
TheMagister

08-13-06, 07:18 PM
Here is a crazy plan, but I'm not sure if it works:

My psionic warrior Morathor has ML3, the feat craft universal item and the power vigor (extra-question:does he need it on his powers-known-list or is a powerstone enough).

Now, he wants to craft a customized universal item:

Shirt of Continuous Augmented Vigor (+10HPs)

Marketvalue-calculation:

Powerlevel=1 x Manifesterlevel=2 x 2000gp = 4000gp

Would the creation of this item cost 2000gp and 160XP?
I think, the credit-costs are 15. Right?

And how does it work?

Do the temporal 10HPs fresh up every round? They won't stack, that's clear.

Please tell, what do you think.

If it's broken, no problem, but please tell me.

There is already an ability of this sort in the XPH: heartening. Cyra's got it on her shield. IIRC, you can use up to 5 temporary hp a day as an immediate action.

You guys might want to base any price calculations and/or usage guidelines on this pre-existing item.

TM
hogarth

08-13-06, 07:22 PM
So here's an unusual idea...

Say you have a psion (seer) who wants access to a power on the shaper discipline list, but doesn't want to burn a feat for expanded knowledge. Would he be able to multiclass from a psion (seer) x into a psion (seer) x/psion (shaper) y?
I don't think so. There are rules for researching a new power not on your list:
http://www.d20srd.org/srd/psionic/psionicPowersOverview.htm#independentRes earch
but I don't know how that'd work in the Core Coliseum.
Zevox

08-13-06, 07:23 PM
There is already an ability of this sort in the XPH: heartening. Cyra's got it on her shield. IIRC, you can use up to 5 temporary hp a day as an immediate action.

You guys might want to base any price calculations and/or usage guidelines on this pre-existing item.

TM
Well, Cyra's not the only one using that ability (my Destra and Featylec have it at least, probably others), but it also does only 5 hp per day, not any time you use it. That vastly different from what Pittbull was asking about.

Zevox
Pittbull

08-13-06, 07:27 PM
There is already an ability of this sort in the XPH: heartening. Cyra's got it on her shield. IIRC, you can use up to 5 temporary hp a day as an immediate action.

You guys might want to base any price calculations and/or usage guidelines on this pre-existing item.

TM

Oh yes, this is interesting!

Heartening

This kind of shield grants the wearer up to 5 temporary hit points per day on command. These temporary hit points fade after 4 minutes. The wearer can activate this power as an immediate action at any time.

Faint psychometabolism; ML 4th; Craft Psionic Arms and Armor, vigor; Price +720 gp.

Base price is:

720gp---> (Powerlevel 1 X Manifesterlevel 4 X 1800)/5=1440gp :confused: Where is my mistake?

If I augment it to 3PPs (+15hps), is it treated like a second level power?

EDIT: So, if I craft an augmented (+15Hps) Shirt of Heartening, command-word activated[or perhaps immediate], unlimited use, duration (3min)

(Powerlevel 2 X Manifesterlevel 3 X 1800)=9000gp(Marketvalue) [costs 4500gp and 360XP]

is this OK?
Vathelokai

08-13-06, 07:35 PM
Base price is:

720gp---> (Powerlevel 1 X Manifesterlevel 4 X 1800)/5=1440gp :confused: Where is my mistake?

If I augment it to 3PPs (+15hps), is it treated like a second level power?

EDIT: So, if I craft an augmented (+15Hps) Shirt of Heartening, command-word activated, unlimited use, duration (3min)

(Powerlevel 2 X Manifesterlevel 3 X 1800)=9000gp(Marketvalue)

is this OK?
I think heartening price is also modified by charges per day, and uncustomary slot.

Yes, the augmented heartening shirt seems correct.
Zelck

08-13-06, 07:40 PM
We may want to just houserule that if an expended spell or power (i.e. True Strike, Vigor/False Life, Moment of Prescience, Produce Flame) is applied as a continuous or use-activated item, it basically means you can expend that 1/day (basically 1/3FC). So, a Ring of Continuous True Strike allows someone to apply +20 to his/her first attack roll every day or 3FC, a Ring of Continuous Vigor (5 hp) gives you 5 temporary HPs at the beginning of the day or 3FC that doesn't replenish until the next day or 3FC, and a Ring of Continuous Produce Flame (caster level 3) allows someone to shoot flames 3/day. Multiple items that provide the same benefit overlap. So, using two Rings of Continuous True Strike 1/day would simply apply True Strike twice to the first attack, which gives no added benefit over using just one ring.

Granted, this could become problematic with multiple uses (+20 to the first three attack rolls... *shudder*). Maybe a uses squared thing? Say, this formula:

Spell Level * Caster Level * 2000 * Duration Modifier * Uses^2

So, a Continuous True Strike 3/day would cost 63,000g.
hogarth

08-13-06, 07:41 PM
EDIT: So, if I craft an augmented (+15Hps) Shirt of Heartening, command-word activated[or perhaps immediate], unlimited use, duration (3min)

(Powerlevel 2 X Manifesterlevel 3 X 1800)=9000gp(Marketvalue) [costs 4500gp and 360XP]

is this OK?
Sounds O.K. to me (it's double the cost of a ML 3 wand of Vigor, but it's usable by anyone).
Pittbull

08-13-06, 07:42 PM
Whow! Thank you all!

Then I'll go for such a shirt:

Augmented Shirt of Heartening: +15 temp HPs for 3min, activated with an immediate action

Marketvalue: 9000gp, Costs to create: 4500gp and 360XP
hogarth

08-13-06, 07:47 PM
Whow! Thank you all!

Then I'll go for such a shirt:

Augmented Shirt of Heartening: +15 temp HPs for 3min, activated with an immediate action

Marketvalue: 9000gp, Costs to create: 4500gp and 360XP
Actually, I thought the command-word (std action) version would be that price. Wouldn't an immediate action be at least equivalent to a Quickened Vigor? (I don't know how they came up with the pricing for the Heartening ability.)
Pittbull

08-13-06, 07:58 PM
I don't know either, I posted it now in the blackmarket-thread and wait on Cat's decission.
Traevanon

08-14-06, 01:38 AM
Khabil Barukh (http://http://boards1.wizards.com/showpost.php?p=9601503&postcount=869)

Rebuilt and ready for this Wednesday, I think. If there are any errors please let me know.

Edit: Changed drasticly with the discovery of the Artifice Domain. Please have a look.
Usurpator

08-14-06, 03:22 AM
Personally, I think we should not use custom items at all. They have a large potential for imbalance. Also, they tend reinforce the more credits = more power preconception.

Most custom items I have seen are relatively powerful for their gp. cost (their creator's won't make them otherwise of course), while some are just slot changes or minor adaptations to fit a particular character (which sits better with me).

Except for the slot, the shirt of heartening looks pretty ok by the way, if it is allowed, we will see in practice how often it will save the day. Shirt slots don't have any good magic items, so using it for custom items is effectively getting an extra slot. Other than that, it looks good.
Stormwind

08-14-06, 04:39 AM
As discussed before in the Tavern, Morathor wants to craft an universal item inspired by a shield of heartening:

Augmented Shirt of Heartening (+15tempHPs, 3min duration, immediate action to activate[this needs to be judged], unlimited use)


(Powerlevel 2 X Manifesterlevel 3 X 1800)=9000gp(Marketvalue)
-----> Cost to create 4500gp and 15!
The combination of an immediate action and unlimited use here is going to break this item. If you can gain +15hp as an immediate action whenever you want (unlimited), then you are effectively gaining a DR15 that is also effective against magic, psionics and energy based attacks. This is obviously broken ... and for only 9000gp .... :(

I think that the following is reasonable and in line with what you seem to be looking for:
Augmented Shirt of Heartening (+15tempHPs, 3min duration, immediate action to activate, x/day)
Stormwind

08-14-06, 06:40 AM
Is is possible, by RAW, for an incorporeal creature to use ethereal items? The only examples we really have of anything even similar are items with the ghost touch property and they coexist on both the material and ethereal plains. This is suggestive of the fact that an incorporeal creature could use an ethereal item, but it is by no means definitive.

Alternatively are there such things as incorporeal items? (I am fairly sure that the answer to this one is no, since it would imply an object on the material plane without any physical substance, but I'd be glad of another opinion.)
Scribelords

08-14-06, 07:27 AM
Ladies and Gentlemen,

There is only one more week before we end the submission process for this months writing contest. There are 5 submissions so far; remember that the more stories submitted, the more credits the winner earns.

On Aug. 20 Caterane will set up the poll. Best of Luck!
hogarth

08-14-06, 10:57 AM
How much does a pair of boots weigh?

Can an animal wear a pair of boots?
TelinArtho

08-14-06, 12:20 PM
Regular boots are a part of the "outfit" weight - which in this case is counted as weightless. However, if you have a purpose on looking for them, you could take a look at the various boots magic items - because I'm sure a weight can be found there.

As to animals wearing boots - it probably depends. A horse probably could not wear regular boots, while an ape probably could. Whether it would be clumsy in said boots would be an entirely different subject though - and I'm not qualified to answer that...
Usurpator

08-14-06, 01:31 PM
Can an animal wear a pair of boots?

My guideline is: when in doubt, no.

But you can probably pay credits and get an item for the same slot that does work with animals. Thinking of things like anklets that take the place of boot slots myself. Same price, just credits too.
ayyiniwindryder

08-14-06, 02:38 PM
Where exactly is the rule about Tattoo cost located? Zevox pointed out that I had the price wrong (Inertial Armor and Force Screen) at 50gp - apparently they are 100gp. I've looked through the whole rules thread and cannot find anything about this.
DSugui

08-14-06, 02:41 PM
You can find them here (http://www.d20srd.org/srd/psionic/items/creatingPsionicItems.htm#creatingPsionic Tattoos)
hogarth

08-14-06, 02:45 PM
Now that Treetall Oakleg has finished his first 3-fight cycle, would anyone be willing to run a Miniquest for him to join The Living Tree guild (TLT)?
TelinArtho

08-14-06, 02:49 PM
Khabil Barukh (http://http://boards1.wizards.com/showpost.php?p=9601503&postcount=869)

Rebuilt and ready for this Wednesday, I think. If there are any errors please let me know.

Edit: Changed drasticly with the discovery of the Artifice Domain. Please have a look.

To my knowledge, yours is the first character who has listed his tools as being crafted. However, I don't know if that really is possible or within the lines of the skills you have chosen. The Craft(Blacksmithing) might apply for armorsmithing and weaponsmithing tools, but I would very much disagree that it would work for poison and alchemy. That being said, the precedent has been set that a craft skill cannot be used to both generate money and create items (hence why you can't use Craft(Armorsmithing) to generate income), so I'd say you should probably check that before just assuming it can be done.

Since the amount we're talking about is fairly substantial (610gp) I would definitely get it checked out, lest you find yourself in prison.
DSugui

08-14-06, 02:58 PM
Now that Treetall Oakleg has finished his first 3-fight cycle, would anyone be willing to run a Miniquest for him to join The Living Tree guild (TLT)?

I will gladly run your MQ. Just post an introduction in the guild's thread so I have some bakground to work with.

And just a note: MQ are also part of the 3WC, so you didn't have to wait it finish to apply for membership. :)
hogarth

08-14-06, 03:07 PM
And just a note: MQ are also part of the 3WC, so you didn't have to wait it finish to apply for membership. :)
I know, but Treetall spent his entire starting fortune on his Bag of Tricks and I wanted him to have a bigger arsenal than a handful of rocks to throw at a possible enemy. ;)
Traevanon

08-14-06, 10:17 PM
To my knowledge, yours is the first character who has listed his tools as being crafted. However, I don't know if that really is possible or within the lines of the skills you have chosen. The Craft(Blacksmithing) might apply for armorsmithing and weaponsmithing tools, but I would very much disagree that it would work for poison and alchemy. That being said, the precedent has been set that a craft skill cannot be used to both generate money and create items (hence why you can't use Craft(Armorsmithing) to generate income), so I'd say you should probably check that before just assuming it can be done.

Since the amount we're talking about is fairly substantial (610gp) I would definitely get it checked out, lest you find yourself in prison.

Thank you for looking at Khabil.

I am using Craft (Blacksmithing) to create income, just like Craft (Mason) it makes mundane items for sale.

As for tools I checked this out in the SRD and it says that tools are okay to craft at a DC20, though it doesnt actually specify which skills create which tools, I thought it reasonable to assume that each craft makes its own tools. Of course you cant use the tools before you actually have them, which is why most of my crafting skills wind up totalling 12 rather than the usual 10. So a ruling against making your own tools refunds me 2 skill points.

Someone has to make the Masterwork Tools everyone is buying. Why not me?

I didnt think about one thing though. I should have bought regular tools to make the Masterwork ones with... oops.

Creating Masterwork Items: You can make a masterwork itema weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship, not through being magical.

However, its fine with me if it doesnt work out. Essentially I'm trading half a dozen skill points that I dont really need to spend for 600gp or so. I'd just put them into things that are actually useful instead. ;)

By the way, I wanted Khabil to make his own Spell Component Pouch, but I was unsure of the type of craft involved and the DC, so I left that one out. However, the only items beyond Khabil's ability in any craft skill are Masterwork items. I cant hit an 18DC (with the take 10) in any craft skill if I buy masterwork tools which is enough to make even ornate or complicated items.
Zevox

08-14-06, 10:43 PM
@ Traevanon - Little problem on Khabil: he doesn't meet the prerequisite for the dodge feat. It requires a dexterity of 13+, and he only has 12.

Zevox
Traevanon

08-14-06, 11:01 PM
D'oh! He used to have a 14... thanks! :)

Edit: Changed to Run

Edit2: Actually, perhaps I could drop his Charisma to 6 to put his Dex to 14. I was worried about Ego Whip, but that's got a save, and I can restore the damage if it doesnt put me out immediately.

What do you think?
MindWandererB

08-15-06, 01:33 AM
D'oh! He used to have a 14... thanks! :)

Edit: Changed to Run

Edit2: Actually, perhaps I could drop his Charisma to 6 to put his Dex to 14. I was worried about Ego Whip, but that's got a save, and I can restore the damage if it doesnt put me out immediately.

What do you think?It's difficult to restore Cha damage; note that Lesser Restoration has a 3-round casting time. Also, if you get hit and fail your save, you're dazed, and undoubtedly won't survive a second hit. I've played around with the idea of Eagle's Splendor as a defensive measure, though; that might do it for you.
ayyiniwindryder

08-15-06, 01:56 AM
Question on 5' steps.

You can move 5 feet in any round when you dont perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You cant take more than one 5-foot step in a round, and you cant take a 5-foot step in the same round when you move any distance. ...

The fighter is arguing that standing from prone doens't count as "other kind of movement" for purposes of the quickstep. He reads it as you have to move a distance to disqualify. I read standing is a form of movement (whereas drawing a weapon, also a move action, is not). Which is it?
MindWandererB

08-15-06, 02:08 AM
@ayyini: Well, if you look at the list of move actions, "move" is one of them, and "stand" is another. Even though standing does involve a sort of movement, it isn't technically a move, any more than loading a crossbow is. This is an opinion, though; I can see both sides.

@Zelck: Saw this in Prison:
Bilk has a listed speed of 30, which is 20 (base) + 10 Speed of Thought. However, Speed of Thought's speed bonus is not affected by the Dwarven armor ability, so it should be reduced down to 5 thanks to his Full Plate.I don't think that's the way it works. A dwarf in medium armor and Speed of Thought would be 20 (dwarf in medium armor) + 10 (Feat), or 30. However, Bilk is in heavy armor! SoT doesn't work in heavy armor at all, so the issue is somewhat moot.
KerlanRayne

08-15-06, 05:35 AM
Yes, I thought that too and won't try to craft such an item.

BTW, do we have a credit rule for customized dorjes?

Example:

Dorje of Body adjustment (psionic warrior-made-ML4):6000gp
Dorje of Body adjustment (psion-made with expanded knowledge feat- ML3):4500gpA Psychic Warrior power can be bought at level 3. They may not learn the power until level 4, but the minimum manifester level is still 3 because it only takes 3 power points. If you look at the tables for power stones, you will see that there are all the same price whether for Psions or Psychic Warriors.

KerlanRayne
Traevanon

08-15-06, 07:57 AM
It's difficult to restore Cha damage; note that Lesser Restoration has a 3-round casting time. Also, if you get hit and fail your save, you're dazed, and undoubtedly won't survive a second hit. I've played around with the idea of Eagle's Splendor as a defensive measure, though; that might do it for you.

Oops. One of the players in the campaign I run should have died and become a shadow 13 levels ago...

Live and learn.
Macbrea

08-15-06, 10:12 AM
Hey everyone, back from Gencon. That was a blast.
hogarth

08-15-06, 10:23 AM
NOTE: This is just a hypothetical question; I'm sure it won't come up in practice.

In theory, are epic feats available to those who qualify for them? For instance, if a gladiator uses a miniquest to get a 26 HD Legendary Tiger ally and he pays the credits to rearrange its feats, can he select epic feats for it?
MindWandererB

08-15-06, 01:55 PM
NOTE: This is just a hypothetical question; I'm sure it won't come up in practice.

In theory, are epic feats available to those who qualify for them? For instance, if a gladiator uses a miniquest to get a 26 HD Legendary Tiger ally and he pays the credits to rearrange its feats, can he select epic feats for it?In theory, yes. In practice, good bloody luck. You would also have to follow all the relevant rules, both CoCo and epic, of course--and I'm not checking to see if the aforementioned tiger is a legal ally or is a legal candidate for epic feats.
TelinArtho

08-15-06, 04:36 PM
My new character, Zax Kar Nissex, is looking for a creepy questlord to get himself some creepy crawlies.

The nature of these allies will depend on some questions I've posted to Cat, but assuming I get an answer to those questions, I can provide specifics to anyone who is willing.

I'm looking for the miniquest to start either on the 16th or the following Wednesday.
MindWandererB

08-15-06, 04:52 PM
I'm in the process of planning a character for the future, a lycanthrope. One of the options I'm considering is a were-dire bat.

Now, the current errata says this:Any gear worn or carried by the creature that cant be
worn or carried in its new form instead falls to the
ground in its space. If the creature changes size, any
gear it wears or carries that can be worn or carried in its
new form changes size to match the new size.
(Nonhumanoid-shaped creatures cant wear armor
designed for humanoid-shaped creatures, and viceversa.)So it becomes relevant to define what sort of gear can be "worn or carried." In hybrid form, anything should be fine, but in full bat form, very little may be.

What I'm hoping is that there is some way of wearing a harness or belt of some sort that would allow "backpack" items to be retained. They wouldn't be usable as a bat--the bat couldn't even get them out of the bag--but preventing them from being dumped on the ground would be good. It would be nice to be able to change into a bat, fly somewhere, then change into a hybrid and be able to use items.

Thoughts?
Pittbull

08-15-06, 05:28 PM
I think any special backpack should be possible. There are saddles for dire-bats why shouldn't be there special backpacks?
Usurpator

08-15-06, 05:42 PM
I think any special backpack should be possible. There are saddles for dire-bats why shouldn't be there special backpacks?

I agree completely, only are their backpacks that survive the transition from a humanoid-like hybrid to a full Dire Bat, i.e. one size that fits both (unless I misunderstood the question MWB). I think that would be hard. I tried it with a belt on Tezca, who's hybrid and animal shape are much more alike than that of a Dire Bat, but it was ruled in a previous fight that I lost the belt when changing form.
MindWandererB

08-15-06, 06:01 PM
I would think that pretty much anything could wear a belt. I certainly wouldn't have prevented Tezca from doing so.

I'm inclined to look at Draconomicon for most of these cases, especially for a dire bat, since both dragons and dire bats have wings that would prevent using things like armor (although dragons, unlike bats, have handlike claws). Unfortunately, backpacks don't occupy a "slot," so there's no help there.

Remember that size is not an issue, only shape.
Zelck

08-15-06, 11:19 PM
@Zelck: Saw this in Prison:
I don't think that's the way it works. A dwarf in medium armor and Speed of Thought would be 20 (dwarf in medium armor) + 10 (Feat), or 30. However, Bilk is in heavy armor! SoT doesn't work in heavy armor at all, so the issue is somewhat moot.
Oops, just re-read the FAQ. I swear I saw something that said bonus movements aren't affected by the dwarf armor ability...
lonewolf

08-16-06, 07:35 AM
I need a questlord for The Chameleon to join the EHTC, either this week.

Any takers?
Sunwolf

08-16-06, 09:58 AM
Question on Frozen characters:

How does a frozen character complete a 3FC? Suppose the frozen char levels in the middle of his cycle after fight 1 or fight 2. How does that character complete his 3FC so he can pruchase equipment or replenish supplies?

Can they do a few operations or miniquests to finish their cycle?
Stormwind

08-16-06, 10:29 AM
Question on Frozen characters:

How does a frozen character complete a 3FC? Suppose the frozen char levels in the middle of his cycle after fight 1 or fight 2. How does that character complete his 3FC so he can pruchase equipment or replenish supplies?

Can they do a few operations or miniquests to finish their cycle?
Frozen characters are able to do guild activities while frozen, thus in the situation above a frozen character could simply go on two operations to finish their cycle.
(I'm not 100% sure about miniquests, but I would assume that frozen miniquests would work too.)
Zevox

08-16-06, 10:46 AM
Question on Frozen characters:

How does a frozen character complete a 3FC? Suppose the frozen char levels in the middle of his cycle after fight 1 or fight 2. How does that character complete his 3FC so he can pruchase equipment or replenish supplies?

Can they do a few operations or miniquests to finish their cycle?
*raised eyebrow* Are Frozen characters even put through a cycle? I was under the impression that they simply did the frozen operations/MQs/missions and went back to being frozen. No cycle to it.

Regardless though, you won't need to worry about replenishing supplies with a frozen character - no matter what they do, they get used items returned to them afterwards since they're not getting any reward for thier actions.

Zevox
TelinArtho

08-16-06, 10:47 AM
Okay - just got clarification from Cat. My character Zax is looking for a miniquest for a medium scorpion and a medium spider. EL of the miniquest would be 3 and it would be part of his 3FC.

I can either do it this week or next - up to the questlord.

My new character, Zax Kar Nissex, is looking for a creepy questlord to get himself some creepy crawlies.

The nature of these allies will depend on some questions I've posted to Cat, but assuming I get an answer to those questions, I can provide specifics to anyone who is willing.

I'm looking for the miniquest to start either on the 16th or the following Wednesday.
Abyssal Stalker

08-16-06, 10:52 AM
Okay - just got clarification from Cat. My character Zax is looking for a miniquest for a medium scorpion and a medium spider. EL of the miniquest would be 3 and it would be part of his 3FC.

I can either do it this week or next - up to the questlord.
I can take it! Send me some info about the character and if you have some special ideas for the quest.
DSugui

08-16-06, 10:59 AM
The following beasts come untrained. Trained versions cost more, depending on the beast. (...)

(...) Additionally, you can apply the Elite Ability Array to those creatures which doubles their marketprice (and increases the CR by 1). (...)

Hippogriff (Egg 2000 gp, Adult 3000 gp) [Advanced: +1000 gp/HD] [Elite: +2000 gp] [Custom: +1000/feat]

I am a little confused here. Exactly how much costs a fully trained Elite Array Hippogriff?
hogarth

08-16-06, 11:38 AM
Okay - just got clarification from Cat. My character Zax is looking for a miniquest for a medium scorpion and a medium spider. EL of the miniquest would be 3 and it would be part of his 3FC.
There's one thing I don't understand (well, at least one thing). A vermin ally doesn't seem very useful to me. They don't have an Int score of 1 or 2, so a gladiator can't use the Handle Animal skill on them. They can't learn any tricks, either. I guess they could attack someone who attacked them, but you can't even get them to follow you around the arena.

Am I missing a house rule on this issue? (Answer: almost certainly "yes".)
Zevox

08-16-06, 12:01 PM
I need a questlord for The Chameleon to join the EHTC, either this week.

Any takers?
King Uther offered to do it over in the Guild thread last week. (Here.)

Zevox
TelinArtho

08-16-06, 12:18 PM
There's one thing I don't understand (well, at least one thing). A vermin ally doesn't seem very useful to me. They don't have an Int score of 1 or 2, so a gladiator can't use the Handle Animal skill on them. They can't learn any tricks, either. I guess they could attack someone who attacked them, but you can't even get them to follow you around the arena.

Am I missing a house rule on this issue? (Answer: almost certainly "yes".)

When the vermin were first introduced as options, I asked the same question. I don't know why it isn't posted anywhere - but essentially they are allowed 3 tricks to learn (so they will never be efficient mounts...).

If you want, I can dredge up the ruling, but it might be better to just PM cat to get it updated in the skills or allies section.

[EDIT] Here's the conversation:


[Post 2001]
Author : TelinArtho
Date : 08-18-05 01:23 PM

How are we dealing with handled vermin (centipedes, spiders, scorpions, etc)?

According to the Handle Animal skill, in order to learn tricks the creature must have an intelligence of 1 (3 tricks) or 2 (6 tricks). Vermin have no intelligence - so what is the procedure for using them in the arena?

For instance, my new character (not yet posted) will miniquest to get some Tiny Centipedes, because his HA will be +9, and that's what he can get. However, how are they controlled during combat?

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

[Post 2002]
Author : Caterane
Date : 08-18-05 01:28 PM

Consider them animals with Int 1 for that purpose

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
MindWandererB

08-16-06, 04:49 PM
Yuck. That's one heck of a house rule. I'd personally say that you have to push them to do anything. Handle Animal specifically says it can only be used on creatures with an Int of 1 or 2, animals or not. Trying to teach a bug to do anything is futile--they really just don't learn.
TelinArtho

08-16-06, 05:54 PM
Yuck. That's one heck of a house rule. I'd personally say that you have to push them to do anything. Handle Animal specifically says it can only be used on creatures with an Int of 1 or 2, animals or not. Trying to teach a bug to do anything is futile--they really just don't learn.

Well, I agree that it is a house rule, but without it, I think that vermin allies would really need to be removed altogether. The need to have a Handle Animal modifier that's 5 higher than an equivalent animal is huge - especially if you want to train it yourself - since that would be a +15 modifier to hit the DC25 to train it to attack or defend. To remove the training bit, but force a character to use a full-round action to push a vermin ally would be enough to make them all but worthless. Its not like they see wide use - to my knowledge there's only been one character to use them before - and that's Vakkor - one of my characters.

I still toy around with the vermin when I get the chance - because as a DM I might have an "Insect-Lord" encounter - where the players would be opposed by someone "controlling" them. Being able to test them out here is an added benefit.

[EDIT] I also want to point out that although the rules here have DCs that are actually attainable for a character who devotes time, skills and feats into it, there are applications of the handle animal skill for training magical beasts, vermin and other creatures in the Epic SRD:


The character can handle creatures other than animals, and can teach or train in much less time than normally required.


Task
Time
DC

Rear magical beast 1 year
30 + HD of magical beast
Train magical beast 2 months
40 + HD of magical beast
Rear vermin 6 months
35 + HD of vermin
Train vermin 2 months
50 + HD of vermin
Rear other creature Varies
40 + HD of creature
Train other creature 2 months
60 + HD of creature



Reduce Teaching/Training to . . . DC Modifier

1 month
+25

1 day
+50

1 hour
+75

1 minute
+100


Reduce Teaching/Training: Normally, teaching or training a creature requires two months of time. A character can accelerate the process of teaching or training a creature, reducing the time required to the listed time, by adding the DC modifier to the base DC for teaching or training the creature. A character cant reduce the required time to less than 1 minute.

Obviously, having the DCs at that range make it impossible to use in the CoCo - but its not like it isn't in there.
MindWandererB

08-16-06, 06:13 PM
[EDIT] I also want to point out that although the rules here have DCs that are actually attainable for a character who devotes time, skills and feats into it, there are applications of the handle animal skill for training magical beasts, vermin and other creatures in the Epic SRD:
...
Obviously, having the DCs at that range make it impossible to use in the CoCo - but its not like it isn't in there.Which raises a good point: Vermin "animal handling" is in the SRD, and thus in Core. We're just lowering the DC by a colossal amount. Since there exists a rule, we should probably use that rule. Trying to stay as close to Core as possible, and all.

Of course, since this would remove an option, I'm sure Cat won't even consider this. Well, that's my opinion, anyway.
Book5

08-16-06, 09:32 PM
ok, so I just had this Idea over at the council, and I wanted to elaborate here.

A thread "like the council" that is about all the rules we don't allow here. First of all its a place to go and plead the case that a rule should be allowed, and a big honkin sign that lists off all the serious and well thought out reasons why rules should not be added.

But, it would be a place to play around with some of these serious cool ideas here. If you really really think that paragon levels would balance in... (and are willing to flippin type the whole dang thing up (allowed by the license btw) and put the time into playtesting) You could build core+paragon characters and run them against standard coco characters. The battles would not be tracked (purely experimental and no credits) and that would be a guage of the balance!

A sort kinda doomed thread that may be mostly junk - but could be neat - particulary in this rigourous of an enviroment... I would certainly find the time to participate in that (as my interests lean thusly) and since the fights wouldn't be tracked - I wouldn't have to turn them in on time ;)

Of course the conversation wouldn't have to stop at paragons.. laser guns.. darktounge.. etc.. all the way to the diamond throne for goodness sake!! A library of forbidden characters.. if you will..
Vathelokai

08-17-06, 04:20 AM
Which raises a good point: Vermin "animal handling" is in the SRD, and thus in Core. We're just lowering the DC by a colossal amount. Since there exists a rule, we should probably use that rule. Trying to stay as close to Core as possible, and all.

Of course, since this would remove an option, I'm sure Cat won't even consider this. Well, that's my opinion, anyway.
That rule was brought up when Cat made the rule. I don't remember if it was considered, but obviously it was ignored.
Vathelokai

08-17-06, 04:26 AM
Rules Question:

Saffron was put in jail for having a tattoo of mindlink. The mindlink power targets the self and someone else. SO, does the tattoo have to be crawling? If so, how does it target more than one creature, since a crawling tattoo disipates after touching a target? Are tattoos that target multiple creatures impossible to resolve?
hogarth

08-17-06, 09:22 AM
Another rules question:

Does a Fiendish Bat improved familiar grant a +3 to Listen checks? I would say "no" because it doesn't mention any bonuses for fiendish/celestial animals under the Improved Familiar feat.
Erithmu

08-17-06, 09:38 AM
Just a confirmation about some of the intercepts:

For intercepts at a guild house we use the guild house map, not the map that was assigned to the fight my the pairingsmaker. I ask this because most guild maps don't have a start zone, or coordinates, or anything that would make a pitlord's life easy to run the fight.

For intercepts not at a guild (messenger, etc) I assume that we use the map as rolled by the pairingsmaker.

Granted this will affect how we all write tactics, so I would be interested to know.
Abyssal Stalker

08-17-06, 10:28 AM
Another rules question:

Does a Fiendish Bat improved familiar grant a +3 to Listen checks? I would say "no" because it doesn't mention any bonuses for fiendish/celestial animals under the Improved Familiar feat.
This queston was brought by my character, and maybe I should bring in my opinion on the subject. My first argument if that it after all is a bat familiar, only equipped with the fiendish template.

A familiar also grants special abilities to its master (a sorcerer or wizard), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
This leaves quite alot on the reader. On the other hand the description of the improved familiar feat leaves much to the DM to decide. The rules don't say what cretures can be taken (I've been gathering a list of suitable creatures, I just haven't had time to finish it. I've checked the creatures, but I still need to suggest levels where they can be taken). The rules don't say what special abilities the improved familiar grants to the master. But the quote above says that familiars grant special abilities to the master.

My common sense says that a fendish bat should give the +3 bonus (It's a damn bat), but of course common sense doesn't always work with D&D...
hogarth

08-17-06, 10:32 AM
My common sense says that a fendish bat should give the +3 bonus (It's a damn bat), but of course common sense doesn't always work with D&D...
Indeed, I don't really have a problem with a +3 bonus (I don't think it's overpowered or anything like that), but I just don't see that it's supported by the rules for improved familiars.
Blazinghand

08-17-06, 02:04 PM
In reading The SRD (http://www.systemreferencedocuments.org/35/sovelior_sage/divineFeats.html), I noticed a section for "Divine" and "Unearthed Arcana" near the bottom of the SRD. So did, apparently, my competitor in the next fight. I had assumed that, as non-core materials, these sections would not be used (I tend to refer to the physical books, myself, as my internet connection is not very good). Are these sections allowed in CoCo?
TelinArtho

08-17-06, 02:08 PM
Divine is. UA is not, though that is in discussion.
MindWandererB

08-17-06, 02:10 PM
In reading The SRD (http://www.systemreferencedocuments.org/35/sovelior_sage/divineFeats.html), I noticed a section for "Divine" and "Unearthed Arcana" near the bottom of the SRD. So did, apparently, my competitor in the next fight. I had assumed that, as non-core materials, these sections would not be used (I tend to refer to the physical books, myself, as my internet connection is not very good). Are these sections allowed in CoCo?There's some common confusion about this, which is clarified in our rules. The Divine stuff is actually in the SRD, the official SRD created by WotC. That stuff is fair game for us. The Unearthed Arcana, however, while considered open content, is not in the SRD and thus not legal.
Important: The rules in this section are not part of the System Reference Document. These are variant rules from Unearthed Arcana by WotC and do not present a coherent whole.
McJarvis

08-17-06, 02:21 PM
The Unearthed Arcana, however, while considered open content, is not in the SRD and thus not legal.

Unrelated to CoCo- why is Unearthed Arcana material considered open content? Is it listed somewhere in the book//wizards website that it is so?
hogarth

08-17-06, 02:24 PM
Unrelated to CoCo- why is Unearthed Arcana material considered open content? Is it listed somewhere in the book//wizards website that it is so?
It states so in the preface to the book. Jans Carton, the proprietor of www.d20srd.org scanned it in via optical character recognition and then deleted (most of) the parts that were Product Identity/not Open Content. I think Sovelior/Sage got their version from him.
MindWandererB

08-17-06, 06:23 PM
@Dsugui: You suck. "Reborn" indeed. :pbbbtt:
DSugui

08-17-06, 06:41 PM
@Dsugui: You suck. "Reborn" indeed. :pbbbtt:

Why all this hostility? It's just a forming idea for now... Dronnar was my first character here in the CoCo, and I know I made lots and lots of mistakes with him.

I'll only activate the new Dronnar when the current one levels up. And, if you could be so kind and take a look at him, I'd appreciate any feedback.
MindWandererB

08-17-06, 07:03 PM
Sorry, that was meant to be tongue-in-cheek. Guess my smiley wasn't friendly enough. Actually, I'm quite pleased that one of my characters contributed to the background of another. It's not often that I see a build deliberately designed to kill me, which is both a good thing and a bad thing.

The weapons look a bit too cheap; remember that the entire cost of a Large weapon is doubled except for the masterwork component, so that's 1800 gp for a large deepcrystal greatsword and 5740 gp for a large adamantine greataxe. I have also been told (in Prison) that the Strength component of a composite bow is also doubled when Large, bringing it up to 1300 gp in your case. Your arrows, as well, need to be doubled: 2 gp/20 for normal, and 4gp/20 for cold iron.

Since you're affixing the armor spikes to very expensive armor, you may want to make them at least masterwork now. Unless we have a standing ruling that armor spikes can be removed and replaced, which I think would be silly.

Other than that, looks pretty good. Better ranged and anti-air defense, which was one of his biggest weaknesses before. Good luck with him.
DSugui

08-17-06, 07:18 PM
The weapons look a bit too cheap; remember that the entire cost of a Large weapon is doubled except for the masterwork component, so that's 1800 gp for a large deepcrystal greatsword and 5740 gp for a large adamantine greataxe. I have also been told (in Prison) that the Strength component of a composite bow is also doubled when Large, bringing it up to 1300 gp in your case. Your arrows, as well, need to be doubled: 2 gp/20 for normal, and 4gp/20 for cold iron.Indeed? I remember reading somewhere that only the base price is doubled - everything else is added normally. In the specific case of the bow, I remember I asked in the Ask an Elder thread and that value was the answer (and, besides, I see nowhere in the rules that say that).

And don't worry, I didn't reformed him just to kill Sunstroke. All half-giants are in the list (which includes The Harvester, for good or for evil...)
MindWandererB

08-17-06, 07:30 PM
Indeed? I remember reading somewhere that only the base price is doubled - everything else is added normally. In the specific case of the bow, I remember I asked in the Ask an Elder thread and that value was the answer (and, besides, I see nowhere in the rules that say that).Unfortunately, the rules are ambiguous. The FAQ spells out the procedure for special materials, so I'm confident about that one. And I would have agreed with you about the bow, except that Sunstroke has the same situation, and NiQil dinged him on it. I guess I get 300 bucks back next time I update--do you remember where in the Ask thread your answer appeared?
DSugui

08-17-06, 08:37 PM
My mistake, it wasn't in the Ask an Elder, it was in the Tavern V:

My Question and Pittbull's answer
TelinArtho

08-18-06, 10:47 AM
Would a lycanthrope who has access to Enlarge Person be able to keep his large size when he alters form? For instance, a were-leopard human uses a potion of Enlarge Person in human or hybrid form and then changes form to the animal form. Is this valid? Or would the lycanthrope have to use Expansion for this. The only thing I could reference would be the lycanthrope stays as a type "Humanoid" with the subtype "Shapechanger." But I think when the lycanthrope changes to animal form, it assumes a type of Animal - which is what I'm not sure about.
DSugui

08-18-06, 10:58 AM
A humanoid lycantrope is humanoid no matter his form. I think Enlarge Person would work on a lycantrope even if he is on animal or hybrid form.
MindWandererB

08-18-06, 02:18 PM
Correct. Alternate Form does not change your type. If your animal form is Medium, an Enlarge will stack with it just fine. It won't make a Large animal Huge, though (by CoCo house rules that alternate form/polymorph is considered a "size change").

However, the Rules of the Game says that effects that change your shape--like adding claws or some such--do not carry over if you use them and then change your shape in some other way. I would personally have to say that size alteration is a type of change in shape. Therefore, if you were humanoid, used Enlarge (or Reduce), then changed to your hybrid/animal form, your new form would not be affected. You'd have to change form first, then use Enlarge.

In other news: has everyone seen the notice about the new attempt to upgrade? It's going to be a Monday-Thursday thing, which will totally wreak havoc with our fight schedule--we'll have to copy the updated character sheets from the old boards, and post the fights on the new ones. Assuming they work--everyone remember to save everything locally!

Also: If the new boards go down, everyone please be sure to check back on these old ones for status updates. We lost a lot of time last time because many folks didn't think to check back here after the new ones went kaput (yes, Cat, that's a kaput with 1 "t").
Zevox

08-18-06, 03:10 PM
However, the Rules of the Game says that effects that change your shape--like adding claws or some such--do not carry over if you use them and then change your shape in some other way. I would personally have to say that size alteration is a type of change in shape. Therefore, if you were humanoid, used Enlarge (or Reduce), then changed to your hybrid/animal form, your new form would not be affected. You'd have to change form first, then use Enlarge.
...which means you won't be able to enlarge, unless you're drinking a potion in hybrid form, using a silent enlarge in hybrid form, or have eschew materials and are casting a silent stilled enlarge in animal form. Little fact about Lycanthropes and spellcasting:

Special Attacks: A lycanthrope retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below.

A lycanthropes hybrid form does not gain any special attacks of the base animal. A lycanthrope spellcaster cannot cast spells with verbal, somatic, or material components while in animal form, or spells with verbal components while in hybrid form.
And on a related note, since I have a Druid whos going to become a Lycanthrope (albeit in the far future), might I ask what everyone thinks of the possibility of a Lycanthrope with the "Natural Spell" feat being allowed to cast in hybrid/animal form? It allows Druids who are wild shaped to substitue various sounds for verbal components, various movements for somatic ones, and to use components melded with thier form; might it allow a Lycanthrope to do similarly?

Zevox
MindWandererB

08-18-06, 03:21 PM
...which means you won't be able to enlarge, unless you're drinking a potion in hybrid form, using a silent enlarge in hybrid form, or have eschew materials and are casting a silent stilled enlarge in animal form. Little fact about Lycanthropes and spellcasting:I didn't say it would be easy. Merely possible. I deliberately left the issue of drinking potions and whatnot in animal form out of it.

Of course, I'm also contemplating a wereape myself at some time in the fairly distant future (much more likely if the werebat doesn't pan out--still waiting on a ruling on that one), which would circumvent a lot of the issues involved in being nonhumanoid.
And on a related note, since I have a Druid whos going to become a Lycanthrope (albeit in the far future), might I ask what everyone thinks of the possibility of a Lycanthrope with the "Natural Spell" feat being allowed to cast in hybrid/animal form? It allows Druids who are wild shaped to substitue various sounds for verbal components, various movements for somatic ones, and to use components melded with thier form; might it allow a Lycanthrope to do similarly?A reasonable house rule, but unfortunately Natural Spell specifically says "wild shape." Not Polymorph, even, despite the fact that Wild Shape was based on Polymorph when that feat was written. So, no.
TelinArtho

08-18-06, 03:23 PM
Actually, I think I am fine with the not increasing the damage part of things. The character I'm creating already does a hefty amount of damage on his own. The enlarge is to a) help his reach a little and b) to make him less vulnerable to grappling (he'd "only" have a +11 to grapple in hybrid/animal form at ECL7...). I'm actually not even sold on him needing the enlarge...

As to the note from Zevox - yeah - I already knew about the problems with spellcasting. However, I am generally opposed to using psionics in order to make non-standard characters work - so I try to make them work within the regular arcane/divine magic realms. A psionic warrior would surely be able to handle himself - but I'd rather work with other things.

I'm not sure about Natural spell myself, but since it isn't specifically included, I would probably say no. Not to say I wouldn't like it to be an option though...
waywreth

08-18-06, 03:42 PM
Guild Operations questions:

If your character is involved in a guild operation, does that count as an activation? If it's a mini-quest does that count as 2?

Does the answer to either of those questions change if the character is frozen?
Zelck

08-18-06, 07:14 PM
What are the rules for standing up from a sitting/kneeling position?
Caterane

08-19-06, 04:48 AM
Another boards upgrade running right through our pairings. Unfortunately, that's during a bad time for me because I am on a marriage this whole weekend, and from thursday on on holiday for 9 days. I might be able to get internet access once in a while, probably even be able to do pairings on the 30th but I can't save the fights and update the forum properly to save pairings of 23rd and monday/tuesday/wednesday fights. If a mistake comes up in a fight or WotC needs longer than expected with their upgrade, I won't be able to fix it.

So we'll probably make this week's pairings a 2-week pairings. Next pairings are therefore on August 30.
orsono

08-19-06, 08:06 AM
now that my 3wc ended. I have a couple of questions.

can I sell the armor that I have and buy an upgraded Armor? like dragon breatplate. if so how much can I sell my studded 1/2 price?

can I buy expendables and do all this before my next cycle starts? or does it takes a full week action

can druids cast spells if they are carring a shied and a club while riding a horse?
Traevanon

08-19-06, 08:46 AM
1) You can sell your items at 1/2 price. Just make sure to record it in the accounting section of your sheet.
2) You can buy new items between cycles and have them for the next cycle. Once again, just do your accounting.
3) I'm not 100% clear on the details of this one so dont quote me. At least if I provide misinformation someone is garanteed to come correct me and you'll get the right answer. :) Druids on a horse, weilding a shield and club will only have one hand free for somatic components if the shield is a light shield or buckler. Although it doesnt use up a hand to hold the reins or whatever, you still need to watch that. Also casting on a horse moving quickly may require a ride or concentration check. See those skills for details, as well as the "Combat while mounted" section of the PHB.
DSugui

08-19-06, 10:13 AM
You must have at least one hand free to cast spells with somatic components. You have to pass on a Ride check DC 5 to guide your horse with your knees so you have your hands free.

Holding a shield (light or heavy) and a club you don't have a free hand, so you woldn't be able to cast spells with a somatic component. If you hold a club and have a buckler straped on your arm, you can cast if: a) You pass o the ride check to guide your horse with your knees or b) don't guide your horse at all.
Zevox

08-19-06, 12:41 PM
can druids cast spells if they are carring a shied and a club while riding a horse?
It depends on the shield. If its a heavy or tower shield, you can't use the hand wearing it for anything else due to its size and weight, so you won't be able to cast spells with somatic components if your other hand is full. With a light shield or buckler you can still use your hand for other things, so you could cast spells normally, but you'd need to stow your club if you wanted to cast them from scrolls (since you need to both hold those and have a hand for somatic components).

Also, riding has its own problems with casting. If your mount is double moving you have to pass a concentration check to cast, DC 10+spell level. If your mount is running, its DC 15+spell level. And as DSugui said you have to be able to pass a DC 5 ride check to have both of your hands free while riding (which isn't hard, since a +4 ride check does it automatically, but its something to be aware of).

Zevox
UserNamer

08-19-06, 02:35 PM
how does the afllicted lycanthrope work? i dont get it, the part where he changes form and stuff, could someone give me an explenation about this?
Zevox

08-19-06, 04:01 PM
how does the afllicted lycanthrope work? i dont get it, the part where he changes form and stuff, could someone give me an explenation about this?
Its simple, really. Afflicted Lycanthropes can make Control Shape checks as a standard action to change form (Control Shape being a wisdom-based skill they get access to as class skill no matter what class they are once they become aware of thier condition as Afflicted Lycanthropes). The DC depends on the form they want to assume, and whether its the full moon or not - DC 15 to assume hybrid form at all times, DC 15 to assume animal form when its a full moon, DC 20 for animal form when not a full moon, DC 20 to assume human form when not a full moon, and DC 25 to assume human form when its a full moon.

They also may undergo involuntary changes into animal form when the full moon comes around or they are damaged in combat (IIRC damage over 1/4 of thier hp triggers the shift), but they can prevent that with a DC 25 control shape check.

Zevox
Vathelokai

08-19-06, 04:15 PM
Guild Operations questions:

If your character is involved in a guild operation, does that count as an activation? If it's a mini-quest does that count as 2?

Does the answer to either of those questions change if the character is frozen?
An active character is an active character, so if you have more than two running for any reason, that costs credits.

As for guild MQs, they never cost anything (credit wise), so they shouldn't count as an extra activation (unless there are a ton of them and Cat changes the rule).

I don't think the answer changes for frozen characters. I can't see why it would, since the activation and credit rules are designed to keep the character/pitlord population relatively balanced.
Vathelokai

08-19-06, 04:21 PM
What are the rules for standing up from a sitting/kneeling position?
That's a strange one. The only reference that I can find to sitting/kneeling is in the combat modifiers part of the srd, on a chart. There seems to be no definition of it anywhere. I would guess that standing is a move equivelent action that provokes, just like standing from prone.
Scribelords

08-19-06, 04:24 PM
Hello Core-ites,

Today is the last day for submissions to the august writing contest. Tomorrow the poll will be set up. This is your final warning... :)
NiQil

08-19-06, 04:26 PM
Hello Core-ites,

Today is the last day for submissions to the august writing contest. Tomorrow the poll will be set up. This is your final warning... :)

Wouldn't we be known as Gladosians or Othalans or something a little more catchy than Core-ites? LOL
NiQil

08-19-06, 06:13 PM
Does levels in ranger or paladin that occur prior to either class gaining spells (levels 1-3) count as being a spellcaster for purposes of being able to make alchemical items with Craft (Alchemy)? Or would you need to have those classes all the way to at least their 4th level (when they actually start gaining spells) to use that skill? I can see arguments for both sides, so would like some opinions.
Vathelokai

08-20-06, 02:29 AM
Wow, I so own the ask an elder thread.
Vathelokai

08-20-06, 02:36 AM
Does levels in ranger or paladin that occur prior to either class gaining spells (levels 1-3) count as being a spellcaster for purposes of being able to make alchemical items with Craft (Alchemy)? Or would you need to have those classes all the way to at least their 4th level (when they actually start gaining spells) to use that skill? I can see arguments for both sides, so would like some opinions.* * *
To make an item using Craft (alchemy), you must have alchemical equipment and be a spellcaster.Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells...Spellcaster: A character capable of casting spells.So based on all that, I'd say no.
Vathelokai

08-20-06, 02:38 AM
... or something a little more catchy than Core-ites? LOLHey, I got the LOL I was looking for. :D
NiQil

08-20-06, 02:55 AM
Wow, I so own the ask an elder thread.

Campaigning for a promotion? I'd vote for ya LOL
Vathelokai

08-20-06, 03:12 AM
Campaigning for a promotion? I'd vote for ya LOL
I've considered it, but I'm so backed up with what I do already, I don't think I would be good at it. Thanks for the vote anyway :D
Abyssal Stalker

08-20-06, 04:15 AM
It depends on the shield. If its a heavy or tower shield, you can't use the hand wearing it for anything else due to its size and weight, so you won't be able to cast spells with somatic components if your other hand is full. With a light shield or buckler you can still use your hand for other things, so you could cast spells normally, but you'd need to stow your club if you wanted to cast them from scrolls (since you need to both hold those and have a hand for somatic components).
I recall reading somewhere that you can't use a hand equipped with a light shield to cast somatic components. I think it was a rules of the game -article. I don't have the time right now to dig it up, but I'll have to see into it later. Unless of course someone else is faster than me...

EDIT: Here it is:

Your hand is free when you aren't carrying a weapon, a piece of equipment, or (usually) a shield. You can strap a buckler to your arm and use your hand to wield a weapon (albeit at a penalty), so there's no reason you couldn't use your buckler hand for a somatic component. The buckler might interfere a little bit, but that's what the arcane spell failure chance for the buckler is for. You also can strap a light shield to your forearm and still carry items in that hand, but you can't use the hand for anything else (such as wielding a weapon), so there's no good reason you should be able to use that hand to complete a somatic component. Since manipulating a material component (including a focus) is part of casting the spell, it's best to consider the hand that holds the material component or focus as "free" for purposes of completing a somatic component.
Vathelokai

08-20-06, 04:33 AM
I think the mitral/darkwood buckler is really the way to go if you want your caster to have a shield.
Zevox

08-20-06, 08:25 AM
I think the mitral/darkwood buckler is really the way to go if you want your caster to have a shield.
Darkwood Buckler? Bucklers are metal shields according to the SRD. Can't make a metal shield out of Darkwood.

Zevox
Erithmu

08-20-06, 09:19 AM
Darkwood Buckler? Bucklers are metal shields according to the SRD. Can't make a metal shield out of Darkwood.

Zevox

Thats why they made a specific item that is a darkwood buckler ... now for the low price of 205gp
TheMagister

08-20-06, 02:03 PM
Question:

I have a hankerin' to play a half-elf bard-or-something (I haven't ironed all that out, yet) that leads a company of small CR somethings that can wield longspears.

Looking through the Rules thread, I can see that Diplomacy allies can only have an intelligence of 3-6. That's fine. A company of wood elf warriors (+2 str, -2 int) with slightly rearranged ability scores (swap charisma and intelligence) would qualify.

The speed bump I'm running into is in this statement in the Rules thread:
"Diplomacy allies may only advanced by racial HD, never by class levels."

This would seem to imply that any Diplomacy ally must be of a type that does not have the "Advancement: by character class" tag in its statistics block.

However, in the list of legal diplomacy allies, an Ogre fits in there nicely at +12 Base CD [CR 3].

So I have a conundrum. If Cleric X can have an Ogre-buddy, what's stopping me from having two or three wood elf warrior buddies? The warrior class (which is an NPC class, I might add)? Would an Ogre barbarian 1 be ineligible for a diplomacy ally because of his character class?

Thanks for any help, ya'll.

Edit: What about wood elf commoners?

TM
Vathelokai

08-20-06, 03:14 PM
All I can think of is the statement in 'advancing monsters' that says most creatures that advance by character class have the elite array, so the ogre barbarian would have to be a custom ally.

There are a number of PC races I think should be in the diplomacy allies section, but I think that they were left out so as to not completely make the leadership feat worthless.
Zevox

08-20-06, 03:31 PM
@ TM - Anything not on the list of diplomacy allies isn't available as a diplomacy ally. I think the intent behind that was to make a select group of non-animal monsters available as allies, not make anything with int 3-6 an available ally. Hence the "may only advance by racial HD" note (which invalidates the use of any levels, not just PC class levels - so yes, an Ogre diplomacy ally could not take a barbarian level).

If you want a group of Elf warriors for allies, that would be what the Leadership feat is for - just use your followers instead of your cohort.

@ Erithmu - Ah, that explains it. Sorry, I never noticed that before. :embarrass

Zevox
NiQil

08-20-06, 09:43 PM
I need to see if I can get one or more people to run some mini-quests for me. I have three new characters who all need to go on miniquests, and I would like to do them on the Aug 30th pairings date.

Reechani needs to miniquest to become an assassin.
Sentrosi needs to miniquest to become a red dragon disciple.
Vasi needs to miniquest to become a pyrokineticist.

If one or more persons could help me out with these, it would be appreciated.
Zevox

08-20-06, 10:10 PM
Sentrosi needs to miniquest to become a red dragon disciple.
Err, okay, out of curiousity, why the quest for that one? Dragon Disciple doesn't have any prerequisites you'd need to quest for. I don't think I've ever seen you do a quest for solely RP reasons, so that seems out of place to me.

Zevox
NiQil

08-20-06, 10:18 PM
Err, okay, out of curiousity, why the quest for that one? Dragon Disciple doesn't have any prerequisites you'd need to quest for. I don't think I've ever seen you do a quest for solely RP reasons, so that seems out of place to me.

Zevox

Yer right...this will be the first. I figured since the other two need to, I might as well do one for this one. Also, since my daughter starts school that week, it will be easier for me to do miniquests than worry about arena fights at the time.

But hey...thanks for pointing out my role playing deficiencies....appreciate it. :D :P
Zevox

08-20-06, 10:29 PM
Yer right...this will be the first. I figured since the other two need to, I might as well do one for this one. Also, since my daughter starts school that week, it will be easier for me to do miniquests than worry about arena fights at the time.

But hey...thanks for pointing out my role playing deficiencies....appreciate it. :D :P
Now now, I didn't mean it like that; I was just commenting that I didn't think you were doing it for RP reasons because of that. Mostly I was making sure you weren't accidentally thinking you needed to MQ to do the Dragon Disciple requirement of picking the Dragon type - that is listed as a "special" requirement, so you never know if somebody may make that mistake (I didn't think you would, but I have seen stranger things happen).

Zevox
NiQil

08-20-06, 11:03 PM
Now now, I didn't mean it like that; I was just commenting that I didn't think you were doing it for RP reasons because of that. Mostly I was making sure you weren't accidentally thinking you needed to MQ to do the Dragon Disciple requirement of picking the Dragon type - that is listed as a "special" requirement, so you never know if somebody may make that mistake (I didn't think you would, but I have seen stranger things happen).

Zevox


Uh-huh....suuuuuuuurrrrrreeee....I see how it is....always pickin' on the fat kid. :P LOL
Vathelokai

08-21-06, 12:19 AM
Anyone know how NPC classes effect ECL? Is is just like any other class?
MindWandererB

08-21-06, 12:29 AM
Anyone know how NPC classes effect ECL? Is is just like any other class?Unfortunately, yes. ECL = HD + LA.
Vathelokai

08-21-06, 12:36 AM
Unfortunately, yes. ECL = HD + LA.
Must have been thinking of CR. Oh well, my mercs will just have normal levels.
hogarth

08-21-06, 08:49 AM
Two unrelated questions:

1) I seem to recall reading a ruling that Spell Focus either did or didn't work with psionic powers. Unfortunately, I don't remember where I saw it, or which way the ruling went! Has anyone seen what I'm referring to, or am I misremembering?

2) If I have a custom skill-boosting (e.g. an item of Use Magic Device +1) and I wish to increase the bonus, do I need to pay more credits in order to upgrade it (e.g. to an item of Use Magic Device +3)? If so, how many?
Caterane

08-21-06, 09:19 AM
The Poll for this month's writing contest is up (http://boards1.wizards.com/showthread.php?t=679888)! Please vote for your favorite story!
SauroGrenom

08-23-06, 11:55 PM
I'll be honored to be the first to post on the new boards!

How does everything look?
Zevox

08-24-06, 12:01 AM
Sorry Sauro, but MWB and I beat you to that. Check the battles thread and writing contest thread ;) .

Zevox
SauroGrenom

08-24-06, 12:05 AM
Aww Nuts!
MindWandererB

08-24-06, 12:07 AM
Yup. I've been in the habit of checking this site every couple of days to see if it was up yet. It was functional yesterday, and was officially open for experimentation about 11 hours ago.

Of course, until the DNS entries are changed, and the server's workload is really put to the test, this whole thing could easily go down again. So don't post anything you wouldn't want to lose.
Erithmu

08-24-06, 01:04 AM
The problem that was lurking with the battles thread is back, It is slightly better as I can actually get 20 posts per page, but it goes white screen at 30.
MindWandererB

08-24-06, 02:32 AM
The problem that was lurking with the battles thread is back, It is slightly better as I can actually get 20 posts per page, but it goes white screen at 30.
Works fine for me at 30.
Zevox

08-24-06, 02:37 AM
Works fine for me at 30.
Ditto for me.

Zevox
McJarvis

08-24-06, 11:52 AM
So I understand why the continous true-strike item wouldn't be allowed, but what about this:

Crosshairs of the Northern Gate
--
This neckless appears to be the shape of an X. When you focus on it you feel much more focused than you normally do.

Allowed: You may use True Strike an unlimited number of times per day, as the spell.

Calculation: Command word activated.

1 x 1 x 1,800= 1,800.

------

I'm sure a wand of true strike would be about as useful...
Zelck

08-24-06, 01:54 PM
IMO, that doesn't seem too bad. You basically take 2 turns and possibly provoke 1 AoO to make one attack that has a 95% chance of hitting. Sounds fair to me...
hogarth

08-24-06, 02:00 PM
IMO, that doesn't seem too bad. You basically take 2 turns and possibly provoke 1 AoO to make one attack that has a 95% chance of hitting. Sounds fair to me...
Activating a wondrous item doesn't provoke an AoO.
McJarvis

08-24-06, 02:54 PM
Congrats to everyone on being in the new forum :D

Or something like that. Does this mean it worked?
Zevox

08-24-06, 02:56 PM
Well, the url has been successfully changed (so boards1 is now the new boards and only boardsold are the old ones), so I guess this one must be going fairly smoothly. With luck it'll stay that way, but thier note does say they're still watching for bugs, so it may not be permanent just yet.

Zevox
Pittbull

08-24-06, 04:15 PM
My shortcut ("boards1.wizards.com/....") directs me to the old boards. I still have to type "community".
Vathelokai

08-24-06, 04:15 PM
I'll be cuting and pasting my quests back together tonight some time. Just a heads up for my questers.

link to old forum. (http://boardsold.wizards.com/forumdisplay.php?f=483)
McJarvis

08-24-06, 04:22 PM
My shortcut ("boards1.wizards.com/....") directs me to the old boards. I still have ot type "community".

A few minutes ago it(boards1.wizards...) seemed to hiccup back to the old boards for a second, then switched back to these boards. They must be trouble-shooting glitches or something...
McJarvis

08-24-06, 04:31 PM
IMO, that doesn't seem too bad. You basically take 2 turns and possibly provoke 1 AoO to make one attack that has a 95% chance of hitting. Sounds fair to me...

It also negates conceilment, which is of particular use to my character Mort.
Zevox

08-24-06, 04:37 PM
It also negates conceilment, which is of particular use to my character Mort.
Correction - it bypasses concealment, it doesn't negate it. If you're thinking of using it to get sneak attacks through concealment, that doesn't work (trust me, we've had this discussion a couple of times before around here).

Zevox
McJarvis

08-24-06, 04:40 PM
Correction - it bypasses concealment, it doesn't negate it. If you're thinking of using it to get sneak attacks through concealment, that doesn't work (trust me, we've had this discussion a couple of times before around here).

Zevox

Oh...didn't know that. Mort would still be interested in buying it, all the same.((and bypassing conceilment is still useful to mort to a limited extent since most of his attacks are against opponents in darkness))

EDIT- If activating this item would cost Mort a -20 penalty to hide checks for a round, however, he would _not_ be interested in it.
SauroGrenom

08-24-06, 04:54 PM
Works fine for me at 30.
I've been using it at 50.

Works fine
hogarth

08-24-06, 04:56 PM
EDIT- If activating this item would cost Mort a -20 penalty to hide checks for a round, however, he would _not_ be interested in it.
Why would it? Casting a spell on yourself is not attacking, running or charging (as far as I know).

It would allow a reactive Listen check, though.
Zevox

08-24-06, 05:00 PM
Oh...didn't know that. Mort would still be interested in buying it, all the same.((and bypassing conceilment is still useful to mort to a limited extent since most of his attacks are against opponents in darkness))

EDIT- If activating this item would cost Mort a -20 penalty to hide checks for a round, however, he would _not_ be interested in it.
As far as I know, he'd be AOK for that. No reason it'd force a hide penalty when its not an attack spell.

Zevox
McJarvis

08-24-06, 05:02 PM
Why would it?

Better to ask now then be out some credits later? :-)
TheMagister

08-24-06, 06:54 PM
Better to ask now then be out some credits later? :-)

Consider adding the "seeking" enchantment to a bow or some arrows as an alternative to spending credits.

Just a reminder. =)

TM
MindWandererB

08-24-06, 07:01 PM
I don't know if this feature was in the old boards or not, since it's intended for Magic players, but there has to be a use for it here:
Longsword +2 melee, 1d8, Crit 19-20/x2
[+2 BAB, +0 Size, +0 Enh]
Longbow +5 ranged, 1d8, Crit 20/x3
[+2 BAB, +3 Dex, +0 Size, +0 Enh]
Ranged Touch Attack +5 melee, Crit 20/x2
[+2 BAB, +3 Dex, +0 Size, +0 Enh]

This seems like it would be perfect for blocking out individual rules or sections of a character sheet. It's pretty, anyway. Although I don't know why that first line is indented.
McJarvis

08-24-06, 08:25 PM
Consider adding the "seeking" enchantment to a bow or some arrows as an alternative to spending credits.

Just a reminder. =)

TM

It's also a matter of 8K gp to buy....160 gp per arrow? I'd rather have the neckless of true strike....
DSugui

08-24-06, 10:37 PM
Consider adding the "seeking" enchantment to a bow or some arrows as an alternative to spending credits.What arises a interesting question: since the seeking ability clearly states that it negates "any miss chances that would otherwise apply, such as from concealment", is a rogue able to sneak attack someone with concealment if using a seeking bow?
TheMagister

08-24-06, 11:09 PM
What arises a interesting question: since the seeking ability clearly states that it negates "any miss chances that would otherwise apply, such as from concealment", is a rogue able to sneak attack someone with concealment if using a seeking bow?

Naw. True strike uses almost the same language and it doesn't allow sneak attacks. All it does is ignore the miss chance, it doesn't allow the character to target vital spots. Only true seeing or touchsight can do that for a character, and only faerie fire can negate it when cast on the target.

TM
NiQil

08-24-06, 11:29 PM
I'm still looking for one or more persons to run miniquests for the following characters....would like to have them all going on August 30th.


The Chimes of Doom
Reechani - to become an assassin
Sentrosi - to become a dragon disciple (purely rp)
Vasi - to become a pyrokineticist


If anyone can help me out with these, I would appreciate it. I'd prefer to not have to have them assigned randomly if I can help it.


Edit: Also, the new FAQ is up....not really much that pertains to us...mostly Eberron stuff...couple of polymorph questions is about it.
Stormwind

08-25-06, 02:18 AM
I'm still looking for one or more persons to run miniquests for the following characters....would like to have them all going on August 30th.


The Chimes of Doom
Reechani - to become an assassin
Sentrosi - to become a dragon disciple (purely rp)
Vasi - to become a pyrokineticist


If anyone can help me out with these, I would appreciate it. I'd prefer to not have to have them assigned randomly if I can help it.


Edit: Also, the new FAQ is up....not really much that pertains to us...mostly Eberron stuff...couple of polymorph questions is about it.
I can take one. I'll take Vasi's pyro MQ. PM me any RP details or thoughts that you would like included and I'll see what I can do.

Storm

Edit: Just to note, Vasi doesn't fufil the requirements for a Pyro. He needs:
Alignment: Any chaotic.
Skills: Concentration 8 ranks, Craft (alchemy) 1 rank, Knowledge (psionics) 2 ranks
Psionics: Must have a power point reserve of at least 1 power point.
Special: Must have set fire to a structure of any size just to watch it burn.

Currently he does not fulfil the requirements in red above, particulary the Skill requirements. He still needs 8 ranks in concentration and 1 rank in craft(alchemy). This means that he cannot become a Pyro before level 6 although I guess he can do the quest for the special requirement before that point.
McJarvis

08-25-06, 08:34 AM
Naw. True strike uses almost the same language and it doesn't allow sneak attacks. All it does is ignore the miss chance, it doesn't allow the character to target vital spots. Only true seeing or touchsight can do that for a character, and only faerie fire can negate it when cast on the target.

TM

If it said you could ignore conceilment or that conceilment was negated it would be different- but sneak attack not working really doesn't have anything to do with the miss chance. It just has to do with whether the creature has conceilment.
McJarvis

08-25-06, 09:47 AM
I wasn't sure how to "properly" reference a change to my character sheet (http://boards1.wizards.com/showpost.php?p=9808983), so I just superscripted the words "Character Change" next to the change and then provided a link to the post that authorized the change at the bottom of the character sheet in a sblock labeled "Character Change Approval Links"

Hope this is ok notation.



EDIT- Just to avoid three posts in a row...

Are the UA rules implemented yet(or will there be an announcement when this happens?) Mort will naturally want to pick up a fey minor bloodline right away. :-)
Zevox

08-25-06, 11:49 AM
I wasn't sure how to "properly" reference a change to my character sheet (http://boards1.wizards.com/showpost.php?p=9808983), so I just superscripted the words "Character Change" next to the change and then provided a link to the post that authorized the change at the bottom of the character sheet in a sblock labeled "Character Change Approval Links"

Hope this is ok notation.
Should be. I just post a silvered-out link to the confirmation post near the item I changed myself. I don't think theres any standardized way to reference it.

EDIT- Just to avoid three posts in a row...

Are the UA rules implemented yet(or will there be an announcement when this happens?) Mort will naturally want to pick up a fey minor bloodline right away. :-)
Nope, it hasn't been implemented - probably due to the largely negative response to the idea. If/when it happens I imagine Cat will announce it in the Council thread. Just keep in mind he plans to charge 10o for every option you use from that.

Zevox
hogarth

08-25-06, 12:43 PM
Nope, it hasn't been implemented - probably due to the largely negative response to the idea. If/when it happens I imagine Cat will announce it in the Council thread. Just keep in mind he plans to charge 10[sp]o[/sup] for every option you use from that.

Zevox
Note: It appears that Cat is adding some UA rules to the Rules of Gladius thread as we speak.
MindWandererB

08-25-06, 01:08 PM
Nope, it hasn't been implemented - probably due to the largely negative response to the idea. If/when it happens I imagine Cat will announce it in the Council thread. Just keep in mind he plans to charge 10[sp]o[/sup] for every option you use from that.It's been my experience that "largely negative responses" don't carry a lot of weight with Cat. He has to actually agree with those responses for it to matter--and it was clear this time, even before the rules went up, that he didn't.
McJarvis

08-25-06, 01:17 PM
As far as domain wizards go-

I understand the need to have one restricted school for most of them(no reason not to take the class otherwise), but there is no reason to take the "divination" domain at all. I'm not sure how to fix it since making the divination domain wizard have no opposed schools would also make it so that there is no reason to take regular wizard.

EDIT-

Of course, you _could_ make the divination domain not have any opposed school and just say that the 10 credits equals 1 extra spell from the divination domain per level for "free".
hogarth

08-25-06, 01:36 PM
As far as domain wizards go-

I understand the need to have one restricted school for most of them(no reason not to take the class otherwise), but there is no reason to take the "divination" domain at all. I'm not sure how to fix it since making the divination domain wizard have no opposed schools would also make it so that there is no reason to take regular wizard.

EDIT-

Of course, you _could_ make the divination domain not have any opposed school and just say that the 10 credits equals 1 extra spell from the divination domain per level for "free".
I agree that the divination domain has fewer combat-oriented spells to it, but why do we need to give it something extra to make it more attractive for people to take? If you don't like it, no one's forcing you to take it. It's the same thing with clerical domains; if you have a cleric, no one's forcing you to take the Creation domain (which has only a few useful spells and a fairly crappy domain power, IMO).
McJarvis

08-25-06, 01:39 PM
I agree that the divination domain has fewer combat-oriented spells to it, but why do we need to give it something extra to make it more attractive for people to take? If you don't like it, no one's forcing you to take it. It's the same thing with clerical domains; if you have a cleric, no one's forcing you to take the Creation domain (which has only a few useful spells and a fairly crappy domain power, IMO).

Because regular Diviners are better. They get an extra spell per day just like the domain wizard, but may pick any divine spell and still only have 1 opposed school. The only advantage the domain wizard possibly gets is a +1 caster level to his divine spells, but I am pretty sure that's useless except in the case of dispel magic. Of course, you're right in that we don't *have* to go out of the way to make it better. I'm just saying no one will be a Divine Domain Wizard.
hogarth

08-25-06, 01:47 PM
Because regular Diviners are better. They get an extra spell per day just like the domain wizard, but may pick any divine spell and still only have 1 opposed school. The only advantage the domain wizard possibly gets is a +1 caster level to his divine spells, but I am pretty sure that's useless except in the case of dispel magic. Of course, you're right in that we don't *have* to go out of the way to make it better. I'm just saying no one will be a Divine Domain Wizard.
There's one other small advantage the domain wizard gets: a free "spell known" per level. (Of course, if that spell is Detect Secret Doors, then it's just wasting space in the wizard's spellbook, but nevertheless...)

I agree that a divination domain wizard will probably not be very popular, just as I think that clerics with the creation domain won't be very popular, or fighters with Weapon Focus (net).
MindWandererB

08-25-06, 02:02 PM
As far as domain wizards go-

I understand the need to have one restricted school for most of them(no reason not to take the class otherwise), but there is no reason to take the "divination" domain at all. I'm not sure how to fix it since making the divination domain wizard have no opposed schools would also make it so that there is no reason to take regular wizard.

EDIT-

Of course, you _could_ make the divination domain not have any opposed school and just say that the 10 credits equals 1 extra spell from the divination domain per level for "free".
Does your SRD say the same thing as mine? Because what I see is:
Spellcasting
A domain wizard prepares and casts spells like a normal wizard. However, a domain wizard gains one bonus spell per spell level, which must be filled with the spell from that level of the domain spell list (or with a lower-level domain spell that has been altered with a metamagic feat).

No Prohibited Schools
Unlike a specialist wizard, a domain wizard need not select any prohibited schools or domains. All wizard spells are available to her to learn. So the wizard domains, like the druid domains, are purely free spells. Although the Battle domain or the Transmutation domain might be better choices, balancing isn't our job. Optimizing what exists is what we do.

And besides which, the Divination Domain wizard is almost purely better than the Diviner caster. No prohibited school, but they still get the bonus spell per spell level, plus a bonus spell known per spell level--they do lack True Strike, of course. Other domains ere even better, but the Domain wizards are already better than core wizards in every way--and I personally think they should go straight to the "unbalanced" list, with all gain, no pain.
Caterane

08-25-06, 02:08 PM
It's been my experience that "largely negative responses" don't carry a lot of weight with Cat. He has to actually agree with those responses for it to matter--and it was clear this time, even before the rules went up, that he didn't.
It's not only me. The pro/con was about 50/50 in the Council. After that I talked to the Elders and asked for their opinion. It is 4:1 for adding the UA so we have a clear Elder majority aswell asides from my voice. I would set up a poll but the poll function doesn't work and it would just visualize what I posted here. I'll make an anncounement once I'm done with the addition.
hogarth

08-25-06, 02:09 PM
So the wizard domains, like the druid domains, are purely free spells.
Cat came up with the ad hoc nerf of requiring a prohibited school. Hence this conversation.
MindWandererB

08-25-06, 02:13 PM
Cat came up with the ad hoc nerf of requiring a prohibited school. Hence this conversation.
I thought that might have been the case, but I couldn't find such a thing.

Would that apply to druid domains, as well? Same mechanic.
hogarth

08-25-06, 02:26 PM
I thought that might have been the case, but I couldn't find such a thing.

Would that apply to druid domains, as well? Same mechanic.
I asked about druid domains (and fractional BAB) on the Council thread:
http://community.wizards.com/showpost.php?p=9868952&postcount=965
but no one had anything to say.
DSugui

08-25-06, 02:29 PM
That's why I love D&D:

Compare the regular goblin (http://www.d20srd.org/srd/monsters/goblin.htm) and a blue (http://www.d20srd.org/srd/psionic/monsters/blue.htm). They are almost identical, with two differences: Goblins have +2 Dex while Blues have +2 Int; and a Blue is Naturally Psionic, receiveing 1 bonus Power Point at 1st level.

At first sight, the regular goblin is more powerful than a blue. But don't underestimate the power of the mind, for the blue is the one with Level Adjustment +1!

:eek:

:confused:

I really don't see the logic in certain things...
Zevox

08-25-06, 02:33 PM
That's why I love D&D:

Compare the regular goblin (http://www.d20srd.org/srd/monsters/goblin.htm) and a blue (http://www.d20srd.org/srd/psionic/monsters/blue.htm). They are almost identical, with two differences: Goblins have +2 Dex while Blues have +2 Int; and a Blue is Naturally Psionic, receiveing 1 bonus Power Point at 1st level.

At first sight, the regular goblin is more powerful than a blue. But don't underestimate the power of the mind, for the blue is the one with Level Adjustment +1!

:eek:

:confused:

I really don't see the logic in certain things...
Yeah, I thought that was strange too. I was going to make Istima Telarc a Blue, until I noticed that the int bonus instead of dex and +1pp were the only differences. So now hes just a Goblin whos half-Blue for flavor reasons :) .

Zevox
MindWandererB

08-25-06, 02:38 PM
At the time the Blue came out, WotC had almost a religious policy not to allow anything with a racial bonus to Int, Wis, or Cha to have an LA of +0. They didn't have that policy before (e.g. grey elves), and they recanted it by the time Races of the Dragon came out, but the XPH was caught during that time.
hogarth

08-25-06, 02:41 PM
That's why I love D&D:

Compare the regular goblin (http://www.d20srd.org/srd/monsters/goblin.htm) and a blue (http://www.d20srd.org/srd/psionic/monsters/blue.htm). They are almost identical, with two differences: Goblins have +2 Dex while Blues have +2 Int; and a Blue is Naturally Psionic, receiveing 1 bonus Power Point at 1st level.

At first sight, the regular goblin is more powerful than a blue. But don't underestimate the power of the mind, for the blue is the one with Level Adjustment +1!

:eek:

:confused:

I really don't see the logic in certain things...
I disagree that the regular goblin is more powerful; I'll take extra Int over extra Dex any day. But what's even more interesting is that the SRD entry for the Blue isn't even consistent with itself:


[..]
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class (usually psion)
Level Adjustment: +0
[..]
BLUES AS CHARACTERS
[..]
--Level Adjustment: +1
DSugui

08-25-06, 02:59 PM
At the time the Blue came out, WotC had almost a religious policy not to allow anything with a racial bonus to Int, Wis, or Cha to have an LA of +0. They didn't have that policy before (e.g. grey elves), and they recanted it by the time Races of the Dragon came out, but the XPH was caught during that time. I don't know why. In the page 173 of the DMG there is a "Ability Score Equivalencies" table, where a Strength or Dexterity bonus is considered to be worthy two mental atributes penalties, while any mental atribute bonus is considered worthy only another mental atribute penalty. Following this logic, Str and Dex are "more powerful" than the other atributes.

I disagree that the regular goblin is more powerful; I'll take extra Int over extra Dex any day. But what's even more interesting is that the SRD entry for the Blue isn't even consistent with itself:Which SRD did you check? In the d20srd.org and in the systemreferencedocuments.org it is correct...
hogarth

08-25-06, 03:03 PM
Which SRD did you check? In the d20srd.org and in the systemreferencedocuments.org it is correct...
See http://www.wizards.com/d20/files/v35/PsionicMonsters.rtf
DSugui

08-25-06, 03:10 PM
See http://www.wizards.com/d20/files/v35/PsionicMonsters.rtf:heehee

That's why I love Wizards...
MindWandererB

08-25-06, 03:12 PM
I don't know why. In the page 173 of the DMG there is a "Ability Score Equivalencies" table, where a Strength or Dexterity bonus is considered to be worthy two mental atributes penalties, while any mental atribute bonus is considered worthy only another mental atribute penalty. Following this logic, Str and Dex are "more powerful" than the other atributes.

Which SRD did you check? In the d20srd.org and in the systemreferencedocuments.org it is correct...
They didn't want any one race to be a hands-down better spellcaster than any other. Which is a good policy; all the grey elves around here prove that point pretty well.

Those two sites include the errata. The WotC one is directly out of the books.
McJarvis

08-25-06, 03:21 PM
I don't see Druid Domains in the SRD. Were they in UA itself?

EDIT

PS- Are we allowing everything in UA except what we mention, or are we just allowing everything we mention in UA? Or just the SRD UA stuff?(so no character flaws...omg that would suck)

More to the point

Will varient specialty wizard stuff be allowed? I'm already had a few core+alternate caster builds lying around, I'd love a chance to use one...even for ten creds.
hogarth

08-25-06, 03:25 PM
I don't see Druid Domains in the SRD. Were they in UA itself?
Not all the material scanned by Jans is accessible at www.d20srd.org (for whatever reason). You can find the druid domain variant here:
http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedClasses.html

I don't know if Sovelior/Sage has all the scanned UA stuff either; I couldn't find fractional attack/save bonuses, for instance, even though it's one of the things that got scanned at one point.

McJarvis, it wasn't totally clear but my understanding was that the only UA stuff Cat was going to allow were variant races (except for water halflings and water orcs) and variant classes (but not gestalt or generic classes).
McJarvis

08-25-06, 03:36 PM
I see! I found druid domains in the UA book, I never noticed it before because it is a sidebar. That's probably why it isn't in the d20srd dealy...
McJarvis

08-25-06, 04:07 PM
Question regarding the Blessed Book:

A wizard can fill the 1,000 pages of a blessed book with spells without paying the 25 gp per page material cost.

Writing a New Spell into a Spellbook

Once a wizard understands a new spell, she can record it into her spellbook.

...

Materials for writing the spell cost 100 gp per page.

So when using a blessed book does it cost 75 gp per page?((100gp being paid-25gp not being paid=75gp being paid.))
MindWandererB

08-25-06, 04:16 PM
Question regarding the Blessed Book:





So when using a blessed book does it cost 75 gp per page?((100gp being paid-25gp not being paid=75gp being paid.))
Hm, you caught them in a mistake there. That's one to send to the Errata team. They probably meant the whole 100 gp cost.
McJarvis

08-25-06, 04:17 PM
Hm, you caught them in a mistake there. That's one to send to the Errata team. They probably meant the whole 100 gp cost.

Is the discount considered the whole 100gp in CoCo?
hogarth

08-25-06, 04:19 PM
Is the discount considered the whole 100gp in CoCo?
In here:
http://www.wizards.com/d20/files/v35/MagicItemsV.rtf
it says "without paying the 100 gp per page material cost".
MindWandererB

08-25-06, 04:25 PM
That's what it says here, too:
http://www.d20srd.org/srd/magicItems/wondrousItems.htm#blessedBook

Looks like just that one source has it wrong. So it's definitely the whole 100 gp cost.
Caterane

08-25-06, 04:50 PM
@Guildmasters: The Guildlords Account cannot access PMs or make posts. It behaves like an unregistered account. For that reason, send all CAPs and GAPs to my account instead.
NiQil

08-25-06, 10:53 PM
I can take one. I'll take Vasi's pyro MQ. PM me any RP details or thoughts that you would like included and I'll see what I can do.

Storm

Edit: Just to note, Vasi doesn't fufil the requirements for a Pyro. He needs:
Alignment: Any chaotic.
Skills: Concentration 8 ranks, Craft (alchemy) 1 rank, Knowledge (psionics) 2 ranks
Psionics: Must have a power point reserve of at least 1 power point.
Special: Must have set fire to a structure of any size just to watch it burn.

Currently he does not fulfil the requirements in red above, particulary the Skill requirements. He still needs 8 ranks in concentration and 1 rank in craft(alchemy). This means that he cannot become a Pyro before level 6 although I guess he can do the quest for the special requirement before that point.

Sent you a PM, and my thanks. And yes...not ready for the prestige class yet (none of them are)...just getting the miniquests out of the way so I don't forget about them later.


@all: I have Reechani and Vasi covered...still looking for someone to run a miniquest for Sentrosi. Purely a roleplay mini...any takers?
King Uther

08-26-06, 12:59 AM
I'm game if you want. Send me a PM on some back story or anything you can about the character, and I'll find something you'll like. Unless someone else has already taken it.
McJarvis

08-26-06, 01:38 AM
I can't help but notice that the Specialist Wizard Variants are not included in the UA rules. Why not include them? - Because I didn't realize Cat was still updating the post. Oops!
Vathelokai

08-26-06, 01:59 AM
I can't help but notice that the Specialist Wizard Variants are not included in the UA rules. Why not include them?
I'm pretty sure that Cat is going to implement UA slowly... Depending on how that goes, he will be deciding what else to include.
McJarvis

08-26-06, 02:00 AM
I'm pretty sure that Cat is going to implement UA slowly... Depending on how that goes, he will be deciding what else to include.

I just don't understand why they would be set apart from the other class variants.

Perhaps I spoke too soon.
hogarth

08-26-06, 09:32 AM
Can a druid switch animal companions between cycles? Or does it require a quest/miniquest?
Pittbull

08-26-06, 09:40 AM
Can a druid switch animal companions between cycles? Or does it require a quest/miniquest?

That requires a quest/miniquest, as far as I know.
UserNamer

08-26-06, 10:33 AM
Hello, reason i'm posting is to ask people to check my characters for violations and/or rate it:

1. Monch (http://boards1.wizards.com/showpost.php?p=9580415&postcount=866) Clr3

2. Der Eisenwolf (http://boards1.wizards.com/showpost.php?p=9577944&postcount=865) Brb1

3. Vulkanizer (http://boards1.wizards.com/showpost.php?p=9884865&postcount=899) Rgr3
Zevox

08-26-06, 01:09 PM
Can a druid switch animal companions between cycles? Or does it require a quest/miniquest?
Yes you can. Since Animal Companions have a specified way to acquire them (24 hour ritual), they do not require questing, and you could switch them between cycles. Just be aware that your new one will not have pre-trained tricks, just its bonus tricks until you train it or pay for an NPC to train it.

Zevox
Milov

08-26-06, 01:14 PM
My newest character, Ventr the Dreamer, who I'm using as a replacement to my now retired failure of a cleric, is up. Any critique would be appreciated, suggestion as well, etc, etc.
MindWandererB

08-26-06, 04:04 PM
My newest character, Ventr the Dreamer, who I'm using as a replacement to my now retired failure of a cleric, is up. Any critique would be appreciated, suggestion as well, etc, etc.
Mage Armor and Shield are well-accomplished by scrolls. I wouldn't waste your spells known on them, especially Mage Armor. I'm also a big fan of Magic Missile wands, unless you're saving up for a CL 3 one. Otherwise, looks viable.
DocNessuno

08-26-06, 05:23 PM
So, right now, what is and isn't usble in CoCo from UA?
Stormwind

08-26-06, 05:46 PM
The allowed stuff from UA and the house rules concerning it can be found in the last three posts of the Gladius rules.
Vathelokai

08-26-06, 05:49 PM
My newest character, Ventr the Dreamer, who I'm using as a replacement to my now retired failure of a cleric, is up. Any critique would be appreciated, suggestion as well, etc, etc.
Chill touch and shocking grasp would be much better spells for the monk fist fighter type (especially chill touch). The touch of fatigue cantrip is not a bad one to throw into a flurry of blows.

Scrolls of expid retreat, mage armor, shield, and enlarge person recommended.

Your oil of magic weapon is good for the bow, but a potion of magic fang will do the same thing for your fists. *EDIT* Oh yeah, and you can get the magic weapons at half price if you get scrolls instead of oils.

Since your charisma is high enough you could pick up a scroll of alter self; lizardman and troglodyte would give you exta melee attacks per round and a nice natural ac bonus. (note the house rule that alter self scrolls must specify the shape you will turn into.) When you have the cash glitterdust, web, see invis, and any of the lv 2 transmutations are a good investment. The lv. check to active them is low enough that it isn't a problem.

Remember that wands can be activated without a lv. check, but they are only worth the money if you intend to use it every fight. (attack wands, like magic missile, are more worth it, since you will use them multiple times per fight.)

Have you looked into picking up a lv or two of dragon desciple later on? bonus stats and spells per day.
Milov

08-26-06, 07:36 PM
Thanks for the suggestions, and yes, I'm intending to make him into a dragon disciple, so... that'll be fun. Anyway, I'm gunna go make some alterations to work with your suggestions (as many of them are things I didn't notice, but are rather good), and then send out the PM to get him in. Thanks again! :D
hogarth

08-26-06, 07:47 PM
I was reading the miniquest "A Friend In The Dark" (http://boards1.wizards.com/showthread.php?t=687827) and it raised a question for me. Hassan didn't manage to kill the monster he was fighting, but he managed to escape with the diplomacy ally he was seeking. That was counted as a successful CR 6 encounter. So my question is: In what cases can a character succeed at a quest/miniquest without actually defeating the enemy?
Vathelokai

08-26-06, 07:57 PM
I was reading the miniquest "A Friend In The Dark" (http://boards1.wizards.com/showthread.php?t=687827) and it raised a question for me. Hassan didn't manage to kill the monster he was fighting, but he managed to escape with the diplomacy ally he was seeking. That was counted as a successful CR 6 encounter. So my question is: In what cases can a character succeed at a quest/miniquest without actually defeating the enemy?
As far as I know there is no hard rule for it. I've asked elders before via pm when I had a quest turn out like that, and they said that as long as the goals of the encounter were achieved and the combat took place, it was acceptable.
Vathelokai

08-26-06, 07:59 PM
Thanks for the suggestions, and yes, I'm intending to make him into a dragon disciple, so... that'll be fun. Anyway, I'm gunna go make some alterations to work with your suggestions (as many of them are things I didn't notice, but are rather good), and then send out the PM to get him in. Thanks again! :D
[product placement]And don't forget there's always room at the Arcane Order for spellcasters and magical creatures:rimshot: :mage:
[/product placement]
Sindorin

08-26-06, 08:48 PM
I've tried to complete encounters in the nonviolent way before (see: Seaendithas) and it was ruled that you have to smash something regardless of good roleplaying...
Vathelokai

08-26-06, 10:31 PM
I've tried to complete encounters in the nonviolent way before (see: Seaendithas) and it was ruled that you have to smash something regardless of good roleplaying...
The only exception to this is the puzzle and trap encounters. I've been toying around with making puzzle encounters that are based on traps. For example...Bestow Curse Trap: CR 4; magic device; touch trigger (detect chaos); automatic reset; spell effect (bestow curse, 5th-level cleric, DC 14 Will save negates); Search DC 28; Disable Device DC 28. Cost: 8,000 gp, 640 XP. Take that template and change it to Investigative puzzle: CR 4; NPC; Gather info trigger ; automatic reset; effect (advance RP; 4th-level tielfling Adept, DC 14 diplomacy negates); Sense Motive DC 28; Gather Info DC 28. Cost: 0 gp, 0 XP. or maybe...
Riddle puzzle: CR 4; Mundane Item: Decipher Script trigger ; automatic reset; effect (find hidden fortress; scroll found on body; no retry); Decipher Script DC 28; Knowledge: Geography DC 28. Cost: 0 gp, 0 XP.This fits all the rules that I know of, and you can run an RP based quest without having 'combat'.
Zevox

08-26-06, 11:51 PM
Your oil of magic weapon is good for the bow, but a potion of magic fang will do the same thing for your fists. *EDIT* Oh yeah, and you can get the magic weapons at half price if you get scrolls instead of oils.
Actually, since hes a Monk, his fists count as manufactured weapons for the purposes of using magic weapon on them. So just some scrolls of magic weapon will do - no need for magic fang until he gets Dragon Disciple claws.

Since your charisma is high enough you could pick up a scroll of alter self; lizardman and troglodyte would give you exta melee attacks per round and a nice natural ac bonus. (note the house rule that alter self scrolls must specify the shape you will turn into.)
He does have one problem with that though: no Knowledge (Local), and nowhere near enough skill points to spare for it, as well as a negative int modifier. So I somehow doubt he'll be using that for a while.

@ Milov - Oh, and you have your hp wrong. You counted your sorcerer level twice for some reason. You should have 19 (4 sorcerer + (4.5*2)monk + (2*3)con).

Zevox
Vathelokai

08-27-06, 01:57 AM
Merc Question:

When you hire a merc, they are treated like any other ally. Does this mean that you can exchange items before the fight?
King Uther

08-27-06, 02:11 AM
@hogart, Vathelokai

Technically, there is a little section in the rules saying there isn't supposed to be any non-combat encounters in quests and miniquests, that those scenarios are saved for campaigns. But I have with a few characters allowed combat situations to be set up to the characters liking if they are smart and skillful. Kelek the Purge poisoned multiple enemies before even engaging them, and the Hands of Death ambushed 70% of their enemies.

So, story-wise, you can say the PC escaped or let the enemy live, but technically they are supposed to be defeated in a combat situation. If there are any ambiguities that you can see, you know how to reach me.
Vathelokai

08-27-06, 03:25 AM
Was just looking over the unearthed arcana material... anyone else think it a bit odd that the custom monks don't get improved unarmed strike?
Abyssal Stalker

08-27-06, 03:42 AM
Can a smite attack be combined with the delivering of a touch spell? I'm thinking that the answer is no, but figured I'd still ask.
Vathelokai

08-27-06, 04:09 AM
Technically, there is a little section in the rules saying there isn't supposed to be any non-combat encounters in quests and miniquests, that those scenarios are saved for campaigns.Wow. I never realized that was a campaign only thing. I've been throwing in traps, social encounters, environmental encounters, etc. for as long as I've been questlording. :eek:
Vathelokai

08-27-06, 04:13 AM
Can a smite attack be combined with the delivering of a touch spell? I'm thinking that the answer is no, but figured I'd still ask.

* * *

Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. Errr.. Pretty vague there. I'd allow it, but I'm not an elder. I could see it if you were using unarmed strikes/natural attacks anyway; say you cast shocking grasp then tried to punch someone, you could smite them, but I don't think touch attacks are 'normal attacks'.
Scribelords

08-27-06, 04:30 AM
This is a reminder that the writing competition is still going on, and we need feedback from the community. There are 6 stories, ranging from 1 to 3 pages, so it won't even take much time to do. You might even be inspired to write a story for next month.

Because of the board upgrade, the poll function was broken. So instead, just post your comments and we will tally them by hand at the end of the month (or there abouts).
Vathelokai

08-27-06, 04:53 AM
question about specialist variant wizards...

Do you have to take all three of the variant special abilities, or can you pick and choose? For example, could a conjurer variant take rapid summoning and spontaneous summoning, but not take enhanced summoning (and thus retain their wizard bonus feats)? The wording is confusing me a bit A variant specialist using this variant does not gain bonus feats for advancing as a wizard....seems to imply that you can pick which abilities you want.
Stormwind

08-27-06, 05:49 AM
question about specialist variant wizards...

Do you have to take all three of the variant special abilities, or can you pick and choose? For example, could a conjurer variant take rapid summoning and spontaneous summoning, but not take enhanced summoning (and thus retain their wizard bonus feats)? The wording is confusing me a bit ...seems to imply that you can pick which abilities you want.
If I understand correctly, you can only choose one variant and once chosen, you must stick to just that. For example, if you choose to play a conjurer variant, and you choose spontaneous summoning, then you do not gain additional spells per day for being a specialist wizard. You then cannot take either of the other variants (rapid summoning or enhanced summoning).

Each variant specialist class gives up one of the standard specialists class abilities in exchange for a new ability unique to the variant specialist.

Storm
Stormwind

08-27-06, 07:49 AM
Can a smite attack be combined with the delivering of a touch spell? I'm thinking that the answer is no, but figured I'd still ask.
Smite requires a melee attack whereas a touch spell requires a touch attack.

Consider the following situation:
A sorcerer/paladin has cast shocking grasp, and then makes an unarmed melee attack against his opponenet. Does the spell discharge? And if so under what conditions?

I would assume the following:
if the attack hits (unarmed melee attack vs AC), then the spell discharges.
if the attack misses, but would have hit the opponents touch AC, then the spell discharges.
if the attack misses, and would have missed the touch AC also, then the spell does not discharge.

I haven't been able to find anything in the SRD that would contradict my assumptions above, but perhaps someone else might notice something that I've missed.
McJarvis

08-27-06, 08:47 AM
question about specialist variant wizards...

Do you have to take all three of the variant special abilities, or can you pick and choose? For example, could a conjurer variant take rapid summoning and spontaneous summoning, but not take enhanced summoning (and thus retain their wizard bonus feats)? The wording is confusing me a bit ...seems to imply that you can pick which abilities you want.

I was under the impression that you can pick the abilities you want, but each one will cost 10 creds...
hogarth

08-27-06, 09:08 AM
Hello, reason i'm posting is to ask people to check my characters for violations and/or rate it:

1. Monch (http://boards1.wizards.com/showpost.php?p=9580415&postcount=866) Clr3

2. Der Eisenwolf (http://boards1.wizards.com/showpost.php?p=9577944&postcount=865) Brb1

3. Vulkanizer (http://boards1.wizards.com/showpost.php?p=9884865&postcount=899) Rgr3
Monch:
-drow poison costs 75 gp per dose, not 35 gp
-he's an evil cleric, so he cannot cast Protection from Evil (even from a scroll)

Vulkaniser:
-wrong price for drow poison again
-he's over the expendables limit (600 gp)
Abyssal Stalker

08-27-06, 09:23 AM
Smite requires a melee attack whereas a touch spell requires a touch attack.

Consider the following situation:
A sorcerer/paladin has cast shocking grasp, and then makes an unarmed melee attack against his opponenet. Does the spell discharge? And if so under what conditions?

I would assume the following:
if the attack hits (unarmed melee attack vs AC), then the spell discharges.
if the attack misses, but would have hit the opponents touch AC, then the spell discharges.
if the attack misses, and would have missed the touch AC also, then the spell does not discharge.

I haven't been able to find anything in the SRD that would contradict my assumptions above, but perhaps someone else might notice something that I've missed.I think that I have read somewhere that touch spells can be used combined to unarmed attacks. It might have been a rules of the game -article or something like that. On the other hand it seems quite powerful to get to make two different attacks (a spell and a normal attack) combined into one. It would be almost like the spell storing ability of a weapon, only for free.
hogarth

08-27-06, 10:29 AM
@hogart, Vathelokai

Technically, there is a little section in the rules saying there isn't supposed to be any non-combat encounters in quests and miniquests, that those scenarios are saved for campaigns. But I have with a few characters allowed combat situations to be set up to the characters liking if they are smart and skillful. Kelek the Purge poisoned multiple enemies before even engaging them, and the Hands of Death ambushed 70% of their enemies.

So, story-wise, you can say the PC escaped or let the enemy live, but technically they are supposed to be defeated in a combat situation. If there are any ambiguities that you can see, you know how to reach me.
It just seems to me that taking a few pot-shots at a troll and then leaving shouldn't get the same amount of experience as actually defeating a troll.
lonewolf

08-27-06, 10:52 AM
I think that I have read somewhere that touch spells can be used combined to unarmed attacks. It might have been a rules of the game -article or something like that. On the other hand it seems quite powerful to get to make two different attacks (a spell and a normal attack) combined into one. It would be almost like the spell storing ability of a weapon, only for free.

I would say that you can deliver a spell with an unarmed attack, but you cannot do so in the same action as casting the spell. That forces you to use 2 standart actions and balances it a bit.

BTW: is it just me or is the general storage limit for PMs increased by 10? :)
Stormwind

08-27-06, 11:34 AM
It just seems to me that taking a few pot-shots at a troll and then leaving shouldn't get the same amount of experience as actually defeating a troll.
The way I understand it, you defeat the encounter if you succeed in the encounter goal. The goal of this encounter was to get the choker out alive and gain it as an ally. This was achieved.

Since this was the understanding that I had, it affected the decisions made during the quest, including my choice of monster as questlord. I believe that this was the understanding the Vathelokai had also and it would definitely have affected his choices during the quest. For Hassan to actually kill the troll he would have had to roll 14 out of 14 6's for damage.(2x dissolving weapon + 2x 3pp energy ray = 14d6 damage vs 74hp). Since it was almost impossible for Hassan to do enough damage to actually kill the troll, this would have been an unfair encounter if I, as questlord, did not allow other ways of resolving the encounter.

Storm
Stormwind

08-27-06, 11:37 AM
BTW: is it just me or is the general storage limit for PMs increased by 10? :)
I think the general storage limit has been increased to 30. :D
hogarth

08-27-06, 12:30 PM
The way I understand it, you defeat the encounter if you succeed in the encounter goal. The goal of this encounter was to get the choker out alive and gain it as an ally. This was achieved.

Since this was the understanding that I had, it affected the decisions made during the quest, including my choice of monster as questlord. I believe that this was the understanding the Vathelokai had also and it would definitely have affected his choices during the quest. For Hassan to actually kill the troll he would have had to roll 14 out of 14 6's for damage.(2x dissolving weapon + 2x 3pp energy ray = 14d6 damage vs 74hp).
To say that a troll was too much of a challenge is odd, considering he had almost defeated the troll before he left! He had almost ego whipped it into submission; if he had done two more points of Cha damage, it would have been a victory. Another possible method would have been beating the troll helpless with nonlethal damage and then performing a coup de grace with an acid attack.

Anyways, I don't have any problem with Hassan succeeding in his mission to get a diplomacy ally, but that fight with the troll just didn't seem like it was worth a full victory's worth of XP.

As an aside, I'm just not crazy about the unwritten rule that seems to be floating around: that miniquests and monster fights should be almost always won by the PC and if the PC does badly, then it's a failure on the pitlord's part for making it "too tough". Why even bother playing out miniquests and monster fights if they're supposed to be a cakewalk?
Stormwind

08-27-06, 01:10 PM
To say that a troll was too much of a challenge is odd, considering he had almost defeated the troll before he left! He had almost ego whipped it into submission; if he had done two more points of Cha damage, it would have been a victory. Another possible method would have been beating the troll helpless with nonlethal damage and then performing a coup de grace with an acid attack.
I actually stated that it was almost impossible for Hassan to kill the troll. I'd forgotten to mention the coup de grace, but the coup de grace does not actually kill a creature, it is just an automatic critical, however the acid damage is not multiplied. You are right however insofar as a coup de grace with an energy ray might have improved the chances of an actual kill (still much less than 50% though.)
As far as the Cha damage, ... 'almost' is definitely the relevant word ...

As an aside, I'm just not crazy about the unwritten rule that seems to be floating around: that miniquests and monster fights should be almost always won by the PC and if the PC does badly, then it's a failure on the pitlord's part for making it "too tough". Why even bother playing out miniquests and monster fights if they're supposed to be a cakewalk?
I don't agree here. I think that the idea is that monster fights should be relatively even. At the moment they are biased in that, if a fight would be an autoloss for the monster, then it is not acceptable according to the rules. However the converse is not true in that if it would be an autoloss for the character then it currently is acceptable by the rules.
I think that this has led to 'complaints' that monster fights are too hard and may well be the reason for the impression you mention.

Storm
Zevox

08-27-06, 01:23 PM
I would say that you can deliver a spell with an unarmed attack, but you cannot do so in the same action as casting the spell. That forces you to use 2 standart actions and balances it a bit.
In point of fact, this is (IIRC) the actual rule on the matter - you have to hold the charge of the touch spell, but it can be delivered via any natural weapon (such as a Monk's unarmed attack or a Half-Fiend's claw, etc) instead of a touch attack if you wish. I know we had a character not too long ago designed to take advantage of this - Grey Xander, an Elan Ranger/Wizard who would Alter Self into Skum and then deliver Shocking Grasps with his new bite attack. I know somebody pointed me to the rule about this sometime too, I just can't recall if it was in the SRD, FAQ, or Errata...

I'll see if I can find it, since it'll affect a couple of my characters in a few levels.

Zevox
hogarth

08-27-06, 01:35 PM
I actually stated that it was almost impossible for Hassan to kill the troll. I'd forgotten to mention the coup de grace, but the coup de grace does not actually kill a creature, it is just an automatic critical, however the acid damage is not multiplied.
:confused: I don't understand what you mean by this. A coup de grace forces a saving throw vs. death, even for regenerating creatures:
A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage.

I don't agree here. I think that the idea is that monster fights should be relatively even.
I think monster fights and miniquests should be relatively even, too. However, I went through the Questlog and looked at miniquests. The success rate is much, much higher than 50%, more like 80-90%. Would you call that "relatively even"?
Zevox

08-27-06, 02:04 PM
I've a question I'd like to pose. As I've mentioned elsewhere, Asran will soon be questing to gain a leadership cohort. This cohort will be a wizard, and one option I'm looking at is having her use the spell Animate Dead to get him some undead "backup allies" for if she gets killed in mid-cycle. Mostly this looks like a doable idea - heck, it'll even give me a chance to use his Desecrate SLA, which is a big plus in my eyes - but I've run across something that may make it pointless.

The spell description says that animated undead are under the control of the caster. Does this mean that they will only obey the caster, and thus if she isn't around they won't do anything? Or could the caster command them to follow another's orders so that they would be useful even if shes not around?
Stormwind

08-27-06, 02:38 PM
I think monster fights and miniquests should be relatively even, too. However, I went through the Questlog and looked at miniquests. The success rate is much, much higher than 50%, more like 80-90%. Would you call that "relatively even"?
Hmm, I just checked the success rate for monster fights in the arena since the beginning of this year, and the success rate is 56%. Thus I think that monster fights are relatively even. However after browsing just a few of the miniquests, I've revised my opinion with respect to miniquests and I have to agree with you that the success rate is much higher there.
Pittbull

08-27-06, 02:57 PM
I've a question I'd like to pose. As I've mentioned elsewhere, Asran will soon be questing to gain a leadership cohort. This cohort will be a wizard, and one option I'm looking at is having her use the spell Animate Dead to get him some undead "backup allies" for if she gets killed in mid-cycle. Mostly this looks like a doable idea - heck, it'll even give me a chance to use his Desecrate SLA, which is a big plus in my eyes - but I've run across something that may make it pointless.

The spell description says that animated undead are under the control of the caster. Does this mean that they will only obey the caster, and thus if she isn't around they won't do anything? Or could the caster command them to follow another's orders so that they would be useful even if shes not around?
Since they are dumb undeads, they won't accept orders from another one, I guess. Only the caster has the power to control them.
Stormwind

08-27-06, 03:21 PM
A quick question:

When a monster character gains a level, can it choose to advance by hit dice?

For example, consider a Shadow character (3 undead HD, +3LA; ECL6), when that character levels up to ECL7, can it choose to advance by undead Hit Die, or must it advance by class?
Pittbull

08-27-06, 03:29 PM
A quick question:

When a monster character gains a level, can it choose to advance by hit dice?

For example, consider a Shadow character (3 undead HD, +3LA; ECL6), when that character levels up to ECL7, can it choose to advance by undead Hit Die, or must it advance by class?
I'm not sure, but in this case you can decide whatever you want to take.
Vathelokai

08-27-06, 03:44 PM
A quick question:

When a monster character gains a level, can it choose to advance by hit dice?
Only if it has something in the 'advancement' line of its stat block.
King Uther

08-28-06, 12:23 AM
@Vathelokai

Interestingly enough, while combat situations are set as the quest requirements to prevent Diplomacy characters from getting free xp/gp, I feel that traps are perfect encounters for skill characters. In those cases I would consider a trap an encounter, and therefore perfectly fine. In fact traps are oftentimes more dangerous than any enemy. So no fretting on that. I've got your back.
Guildlords

08-28-06, 09:07 AM
The Guildlords account works again. Unfortunately, all PMs got deleted so you have to resend your CAP Reactions for tomorow.
hogarth

08-28-06, 04:39 PM
I looked under "NPC Services" in the "Rules of Gladius" thread, but I didn't see this specifically addressed:

Can a gladiator get an NPC to improve an existing magic item (e.g. improving a +1 mace to a +2 mace, or improving a custom +5 Ride skill item to a +6 skill item)? In the SRD, it says to improve an item you just pay the difference in price between the two items.
Zevox

08-28-06, 04:47 PM
Yep. Thats handled no differently from buying an item, specifically because the SRD says that.

Zevox
Sindorin

08-28-06, 07:03 PM
AH HA! it was a silly question...
Zevox

08-28-06, 07:33 PM
Actually Sin, taxes no longer exist. So thats a moot point anyway.

Zevox
Sindorin

08-28-06, 08:36 PM
AH I see now... hehe

Told you it was a brain fart...
McJarvis

08-29-06, 01:02 AM
Can you only pre-buff poison with the poison-use special ability?
lonewolf

08-29-06, 01:09 AM
That, or if you immune to poison(duergar).
Zevox

08-29-06, 01:10 AM
That, or if you immune to poison(duergar).
Or Half-Fiend, or high-level Monk or Druid, among other things ;) .

Zevox
MindWandererB

08-29-06, 01:10 AM
Can you only pre-buff poison with the poison-use special ability?
Or with poison immunity.

Edit: Wow, three posts in one minute.
McJarvis

08-29-06, 10:12 AM
Welcome back NedtheDestroyer! :)
hogarth

08-29-06, 11:09 AM
In point of fact, this is (IIRC) the actual rule on the matter - you have to hold the charge of the touch spell, but it can be delivered via any natural weapon (such as a Monk's unarmed attack or a Half-Fiend's claw, etc) instead of a touch attack if you wish. I know we had a character not too long ago designed to take advantage of this - Grey Xander, an Elan Ranger/Wizard who would Alter Self into Skum and then deliver Shocking Grasps with his new bite attack. I know somebody pointed me to the rule about this sometime too, I just can't recall if it was in the SRD, FAQ, or Errata...

I'll see if I can find it, since it'll affect a couple of my characters in a few levels.

Zevox
FYI, it's here:
http://www.d20srd.org/srd/combat/actionsInCombat.htm#touchSpellsinCombat

Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you arent considered armed and you provoke attacks of opportunity as normal for the attack. (If your unarmed attack or natural weapon attack doesnt provoke attacks of opportunity, neither does this attack.) If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.
lonewolf

08-29-06, 01:08 PM
A followup on the "Touchsight defeats everything(or not?)" - topic:

I believe I have found something else(beside Incorporality and maybe Mirror image) that protects against Touchsight: The Cerebral Blind class ability from the Slayer PrC.

Am I correct?
UserNamer

08-29-06, 01:36 PM
Hello i had a question about the 3fight-cycle:

I've got a cleric, who can cast 4 spells, but i didn't cast any with him in the first fight, how many spells can I cast in the 2nd? 4 spells right?
Abyssal Stalker

08-29-06, 01:50 PM
You can cast up to 2/3 of your spell levels.

For example:
Your cleric has 2 0-level spells, 2 1st-level spell and 1 2nd level spell. That totals in 2*0+2*1+1*2=4 spell levels.
You can use 1/3 of your spell levels in one fight, rounded up. In the following matches you can spend up to 2/3 of your spells in the second and the remaining in the third.
So your cleric can cast 2 spell levels in the first fight (4/3=1.333 rounded up to 2). In the second he can cast up to 3 spell levels (4/3*2=2.66 rounded up to 3). So if you didn't use any spell levels in the first fight, you get to use 3 in your second fight. If you would've cast the only 2nd level spell you have in the first fight, you would get to use only 1 spell level in the second fight (4/3*2 spell levels - 2 used in the first = 1). In the last fight you can use everything you have left.

Note that we're talking about spell levels in CoCo, not spells.
MindWandererB

08-29-06, 03:04 PM
I don't think this answer is correct. You get 1/3 of your spell levels per fight. So if in the first fight, you cast neither of your two spells, those two spells carry over to the second. In the second, you also get 1/3 of your spell levels, which is again 2. So you would indeed get all four spells available to you.
hogarth

08-29-06, 04:48 PM
Yes you can. Since Animal Companions have a specified way to acquire them (24 hour ritual), they do not require questing, and you could switch them between cycles. Just be aware that your new one will not have pre-trained tricks, just its bonus tricks until you train it or pay for an NPC to train it.

Zevox
What about a thrallherd? Can he kill his old thrall and get a new one (complete with new equipment) within 24 hours?
MindWandererB

08-29-06, 04:58 PM
What about a thrallherd? Can he kill his old thrall and get a new one (complete with new equipment) within 24 hours?
No. Thralls require a quest to obtain (since there's no other method described in the class description).
Zelck

08-29-06, 05:06 PM
A followup on the "Touchsight defeats everything(or not?)" - topic:

I believe I have found something else(beside Incorporality and maybe Mirror image) that protects against Touchsight: The Cerebral Blind class ability from the Slayer PrC.

Am I correct?
I think the Cerebral Blind ability only protects against Clairsentience powers...

Touchsight is Psychometabolism.
Zelck

08-29-06, 05:07 PM
What about psicrystals? Is there any way to switch psicrystals?
hogarth

08-29-06, 05:12 PM
No. Thralls require a quest to obtain (since there's no other method described in the class description).
What do you mean? It says in the class description that they replace themselves in 24 hours.
[L]ikewise, lost thralls and believers are replaced within 24 hours.
MindWandererB

08-29-06, 05:12 PM
What about psicrystals? Is there any way to switch psicrystals?
That one hasn't come up yet. Since there's no method specified in the slightest for replacing a psicrystal, there's no RAW answer (I asked the Sage one, no answer).

Odd sidenote: shouldn't this mean that, by CoCo rules, you should need to go on a miniquest to acquire a psicrystal? Not that I'm advocating such a ruling....

What do you mean? It says in the class description that they replace themselves in 24 hours.You're right! Why do we make Thrallherds go on quests? The rules do say that the thralls and followers just show up.
Zevox

08-29-06, 06:51 PM
You're right! Why do we make Thrallherds go on quests? The rules do say that the thralls and followers just show up.
Probably because thier thralls/believers are mechanically identical to the Leadership feat's cohorts/followers, and we make them go on full quests to obtain thiers (they can't even do miniquests - has to be a full quest).

Zevox
McJarvis

08-29-06, 08:07 PM
Probably because thier thralls/believers are mechanically identical to the Leadership feat's cohorts/followers, and we make them go on full quests to obtain thiers (they can't even do miniquests - has to be a full quest).

Zevox

They are not mechanically identical. The Thrallherd's abilitiy specifically states that thralls/believers "just show up". Leadership makes you work for your buck.
hogarth

08-29-06, 08:14 PM
Probably because thier thralls/believers are mechanically identical to the Leadership feat's cohorts/followers, and we make them go on full quests to obtain thiers (they can't even do miniquests - has to be a full quest).

Zevox
I don't have any problem with that, if that's the ruling. I just can't find anywhere in the "Rules of Gladius" that says thralls need to be quested for, only Leadership allies. (It's quite possible I'm just blind, though.)
Iced

08-29-06, 10:52 PM
Probably because thier thralls/believers are mechanically identical to the Leadership feat's cohorts/followers, and we make them go on full quests to obtain thiers (they can't even do miniquests - has to be a full quest).

Zevox

They show up, it's not identical, they're mind controlled as opposed to having free will - Big Difference, no Diplomacy required = No Quest.

~Iced
Abyssal Stalker

08-30-06, 12:21 AM
I don't think this answer is correct. You get 1/3 of your spell levels per fight. So if in the first fight, you cast neither of your two spells, those two spells carry over to the second. In the second, you also get 1/3 of your spell levels, which is again 2. So you would indeed get all four spells available to you.
I might be wrong, but the system you are suggesting doesn't make any sense to me. How can somebody get to use all their spell levels in the second fight if the maximum amount (in the spirit of the 1/3-rule) should be only 2/3? I have all the time understood the 3FC the way I described it in my answer. Have I been wrong all the time?
Zevox

08-30-06, 12:31 AM
I might be wrong, but the system you are suggesting doesn't make any sense to me. How can somebody get to use all their spell levels in the second fight if the maximum amount (in the spirit of the 1/3-rule) should be only 2/3? I have all the time understood the 3FC the way I described it in my answer. Have I been wrong all the time?
Yep. The rule with the 1/3 rule and the 3FC is that in the second fight you get your normal 1/3, plus anything you didn't use in your first fight, not necessarily 2/3 if the math doesn't work out that way. If you have only 4 1st-level spells (like say my Fighter/Cleric Ceilia does), you can cast 2 per fight, so if you use none in the 1st fight you get your normal 1/3 (2) plus the two unused ones in the second fight, giving you the net result of getting all of your spell levels in fight 2. Its a strange situation that to my knowledge only happens to 2nd-level Clerics or specialized wizards.

Zevox
NedTheDestroyer

08-30-06, 02:05 AM
Question : When you take a animal companion for a druid do you set the stats with the 25 point buy used on allies or do you just take it straight out of the MM?

Question : Could you start with a wolf trained for riding?
Vathelokai

08-30-06, 05:24 AM
Yep. The rule with the 1/3 rule and the 3FC is that in the second fight you get your normal 1/3, plus anything you didn't use in your first fight, not necessarily 2/3 if the math doesn't work out that way....

Zevox
It's the round up portion of the 1/3 rule that causes the problems. If it were an actual 1/3 rule and included fractions we wouldn't have this problem. Try figuring out the bag of tricks: 10/week uses -> apply 1/3 rule -> 4 animals per fight. You can actually come into the last fight with only 1/5th of your charges left on the item.
Vathelokai

08-30-06, 05:27 AM
Question : When you take a animal companion for a druid do you set the stats with the 25 point buy used on allies or do you just take it straight out of the MM?The one straight out of the MM.
Question : Could you start with a wolf trained for riding?If your character has a high enough handle animal skill to train it yourself, then yes.

Druid compainions arrive untrained. Since you are considered to have had your whole life to do pet training before the first activation of your character, there is plenty of time to train the animal however you want.

Check out the living tree guild for other interesting druid related questions; and a nice comparitive review of all animal companions.
Vathelokai

08-30-06, 06:28 AM
Question: it has been ruled that the spell nondetection blocks all divintions, such as see invisibility. Does nondetection block higher lv. divinations, such as truesight?
TheMagister

08-30-06, 07:02 AM
Yep, but nondetection often proves futile vs. Trueseeing because the nature of the higher level divination spell is that the Caster Level of someone able to cast it is enough to overcome the screening effect provided by nondetection.

If there was a monster who could cast True Seeing as a 1st level spell (identical in all ways to the spell True Seeing, but as a first level caster), nondetection would be just as effective.
hogarth

08-30-06, 09:04 AM
Yep. The rule with the 1/3 rule and the 3FC is that in the second fight you get your normal 1/3, plus anything you didn't use in your first fight, not necessarily 2/3 if the math doesn't work out that way. If you have only 4 1st-level spells (like say my Fighter/Cleric Ceilia does), you can cast 2 per fight, so if you use none in the 1st fight you get your normal 1/3 (2) plus the two unused ones in the second fight, giving you the net result of getting all of your spell levels in fight 2. Its a strange situation that to my knowledge only happens to 2nd-level Clerics or specialized wizards.

Zevox

You can only run out of spells by the end of round 2 if:
x/2 <= x/3 + 2/3
--> 3x <= 2x + 4
--> x <= 4
where x is your number of spell levels/power points available and x is not divisible by 3 (i.e., x is 1, 2, or 4). You could also have this situation with a level 1 psion/wilder with an 18 manifesting stat, for instance.
Anaconda

08-30-06, 09:37 AM
http://boards1.wizards.com/showpost.php?p=9441975&postcount=841

could some of you take a look at this character and tell me if there are any errors?
hogarth

08-30-06, 09:51 AM
http://boards1.wizards.com/showpost.php?p=9441975&postcount=841

could some of you take a look at this character and tell me if there are any errors?
-"Lawful Chaotic" isn't an alignment
-Crafting tools cost 55 gp, not 50
-You can't craft an amulet of Natural Armor without access to the spell "Barkskin"
-Your Craft skill modifiers should be +10, not +8
Anaconda

08-30-06, 10:47 AM
@hogarth: thx for the errors
UserNamer

08-30-06, 11:04 AM
hello, quick question here:

say, i have 16 wis and scroll of doom[cl1], and i cast it, is the dc 10+1+3 = 14, or 10+1= 11, becouse to craft a scroll of doom u only need 11 wis right?
Guildmaster (EHTC)

08-30-06, 11:14 AM
Scrolls always use minimum DC, so a Scroll of Doom is always DC 11.

Zevox
MindWandererB

08-30-06, 01:11 PM
If your character has a high enough handle animal skill to train it yourself, then yes.Or if you pay to have someone else do the training for you.

@Anaconda: You're still making some of the Greezer mistakes, the ones that both you and he made and caused most of us to suspect he was you.

- You need to show the HP breakdown by HD. See the sample character sheet.
- You need to show the attack modifier breakdowns. Ditto.
- You need 5 ranks in Profession to use it for money-making. You have only 2.
- Death Knell is an Evil spell. You're good. That's a no-no.
Dracazar

08-30-06, 08:07 PM
Host a Contest: A guild can host a contest in one of its districts, and invites all guilds. Every guild that accepts the challenge participates in the contest with as many characters the guild has sent (one per CAP Reaction). The contest is a series of sports which is picked by the hosting guild from the following list (minimum 5).
Equestrian Sports [Ride]
Performances [Perform]
Acrobatics [Tumble]
Long Jumping [Jump]
Free Climbing [Climb]
Animal Training [Handle Animal]
Balance Beam [Balance]
Quiz Contest [Knowledge (random)]
Weight Lifting [Strength]
Guildlords rolls all skills for each character and adds the results together to get the Contest Score. The character with the highest score becomes the Champion. The Champion must always participate in Contests, needs no CAP Reaction to join, and gains a +5 bonus to all non-combat rolls (except for a new Contest) for as long as he holds that title. The attitude of all district belonging to a guild improves by <Contest Score divided by the rank> the character made. For example, Cyra Val of the PSI made third place with a score of 150 which means that the attitude of all PSI-controlled districts improves by 50 towards PSI.


Question: Are we allowed to use class allies for the contest?

Example: A Druid can use his animal companion abilities?
MindWandererB

08-30-06, 08:19 PM
Question: Are we allowed to use class allies for the contest?

Example: A Druid can use his animal companion abilities?
That would be hilarious, but I don't think so. Besides, an animal would be capable of only four or five of those options (Jump, Climb, Balance, Strength, and maybe Perform if they know the trick), so they'd get an automatic 0 in any others. But no, I don't think allies, class or no, would be allowed to participate--they're not the guild member, after all. Otherwise, some schmoe with Leadership and their level 1 Expert follower would clean up.
waywreth

08-30-06, 09:28 PM
I'm still confused... Gaston made level 10 in the middle of the 3FC and thus never got to buy anything for 10th level. Can I purchase items for him at then end of the three weeks, so he can use them in guild operations?
MindWandererB

08-30-06, 09:31 PM
I'm still confused... Gaston made level 10 in the middle of the 3FC and thus never got to buy anything for 10th level. Can I purchase items for him at then end of the three weeks, so he can use them in guild operations?
Yes. Even frozen characters can make purchases, as long as they're between cycles. You just have to be a little careful--if you buy an expendable that doesn't work out the way you thought it would, you won't use it up until (if) you get un-frozen.
McJarvis

08-31-06, 10:07 AM
TheMagister: You're pretty much my hero of the moment for that reply to Mort's letter. :-)
TheMagister

08-31-06, 12:30 PM
TheMagister: You're pretty much my hero of the moment for that reply to Mort's letter. :-)

Glad you liked it. :D
lonewolf

08-31-06, 02:03 PM
About the contest:
What kind of action is it to attend it? Can you still fight in the same week? Can you attend while beeing on a operation/quest/campaign? If not what happens if the current champion is on a quest while a new competition is held?
DocNessuno

08-31-06, 02:43 PM
Very quick question, i posted my first characters in time for the pairings yesterday but since i'm dumb, i skipped the 'PM to pitlord' part in the guide (i did it this morning CET), so they'r not in the pairings. Is there any chance to add them for this week? Even in a moster fight or one against the other...

Edit: Thank Zevok, just did it
Zevox

08-31-06, 02:49 PM
Try PMing Caterane (not Pitlords - he rarely uses that account anymore) about it. He might be willing to give you a monster fight, if theres enough pitlords willing to take more fights still this week.

Zevox
McJarvis

09-01-06, 11:58 AM
Ok, I'm just plain out hella confused here...

Why do we have deadlines posted in two different time formats?(CET and GMT) And if I live in US eastern time is it -5 or -6 from GMT? CET is +1 from GMT, right?
Pittbull

09-01-06, 12:12 PM
Sheets
Deadline for editing characters sheets is 21:00 CET.
Central European Time (http://wwp.centraleuropeantime.eu/) shows the time.
Please don't edit the sheet after the deadline or you will lose the match. Currently, the deadline has already passed.
McJarvis

09-01-06, 12:15 PM
Sheets
Deadline for editing characters sheets is 21:00 CET.
Central European Time (http://wwp.centraleuropeantime.eu/) shows the time.
Please don't edit the sheet after the deadline or you will lose the match. Currently, the deadline has already passed.

Oh, I more wanted to know for sending in tactics :-) Regardless, it seems strange to have the rules for deadlines change between CET and GMT
Pittbull

09-01-06, 12:30 PM
I'm not sure, but I believe Cat forgot to change the tactic-deadline from GMT to CET. He changed the editing deadline, from GMT to CET, because during summertime we are +2hours ahead of GMT and he didn't want to spend all night doing the pairings.
UserNamer

09-01-06, 01:21 PM
big questions here(i think):

can I buy allies not listed in the rules of gladius? for aexample a skeleton?
hogarth

09-01-06, 01:25 PM
big questions here(i think):

can I buy allies not listed in the rules of gladius? for aexample a skeleton?
I don't think you can just buy a skeleton, per se, but if you were a spellcaster you could create your own skeleton(s) with a spell or scroll of Animate Dead. You need to go on a miniquest to acquire the "raw materials" if the corpse is anything other than one of the standard animals you can buy in the marketplace, I think.

Someone (Zevox?) asked whether an NPC spellcaster is allowed to transfer command of a skeleton/zombie to a PC, but I don't think anyone has ruled on that yet.
Pittbull

09-01-06, 01:31 PM
big questions here(i think):

can I buy allies not listed in the rules of gladius? for aexample a skeleton?
I believe, the answer is no! You aren't allowed to transfer ownerships.
UserNamer

09-01-06, 01:37 PM
harvester has one
Pittbull

09-01-06, 01:37 PM
Here is a problem, I found no answer:

If you increase racial hit-dice of a creature like a hound archon, what happens witht listed abilities?

Hound Archon: 6 racial HD, casterlevel for his SLAs is 6, spellresistence is 16+class-levels

If you increase him to, for example, 8 racial HD, are his SLAs increased to casterlevel 8, too? And the SR to 18+class-levels?

I believe it increases, but didn't find any rule for this.

Thanks a lot in advance!
hogarth

09-01-06, 01:38 PM
harvester has one
He created it (after questing for the corpse) with an Animate Dead spell, I gather.
Pittbull

09-01-06, 01:39 PM
harvester has one
Didn't he cast animate dead himself? He used to do this in his previous incarnations.

EDIT: Hogarth, you were faster!
SoulLord

09-01-06, 01:54 PM
Here is a problem, I found no answer:

If you increase racial hit-dice of a creature like a hound archon, what happens witht listed abilities?

Hound Archon: 6 racial HD, casterlevel for his SLAs is 6, spellresistence is 16+class-levels

If you increase him to, for example, 8 racial HD, are his SLAs increased to casterlevel 8, too? And the SR to 18+class-levels?

I believe it increases, but didn't find any rule for this.

Thanks a lot in advance!

well comparing the hound archon to the hound archon hero and according to what the srd says on improving monsters I would say.

spell like abilities retain the same caster level.
spell resistance increases with his hit dice.
hogarth

09-01-06, 01:57 PM
well comparing the hound archon to the hound archon hero and according to what the srd says on improving monsters I would say.

spell like abilities retain the same caster level.
spell resistance increases with his hit dice.
That's not a good example, since the Hound Archon Hero hasn't been advanced with racial hit dice; it has class hit dice instead.

I was thinking about the same thing the other day, and I came to the conclusion that, according to the rules, caster levels and spell resistance aren't increased when advancing a monster by racial hit dice (except for explicit exceptions like a barghest or dragon which have their own advancement rules).
Zevox

09-01-06, 02:01 PM
@ Username - If you want undead allies, you need to either use the spell Animate Dead or the Rebuke Undead ability of evil/negative-energy channelling Clerics to control them. You can't just buy them.

@ hogarth - Actually, the question was whether a Leadership cohort could create some undead and order them to follow orders from her leader so she didn't need to be around to give them orders (i.e. if she dies in mid-cycle, his leader could bring the undead allies in her place next fight). Pittbull said no, and no one else spoke up, so I presume thats what we're going with.

Zevox
hogarth

09-01-06, 02:05 PM
@ hogarth - Actually, the question was whether a Leadership cohort could create some undead and order them to follow orders from her leader so she didn't need to be around to give them orders (i.e. if she dies in mid-cycle, his leader could bring the undead allies in her place next fight). Pittbull said no, and no one else spoke up, so I presume thats what we're going with.

Zevox
Isn't that transferring command of an undead from an NPC spellcaster to a PC (as I stated above)? I'm not sure what you're clarifying.
UserNamer

09-01-06, 02:06 PM
okay i see, other questions:

- anyone wants to pitlord my miniquest for this character?:

http://boards1.wizards.com/showpost.php?p=9944052&postcount=907

- and if someone could check it for mistakes?
Zevox

09-01-06, 02:10 PM
Isn't that transferring command of an undead from an NPC spellcaster to a PC (as I stated above)? I'm not sure what you're clarifying.
Simply noting that the NPC in question is an ally already of the PC, not a random NPC you could purchase the undead off of.

Zevox
lonewolf

09-01-06, 02:11 PM
Addon to the spellresistance issue:

Every creature in the MM with SR that has a "creature as character" - section, has its SR there listed as SR x+Class levels.

Can we thus assume that the SR of all creatures that have SR increases whenever they gain a class level?
TheMagister

09-01-06, 02:15 PM
well comparing the hound archon to the hound archon hero and according to what the srd says on improving monsters I would say.

spell like abilities retain the same caster level.
spell resistance increases with his hit dice.

the hound archon hero was advanced by paladin class levels.

If you advance a monster by racial hit dice, then all the abilities that he has that are based on hit dice will increase as well.

TM
MindWandererB

09-01-06, 02:16 PM
Well, the advancement instructions say that only BAB, base saves, and ability DCs increase with racial HD. The "examples" aren't infallible guides; they're kind of like the DMG magic items, which were only kind of created with the formulae. The Hound Archon Hero has no business having a higher SR*. However, I do see that the advanced celestial half-dragon lammasu (phew!) does not enjoy an increase in SLA caster level despite its increased HD.

*Edit: However, lonewolf's statement is correct--___s as characters do always say that SR increases with class HD. Presumably racial HD would do the same.
Zevox

09-01-06, 02:25 PM
- and if someone could check it for mistakes?
Neither Halflings nor Rogues are proficient with a longbow, so if you want to use that, you'll take a -4 penalty to attacks. Your other option is to get a shortbow, which Rogues are proficient with but which do less damage and have a shorter range.

Your jump modifier should be at -4 for your speed being 20'.

Your synergy bonuses to Use Magic Device only apply when using scrolls, not to all UMD checks, so you should probably list that as a modifier rather than right in the skill.

Spellcraft is not a class skill for Rogue, so your 5 skill points only give you 2.5 ranks in it (which incidentally cuts you UMD synergy bonus to +2 for scrolls, not +4).

You can't possible leave a Tattoo at home. They're scribed on your body, for God's sake. You also can't leave items at home to exceed the expendable limit - its a limit on what you can own, not what you can bring with you into the arena - so those put you over that limit.

Since you're small size, you can only carry 3/4 of what a medium size character can. So your carry capacity is only 0-32 lbs (light), 33-64 lbs (medium), and 65-97 lbs (heavy).

This would mean you're in medium encumbrance, but you also forget that small-size equipment (weapons, armor, ammo, etc) weigh half as much as medium ones. So your total weight carried is only 21 lbs.

Thats what I see on a quick look-over. Maybe somebody else could double-check to make sure I didn't miss anything.

Zevox
Pittbull

09-01-06, 02:33 PM
Well, the advancement instructions say that only BAB, base saves, and ability DCs increase with racial HD. The "examples" aren't infallible guides; they're kind of like the DMG magic items, which were only kind of created with the formulae. The Hound Archon Hero has no business having a higher SR*. However, I do see that the advanced celestial half-dragon lammasu (phew!) does not enjoy an increase in SLA caster level despite its increased HD.

*Edit: However, lonewolf's statement is correct--___s as characters do always say that SR increases with class HD. Presumably racial HD would do the same.
Beside the lammasu example, how shall rule now?

1. Topic:

Do SLA-casterlevels and SR increase, if the monster adcances in racial HD?

a, Yes!
b, No!

I would choose a.

2. Topic:

If there is no "monster as character"-section, does the mentioned SR increase like SR=X+classlevels, if the character gains class-levels?
For example Pseudodragon ---> SR19.

a, Yes!
b, No!

My opinion is a!
MindWandererB

09-01-06, 02:38 PM
I think those are three questions, not two.

1a) By all indications, caster level for SLAs does not increase with any kind of hit dice.

2) However, it is also moderately clear that SR increases with class hit dice.

1b) If SR increases with class HD, then by all rights it should increase with racial HD, as well.
Pittbull

09-01-06, 02:41 PM
Yes, you explained it nicely. I think, we can go with this ruling. But, if others like to speak up, they are very welcome.
Macbrea

09-01-06, 02:51 PM
I think this was the quote your looking for mindwanderb on racial hit dice and class hit dice.


Hit Dice

The creature’s Hit Dice equal the number of class levels it has plus its racial Hit Dice. Additional Hit Dice gained from taking levels in a character class never affect a creature’s size like additional racial Hit Dice do.
hogarth

09-01-06, 02:52 PM
okay i see, other questions:

- anyone wants to pitlord my miniquest for this character?:

http://boards1.wizards.com/showpost.php?p=9944052&postcount=907

- and if someone could check it for mistakes?
This line:
+08 Bluff................ [6 (rnks) +2 (cha)] [5rog]
should read:
+07 Bluff................ [5 (rnks) +2 (cha)] [5rog]
Anaconda

09-01-06, 02:54 PM
@zevox: Tactics send
soz im a little late but couldnt send them earlyer
MindWandererB

09-01-06, 03:20 PM
I think this was the quote your looking for mindwanderb on racial hit dice and class hit dice.
Sorry? I wasn't looking for any quote, and that doesn't answer any of the issues we were discussing. Nothing about SR or SLA caster levels there.
Macbrea

09-01-06, 03:43 PM
SR for a creatrues is almost always X+HD. Therefore based on that quote it should be RACE HD + CLASS HD + X = SR.

X of course being some number such as 5, 10 or 11.
MindWandererB

09-01-06, 03:48 PM
It's that first statement, "SR for a creatrues is almost always X+HD," that is under debate. I think it's correct, but I can't find a source for it.
Zelck

09-01-06, 04:00 PM
Can Call Lightning be used in the "enclosed" arenas, such as the Temple, Sewers, and Cavern?
hogarth

09-01-06, 04:08 PM
It's that first statement, "SR for a creatrues is almost always X+HD," that is under debate. I think it's correct, but I can't find a source for it.
Well, it'll always be X+HD for some value of X... :P

I don't believe it says anywhere in the core rules that SR goes up with racial hit dice, and I don't believe it says anywhere in the core rules that all monsters with SR improve their SR value if they add class levels. That seems like a reasonable house rule, though. (Maybe I'm just looking in the wrong places...)
MindWandererB

09-01-06, 04:22 PM
Can Call Lightning be used in the "enclosed" arenas, such as the Temple, Sewers, and Cavern?
This spell functions indoors or underground but not underwater.So, no problem.
Usurpator

09-01-06, 05:16 PM
Yes, you explained it nicely. I think, we can go with this ruling. But, if others like to speak up, they are very welcome.

I think caster level (if it seems HD dependent, which most do) should also increase with extra racial HD. There is no direct basis in rules for increasing caster level, but the many monster that have CL = HD is just too much to be entirely coincidental to me.

Same for SR. Many templates do it, and races like drow also show the SR = HD + X rule.
MindWandererB

09-01-06, 05:27 PM
Many, but not all. And the lammasu, the only example I could find of a monster advanced by HD that has SLAs, did not have its caster level increased. I think the "caster level = HD" is just a rule of thumb.
Usurpator

09-01-06, 05:55 PM
Many, but not all. And the lammasu, the only example I could find of a monster advanced by HD that has SLAs, did not have its caster level increased. I think the "caster level = HD" is just a rule of thumb.

I agree, but a Lammasu not just has a CL, it casts spells as a Xth lvl PC class. Just like a Rakshasa or a Dragon. Most creatures that follow the caster level = HD rule just have a number of spell-like abilities, not full caster classes.
MindWandererB

09-01-06, 06:10 PM
I agree, but a Lammasu not just has a CL, it casts spells as a Xth lvl PC class. Just like a Rakshasa or a Dragon. Most creatures that follow the caster level = HD rule just have a number of spell-like abilities, not full caster classes.
The Lammasu actually has both types of spells: SLAs and spells-like-casters. It has Greater Invisibility 2/day and Dimension Door 1/day as SLAs, caster level 7, even for the 10-HD Golden Protector.
False_Keraptis

09-01-06, 06:16 PM
Hello to all!

I posted my first character today: Fnorri the Miser. If anyone has any corrections or suggestions, please don't hesitate to let me know. Thanks.
Dracazar

09-01-06, 06:17 PM
Question:
Is there any way for a paladin to get an improved special mount?
I saw some sources some times ago but I'm unable to remember that.

Thanks
Zevox

09-01-06, 06:22 PM
Question:
Is there any way for a paladin to get an improved special mount?
I saw some sources some times ago but I'm unable to remember that.

Thanks
"Improved" in what way? The DMG does have a list of alternative special mounts they get at higher levels, like Pegasi or Dire Lions, if thats what you mean. Of course, just like alternative Druid animal companions, those advance slower than normal special mounts.

Zevox
SauroGrenom

09-01-06, 08:01 PM
Question:
Is there any way for a paladin to get an improved special mount?
I saw some sources some times ago but I'm unable to remember that.

Thanks
I think he is asking if you can get mounts with templates added or with advanced HD or with the elite ability array and such.

It is my understanding that no, the paladin mount cannot be "improved" in the sense of typical monsters being improved.

BTW Zevox, I cannot find where the rules are about paladin't gaining mounts that are not typical warhorses or war ponies or riding dogs or sharks. Where do you get this thing about a pegasus or dire lion?
Zevox

09-01-06, 08:08 PM
BTW Zevox, I cannot find where the rules are about paladin't gaining mounts that are not typical warhorses or war ponies or riding dogs or sharks. Where do you get this thing about a pegasus or dire lion?
DMG, page 204-205. Gives a list of alternate special mounts that function much like alternate Druid animal companions. For some reason its not in the SRD - not sure why, but since its in the DMG, I imagine its legal here. Heres what mounts it lists at what levels, if you're interested:

6th level - Celestial Heavy Warhorse, Dire Wolf, Hippogriff, Large Monstrous Spider, Large Shark, Unicorn, Celestial Warpony, Dire Bat, Dire Badger, Dire Weasel, Giant Lizard.

7th level - Dire Boar, Dire Wolverine, Giant Eagle, Giant Owl, Pegasus, Rhinoceros, Sea Cat.

8th level - Dire Lion, Griffon.

Zevox
McJarvis

09-02-06, 01:40 AM
Couple 'o things:

In the case of players hiding behind pillars and whatnot- when exactly is all conceilment gone? When all four corners of player A have LOS on all four corners of player B?

Also, what does the LOS function on the auto-mapper do? I can't seem to make it generate anything graphic-wise or give me any info.
King Uther

09-02-06, 01:47 AM
There is a section in the DMG that also mentions Paladins using the eadership feat in conjunction with the Special Mount feature.
Vathelokai

09-02-06, 03:18 AM
Couple 'o things:

In the case of players hiding behind pillars and whatnot- when exactly is all conceilment gone? When all four corners of player A have LOS on all four corners of player B?
I'm pretty sure you mean Cover instead of conceal; they produce the same hiding effects, but work slightly differently.

LOS is defined as any part of your box having a line to any part of their box. Cover is having any one of those lines go through an other object. So yes, what you said; if all four corners have an open line then there can be no concealment (appart from other effects like magic).Also, what does the LOS function on the auto-mapper do? I can't seem to make it generate anything graphic-wise or give me any info.
I've seen it work before, but I don't use it really; have to get someone else to field that.
UserNamer

09-02-06, 05:11 AM
@guy with new character

i think you get +2 vs. spell/spell like abilities and a +2 vs. posion
Dracazar

09-02-06, 07:21 AM
Thanks SauroGrenom, Zevox, King Uther, I was looking for that.

Question:
Are you sure that a paladin at 1st-3rd level is able to use a Wand of Cure Light Wounds? as TableTop DM if would have not allowed since his 4th level.

Thanks
Vathelokai

09-02-06, 07:25 AM
Question:
Are you sure that a paladin at 1st-3rd level is able to use a Wand of Cure Light Wounds? as TableTop DM if would have not allowed since his 4th level.

Thanks
Yes you can. You only have to have the spell on your class list; you do not have to have a caster level to do itSpell Trigger: Spell trigger activation is similar to spell completion, but its even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Anyone with a spell on his or her spell list knows how to use a spell trigger item that stores that spell. (This is the case even for a character who cant actually cast spells, such as a 3rd-level paladin.) The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.
Stormwind

09-02-06, 07:31 AM
<snip>
Also, what does the LOS function on the auto-mapper do? I can't seem to make it generate anything graphic-wise or give me any info.
The LOS function lets you choose 1 corner of a position of a character A and the position of another character B and then it draws lines from that corner of character A's position to every corner of character B's position to allow you to determine LoS.

For example if you place blue and red character markers on the map. Then type a1 in the 'LOS A' box, type 1 in the 'corner' box and type b1 in the 'LOS B' box then you will get the following:

http://www.hwx.it/coco/coco.php;v=1;map=arena;a=Name,M,11,38;b= Name,M,18,38;los=11,38,18,38,1

Note that the corners are numbered from 1-4 starting at the top-right and going clockwise.
UserNamer

09-02-06, 08:14 AM
question:

if I would buy a light warhorse(non-war), could I(or hire someone else) train it to make it a light warhorse?
SauroGrenom

09-02-06, 09:25 AM
If you have a cohort that is a creature and your leadership allows it to be a higher ECL than is possible to advance the creature, then can you advance it further with class levels?

For example if you have a leadership score of 24 and you have a blink dog ally. You are allowed to have an ECL 17 ally due to your leadership score, but the blink dog is at max only 12 racial HD and +2 LA. So it's maxed out at ECL14. Can you give it 3 fighter levels?

Can you start to give it fighter levels earlier? Say after the dog has 8HD (and large size), you decide to give it fighter levels. So your ECL17 ally is infact 7th level fighter and 8 racial HD blink dog. Is this allowed?

I see no reason that it is not allowed, but I've not seen it done before, so I wonder.
UserNamer

09-02-06, 10:02 AM
can someone check this please :

http://boards1.wizards.com/showpost.php?p=9944052&postcount=907

for errors and mistakes, couse i don't want him to fight if he isnt alright
wasnt suppose to rhyme
McJarvis

09-02-06, 11:55 AM
The LOS function lets you choose 1 corner of a position of a character A and the position of another character B and then it draws lines from that corner of character A's position to every corner of character B's position to allow you to determine LoS.

For example if you place blue and red character markers on the map. Then type a1 in the 'LOS A' box, type 1 in the 'corner' box and type b1 in the 'LOS B' box then you will get the following:

http://www.hwx.it/coco/coco.php;v=1;map=arena;a=Name,M,11,38;b= Name,M,18,38;los=11,38,18,38,1

Note that the corners are numbered from 1-4 starting at the top-right and going clockwise.

Ok, after much confusion I figured it out. It's case-sensitive and I was typing A1 and B1 into it. When I typed a1 and b1 it worked fine like you said.
hogarth

09-02-06, 12:04 PM
can someone check this please :

http://boards1.wizards.com/showpost.php?p=9944052&postcount=907

for errors and mistakes, couse i don't want him to fight if he isnt alright
wasnt suppose to rhyme
Don't do the crime if you can't do the time...
Chaotic Neutral Small Humanoid (wood elf)
A wood elf is medium, not small.

I would recommend using Profession instead of Craft to earn money (since your Wis is higher than your Int and a Profession tool costs 5 gp less than a Craft tool), but that's up to you.

I also wouldn't leave all that alchemical stuff "at home" (antitoxin, alch. fire, etc.); you're strong enough to carry it all with you, so why not?
NedTheDestroyer

09-02-06, 12:39 PM
I can't believe that I kept forgetting the "r" on "usernamer." No wonder he didn't reply to my pm. It's just frustrating to come back and try to do everything right and then realize that a "typo" has foiled your best laid plans.

Ned
Vathelokai

09-02-06, 12:44 PM
I can't believe that I kept forgetting the "r" on "usernamer." No wonder he didn't reply to my pm. It's just frustrating to come back and try to do everything right and then realize that a "typo" has foiled your best laid plans.

Ned
Personally, I'd like to see the fight played out. I'd like to know if my tactics worked out as I planned. I'll PM him and ask if he'll reconsider.
NedTheDestroyer

09-02-06, 12:53 PM
thats very kind of you. I was all excited when i woke up today because I was looking forward to the fight and then i clicked and realized... I'd misspelled his name... Sigh.
Vathelokai

09-02-06, 01:38 PM
*EDIT*
The response from Usernamer...is there a way somone could take it over, the fight i mean?
couse i think it would probably take me some time and i dont have too much now, and I dont want the fight to go like this
I told him to take it to the fight of the week thread, so keep checking there to see who takes over the fight.
McJarvis

09-03-06, 12:38 AM
In regards to allies in the arena:

Do I have to record which ones I will bring in before the pairings go up, or can I decide which ones to take// or to leave them all at home after I see who I'm paired against?
Zevox

09-03-06, 12:40 AM
Allies must be prebuffed. You can choose to leave those you prebuff at home if you wish, but you'll still take penalties for them (basically thats so you needn't risk losing them for the rest of the cycle if you feel they'll be of little help or would likely get killed).

Zevox
Erithmu

09-03-06, 12:42 AM
In regards to allies in the arena:

Do I have to record which ones I will bring in before the pairings go up, or can I decide which ones to take// or to leave them all at home after I see who I'm paired against?

Allies now have to be placed in your prebuff section. After you see who you are fighting, you are allowed to have the ally sit out, but you still suffer from the penality. This is to prevent someone from having 5 different allies, and then picking only one to come in. (Although I can't find it in the CoCo rules, it is the current rule)
McJarvis

09-03-06, 12:44 AM
Allies must be prebuffed. You can choose to leave those you prebuff at home if you wish, but you'll still take penalties for them (basically thats so you needn't risk losing them for the rest of the cycle if you feel they'll be of little help or would likely get killed).

Zevox

O_O. I didn't realize they wouldn't come back until the end of the 3FC if they were killed. What allies are affected by this?((Class/Skill/Bought?))
Zevox

09-03-06, 12:50 AM
All of them.

Zevox
McJarvis

09-03-06, 12:51 AM
All of them.

Zevox

How dead is dead? If they're just reduced to negative hps and they stabilize can I cure them after the battle is over? If not, how many rounds after felling an opponent does the "match" end?

*EDIT- and are they healed of all damage imbetween fights if they don't die?
Zevox

09-03-06, 12:55 AM
How dead is dead? If they're just reduced to negative hps and they stabilize can I cure them after the battle is over? If not, how many rounds after felling an opponent does the "match" end?

*EDIT- and are they healed of all damage imbetween fights if they don't die?
They have to be -10 hp to be considered dead. Just being in negative hp and dying will still have them come back after the fight, even if they're at -9 when the fight ends and not stabilized; and in point of fact its something of an unwritten rule that you're not allowed to kill a dying ally if the enemy isn't going out of thier way to heal it. The match is considered over for those purposes as soon as you've defeated your enemy.

Edit: And yes, they start each fight fully healed.

Zevox
McJarvis

09-03-06, 12:59 AM
They have to be -10 hp to be considered dead. Just being in negative hp and dying will still have them come back after the fight, even if they're at -9 when the fight ends and not stabilized; and in point of fact its something of an unwritten rule that you're not allowed to kill a dying ally if the enemy isn't going out of thier way to heal it. The match is considered over for those purposes as soon as you've defeated your enemy.

Edit: And yes, they start each fight fully healed.

Zevox

Ok...so taking them out is like protecting them from those nasty nasty barbarians that do 15 dmg ave per hit.

Gotcha.

Man. They should post this stuff at the Tree of Life or something.

*goes to check and see if this stuff is posted at the tree of life.... ;) *
NiQil

09-03-06, 03:14 PM
What is the ECL of 3 level 1 fighters, relative to an ECL 3 character here? Is it 3, or higher than 3? I ask, because in Vasi's miniquest, he was killed by 3 level 1 fighters, which seemed slightly overpowered to me. Granted, a few crits helped him die, but I want to find out for my own sanity.
MindWandererB

09-03-06, 03:42 PM
The ECL of any number of level 1 fighters is 1. The EL of three level 1 fighters is 3. A perfectly appropriate EL 3 encounter, at least by the book.

@McJarvis: I don't have any info in the TLT thread that is that general about allies. I addressed animal allies only, and the rules you're looking for apply to allies of all kinds.
NiQil

09-03-06, 04:33 PM
The ECL of any number of level 1 fighters is 1. The EL of three level 1 fighters is 3. A perfectly appropriate EL 3 encounter, at least by the book.

@McJarvis: I don't have any info in the TLT thread that is that general about allies. I addressed animal allies only, and the rules you're looking for apply to allies of all kinds.
I thought so....just for some reason it didn't seem right in my head.

Well, on the bright side, at least I found the design flaw in my Chimes before I really start going with them...time to rebuild.
False_Keraptis

09-04-06, 05:49 AM
A couple quick questions about crafting items:

1) Can one use multiple consecutive free activities to craft an item with a value > 1000 gp?

2) Can one use a single free activity to craft multiple items whose total value < 1000 gp?

3) Regarding the lack of caster level requirements, does this include requirements like this one (from bracers of armor):
Moderate conjuration; CL 7th; Craft Wondrous Item, mage armor, creators caster level must be at least two times that of the bonus placed in the bracers
or this:
Caster Level for Armor and Shields: The caster level of a magic shield or magic armor with a special ability is given in the item description. For an item with only an enhancement bonus, the caster level is three times the enhancement bonus.

Thanks.
Vathelokai

09-04-06, 06:28 AM
A couple quick questions about crafting items:

1) Can one use multiple consecutive free activities to craft an item with a value > 1000 gp?

2) Can one use a single free activity to craft multiple items whose total value < 1000 gp?

3) Regarding the lack of caster level requirements, does this include requirements like this one (from bracers of armor):
Moderate conjuration; CL 7th; Craft Wondrous Item, mage armor, creators caster level must be at least two times that of the bonus placed in the bracers
or this:Caster Level for Armor and Shields: The caster level of a magic shield or magic armor with a special ability is given in the item description. For an item with only an enhancement bonus, the caster level is three times the enhancement bonus.


Thanks.
1 - nope. Only with full activities.
2 - Yes. You could create 3 scrolls or the like.
3 - The 'lack of caster lv. req.' actually refers to the caster level of the item. In the first quote, I highligted the ignore portion in red, and the required portion in blue. All items have a listed CL, which is only used for special circumstances; that CL is not the CL to make the item - it's the items own CL. In the second quote refers to the items effective CL. The quote that is relevant, and the one I think you ment to snip is...Creating a magic weapon has a special prerequisite: The creators caster level must be at least three times the enhancement bonus of the weapon. If an item has both an enhancement bonus and a special ability the higher of the two caster level requirements must be met
Vathelokai

09-04-06, 06:30 AM
Double Post
Zevox

09-04-06, 09:51 AM
1) Can one use multiple consecutive free activities to craft an item with a value > 1000 gp?
With items made using the craft skills only at least (as opposed to feats), you can. I know I've seen characters making expensive weapons or armor over the course of two weeks using multiple free activities, most recently Pittbull's Morathor making his deepcrystal greataxe. I'm pretty sure this is mentioned under the crafting rules too.

I think Vath's right insofar as items made with the craft feats go though - I don't think thats allowed with them.

Zevox
NiQil

09-04-06, 10:07 AM
I want to get some feedback from you all before I make a decision on this one. It's not an extremely big issue.

Currently, we have 4 mandatory skills that have to be on every character's sheet, those being Hide, Listen, Move Silently and Spot. Now that our new maps have been in place for a bit, I am seeing other skills used regularly enough to (I think) justify making them mandatory as well. I am referring to Balance, Climb, Jump and possibly Escape Artist. All of these are physical skills that are usable untrained, and all of them are now seeing extensive use in battles, with Climb and Jump being the most prevalent.

What I would like to hear is whether you agree that all or some of the skills I have mentioned should be mandatory on sheets like the ones we already require, as well as if there are other skills that you think should be mandatory.
Zevox

09-04-06, 10:15 AM
Balance and Climb I'd agree on - maps like the City and Forest certainly cause those to see a lot of use, and Climb can already be used on the statues in the Temple and Cavern as well.

I'm not sure where you're seeing jump used a lot though - has there been a lot of rooftop-to-rooftop city jumping I've missed? Or river-hopping in the forest? I know those things are options, but I don't think I've seen much of it actually happening myself, though of course I might've just missed most of those fights.

As for escape artist, probably not worth it. The only things it gets used for are escaping grapples and the sewer grates, and its pretty rare that it gets used for the latter from what I've seen. If escaping grapples alone wasn't enough to get it on the mandatory list before, I don't see the sewer grates changing that.

Zevox
NiQil

09-04-06, 10:26 AM
Balance and Climb I'd agree on - maps like the City and Forest certainly cause those to see a lot of use, and Climb can already be used on the statues in the Temple and Cavern as well.

I'm not sure where you're seeing jump used a lot though - has there been a lot of rooftop-to-rooftop city jumping I've missed? Or river-hopping in the forest? I know those things are options, but I don't think I've seen much of it actually happening myself, though of course I might've just missed most of those fights.

As for escape artist, probably not worth it. The only things it gets used for are escaping grapples and the sewer grates, and its pretty rare that it gets used for the latter from what I've seen. If escaping grapples alone wasn't enough to get it on the mandatory list before, I don't see the sewer grates changing that.

Zevox
I see Jump checks to get to the lower portion of the Temple as well as across the lava pool. I also see them to cross the watery walkways in the Sewer, just to name a few.

I included Escape Artist for the exact reason you mentioned...because of the abundance of grappling we see here. It is the one I am most unsure of, however.

I am currently leaning towards adding Balance, Climb and Jump as required skills, and leaving Escape Artist out.
Traevanon

09-04-06, 10:26 AM
The thing about those skills (balance, climb, jump and escape) is that using them is a choice by the character. Peeking through the maps I cant think of one regular instance that I would be forced by either my opponent or circumstance to use those skills.

But, I'm not opposed to having them listed.
Zevox

09-04-06, 10:36 AM
Peeking through the maps I cant think of one regular instance that I would be forced by either my opponent or circumstance to use those skills.
The river crossings in the Forest map do force you to use the balance skill, unless you want to take forever by going around through the bog.

I see Jump checks to get to the lower portion of the Temple as well as across the lava pool. I also see them to cross the watery walkways in the Sewer, just to name a few.
I'd forgotten about the lava pool, you're right about that. I think I'm the only whos tried jumping across the sewer water though - with my Maenad, Annalina - but again I might have just missed that. I suppose even just between the lava pool and the potential uses in the forest and city maps it would warrant including though.

Zevox
Traevanon

09-04-06, 10:45 AM
The river crossings in the Forest map do force you to use the balance skill, unless you want to take forever by going around through the bog.

Or you could swim.
Zevox

09-04-06, 10:56 AM
Granted, though considering armor penalties cost double for swimming not many would prefer that route to balancing. You could also use the jump skill, but it'd be a hard to check to make in most places unless you've trained it or have a speed bonus to the check.

Zevox
McJarvis

09-04-06, 01:17 PM
@Cat:

On the Unearthed Arcana rules page you've accidently merged the Boar and Bear totem barbarian variant classes.
MindWandererB

09-04-06, 01:38 PM
Balance, Climb, and Jump I wholeheartedly agree with--I advocated that myself a while back. Balance in the forest and city is a no-brainer. Climb is used a lot in the forest and city, and sometimes the temple. I actually see Jump used most often in the Forest, for low-Dex characters dealing with the river (although most of them forget that they can't run in the overgrowth, so the check is at least DC 20), as well as the sewer and temple, with occasonal uses in other maps.

Escape Artist might be nice because pitlords often have to ad-lib reactions to being grappled, and with Escape Artist listed right there, they won't forget that option. Swim comes into play fairly regularly, as well--rarely do I see a Forest fight where everyone manages to stay out of the water.
Vathelokai

09-04-06, 02:07 PM
Escape Artist might be nice because pitlords often have to ad-lib reactions to being grappled, and with Escape Artist listed right there, they won't forget that option.What I think might work better is to have the Escape artist skill modifier listed next to the grapple check at the top of the sheet. Makes for easy reference and reminder. Saves space as well. So when the tactics say 'get out of grapple' then the pitlord can just look at one line and pick the best modifier.
Zelck

09-04-06, 02:38 PM
A while back, I thought of making a darkened map that benefits Survival, so I came up with this (http://boards1.wizards.com/showpost.php?p=9988638&postcount=101). Since it appears our current Forest map may be too large, this map could be a possible replacement. Comments and criticisms are appreciated :).

Here's a specific question: How should that map interact with low-light vision?
MindWandererB

09-04-06, 03:05 PM
A while back, I thought of making a darkened map that benefits Survival, so I came up with this (http://boards1.wizards.com/showpost.php?p=9988638&postcount=101). Since it appears our current Forest map may be too large, this map could be a possible replacement. Comments and criticisms are appreciated :).

Here's a specific question: How should that map interact with low-light vision?
Several comments:

1) Cat likes pretty maps. He won't accept anything less than Dundjinni quality. I submitted a few that were prettier than this, and they were rejected in large part because they were too ugly.

2) It's too small. It's smaller than even the Arena.

3) We had talked about adding a random illumination factor to the fights as well as random maps. So we won't go with a map that's always dark.

4) The moon in Gladius corresponds to that of the real world. There's no magical place where the moon is always full. Also, the lowered DC to spot flying creatures is silly; the vast majority of the time, they won't fly directly between you and the moon (and if they're dumb enough to do so, they probably have low Hide ranks).

5) That Survival rule is just too variant. We try to stick with the real rules when possible. It's also not very realistic--the best I can see would be Survival ranks granting a circumstance/synergy bonus to Listen checks.

Low-light vision works the same in this map as with any poor lighting conditions. I don't really feel like looking it up right now, because I don't think map-specific lighting will fly.
TheMagister

09-04-06, 11:01 PM
Sdentch just participated (2 weeks ago) in a failed raid on an EHTC structure (darned will saves!).

She used a substantial amount of her expendable stockpile (mostly to good effect, but then totally wiped out by an impossible will save).

By my reading of the 3FC rules, Sdentch has to mark off those expendables used until she's completed her 3FC.

Well, she's about to start an interguild quest this coming week, and she's now SORELY underequipped for it.

She also doesn't have the free cash for resupply before the quest (she's currently banking about 250 gp).

Do her items refresh before the quest, or is she just gonna be gimped?

TM
MindWandererB

09-04-06, 11:16 PM
The way the rules are currently written, Sdentch will get her gear back when her cycle "refreshes," regardless of the fact that she's in the middle of a quest.
Vathelokai

09-05-06, 01:12 AM
Sdentch just participated (2 weeks ago) in a failed raid on an EHTC structure (darned will saves!).

She used a substantial amount of her expendable stockpile (mostly to good effect, but then totally wiped out by an impossible will save).

By my reading of the 3FC rules, Sdentch has to mark off those expendables used until she's completed her 3FC.

Well, she's about to start an interguild quest this coming week, and she's now SORELY underequipped for it.

She also doesn't have the free cash for resupply before the quest (she's currently banking about 250 gp).

Do her items refresh before the quest, or is she just gonna be gimped?

TMBasicly, it needs to be written into the quest that Sdentch finds a stockpile of expendables about 1/2 way through the quest (conviniently, right before the last fight :D ). We should warn Telin.
TheMagister

09-05-06, 09:24 AM
Aight. Thanks!

TM
Kaigan

09-05-06, 11:48 AM
Hey Guys, new school year, and I'm back from my long summer break.

Nice to see everyone.
Pittbull

09-05-06, 12:44 PM
Hey Guys, new school year, and I'm back from my long summer break.

Nice to see everyone.
Yeah, holla! Nice to see you back again. How goes your study?
McJarvis

09-05-06, 12:49 PM
Hey Guys, new school year, and I'm back from my long summer break.

Nice to see everyone.

Hola! I actually remember you. :)
SoulLord

09-05-06, 12:50 PM
If I'm not mistaken this is what happens.

Sdentch enters the 3 fight of the cicle with her expendables she has not used.

Which is also the first week of the quest she is in.

when she goes to the 2nd week of the quest it would be his first fight of the cicle so before that she has a chance to restock for his 3FC.

hope it helps more than add more doubt.


Sdentch just participated (2 weeks ago) in a failed raid on an EHTC structure (darned will saves!).

She used a substantial amount of her expendable stockpile (mostly to good effect, but then totally wiped out by an impossible will save).

By my reading of the 3FC rules, Sdentch has to mark off those expendables used until she's completed her 3FC.

Well, she's about to start an interguild quest this coming week, and she's now SORELY underequipped for it.

She also doesn't have the free cash for resupply before the quest (she's currently banking about 250 gp).

Do her items refresh before the quest, or is she just gonna be gimped?

TM
Kaigan

09-05-06, 02:28 PM
Yeah, holla! Nice to see you back again. How goes your study?

Studys are hard as ever, but that's whats expected from 3rd year genetics Lol.
MindWandererB

09-05-06, 02:39 PM
If I'm not mistaken this is what happens.

Sdentch enters the 3 fight of the cicle with her expendables she has not used.

Which is also the first week of the quest she is in.

when she goes to the 2nd week of the quest it would be his first fight of the cicle so before that she has a chance to restock for his 3FC.

hope it helps more than add more doubt.That's not quite correct. Since Sdentch is a frozen character, she regains all used expendables when she finishes her third fight. It's not a "chance" to restock, it's automatic.

Also: I got this from Kim Mohan, the errata lady for the PHB and DMG, about the drowning rules:

> The Drowning rules in these two sources--the Swim skill in the PHB and
> the Water Dangers environmental hazard in the DMG--have different
> rules. One says that one can hold one's breath for 2x Con score in
> rounds, the other says 1x, plus you lose your breath twice as fast if
> you take standard actions. I don't know which is correct.

The DMG is correct. Text in the Player's Handbook Special Edition was
amended to conform with the other book.
False_Keraptis

09-05-06, 05:42 PM
Aloha citizens;

I need a quick clarification about using the Gather Information skill to get the right to buy custom items: does multiplying the skill modifier by the multiplyer in the table give the maximum credit cost or the max gp cost of the item?

Thanks.
MindWandererB

09-05-06, 05:45 PM
Aloha citizens;

I need a quick clarification about using the Gather Information skill to get the right to buy custom items: does multiplying the skill modifier by the multiplyer in the table give the maximum credit cost or the max gp cost of the item?

Thanks.
That's the cost in GP. Usually, credit costs don't scale--a CL 2 wand of Cure Light Wounds costs as many credits as a CL 15 wand of Flame Strike. Plus, they're never anywhere near that high--the most expensive items never cost more than about 20 credits.
McJarvis

09-05-06, 09:17 PM
It just occured to me that I don't really understand the nimbus.

Why do sundered items get fixed and ammo that misses only has a 50% chance of not being broken?
SauroGrenom

09-05-06, 11:51 PM
It just occured to me that I don't really understand the nimbus.

Why do sundered items get fixed and ammo that misses only has a 50% chance of not being broken?
The Nimbus is not to be understood. It is realy just an RP device to make gladitorial combat work. If everyone's character died permanently after each loss, then there would be one 5th level character (The Harvester). Even the Harvester would slowly stop leveling as his victims fell farther and farther behind in ECL.

The Nimbus just repairs items that are not "used up". Any item that is typicially destroyed by using it, is still destroyed. Hence ammunition is not restored.
McJarvis

09-06-06, 12:18 AM
The Nimbus is not to be understood. It is realy just an RP device to make gladitorial combat work. If everyone's character died permanently after each loss, then there would be one 5th level character (The Harvester). Even the Harvester would slowly stop leveling as his victims fell farther and farther behind in ECL.

The Nimbus just repairs items that are not "used up". Any item that is typicially destroyed by using it, is still destroyed. Hence ammunition is not restored.

Man. Can we just say the Nimbus was formed by a God of chaos and no one knows why it picks what it picks? ;)
hogarth

09-06-06, 08:17 AM
It just occured to me that I don't really understand the nimbus.

Why do sundered items get fixed and ammo that misses only has a 50% chance of not being broken?

According to sages, the psychomorphic field induced by the gladiator's volitional matrix reverses polarity via a flux inversion process when an object is discarded or discharged intentionally by the owner.
Vathelokai

09-06-06, 08:28 AM
Questions:

Can a frozen character aquire a template, such as lycanthropy?

Can a character with a stat enhancing item be killed by stat drain? Wouldn't those last 2 points never go away, since they come from the cloak and not the characer?
Stormwind

09-06-06, 08:59 AM
Can a character with a stat enhancing item be killed by stat drain? Wouldn't those last 2 points never go away, since they come from the cloak and not the characer?
As far as I can tell, extra points in a stat from an item (enhancement bonus) are treated exactly the same as extra stat points from any other source (e.g. levelling). Thus I would say that yes, they would die from stat drain.

ABILITY SCORE LOSS
Various attacks cause ability score loss, either ability damage or ability drain. Points lost to ability damage return at the rate of 1 point per day (or double that if the character gets complete bed rest) to each damaged ability, and the spells lesser restoration and restoration offset ability damage as well. Ability drain, however, is permanent, though restoration can restore even those lost ability score points.
While any loss is debilitating, losing all points in an ability score can be devastating.
Strength 0 means that the character cannot move at all. He lies helpless on the ground.
Dexterity 0 means that the character cannot move at all. He stands motionless, rigid, and helpless.
Constitution 0 means that the character is dead.
Intelligence 0 means that the character cannot think and is unconscious in a coma-like stupor, helpless.
Wisdom 0 means that the character is withdrawn into a deep sleep filled with nightmares, helpless.
Charisma 0 means that the character is withdrawn into a catatonic, coma-like stupor, helpless.
Keeping track of negative ability score points is never necessary. A character’s ability score cant drop below 0.
Having a score of 0 in an ability is different from having no ability score whatsoever.
Some spells or abilities impose an effective ability score reduction, which is different from ability score loss. Any such reduction disappears at the end of the spells or abilitys duration, and the ability score immediately returns to its former value.
If a characters Constitution score drops, then he loses 1 hit point per Hit Die for every point by which his Constitution modifier drops. A hit point score cant be reduced by Constitution damage or drain to less than 1 hit point per Hit Die.
The ability that some creatures have to drain ability scores is a supernatural one, requiring some sort of attack. Such creatures do not drain abilities from enemies when the enemies strike them, even with unarmed attacks or natural weapons.
McJarvis

09-06-06, 11:58 AM
According to sages, the psychomorphic field induced by the gladiator's volitional matrix reverses polarity via a flux inversion process when an object is discarded or discharged intentionally by the owner.

...but only if the item is traditionally thrown in such a manner.

Shooting arrow at opponent that misses <--50%

Shooting arrow at nothing that misses <---50%

Throwing Shruken at nothing that misses <---50%

Throwing a holy symbol at opponent to play catch with <---Hey! that makes it


Throwing Axes <---not ammo. They make it.
hogarth

09-06-06, 12:03 PM
Throwing a holy symbol at opponent to play catch with <---Hey! that makes it


Throwing Axes <---not ammo. They make it.
Uh...I think it goes without saying that if an object doesn't break in the first place, the Nimbus isn't going to fix it no matter who doesn't break it...if that makes any sense.
McJarvis

09-06-06, 12:20 PM
Uh...I think it goes without saying that if an object doesn't break in the first place, the Nimbus isn't going to fix it no matter who doesn't break it...if that makes any sense.

...

right. I got sidetracked. heh.

Thrown animal: Assuming I can throw a riding dog at least 30-40 feet in the air, he could die from falling damage, especially if he already had enough damage to make him more of an inanimate object.

And the nimbus fixes him. ;)
DSugui

09-06-06, 12:33 PM
Dead creatures are considered inanimate objects by the rules, but they really aren't...

Some things we just don't question, or else our brains would pop up from our ears ;)
hogarth

09-06-06, 12:40 PM
...

right. I got sidetracked. heh.

Thrown animal: Assuming I can throw a riding dog at least 30-40 feet in the air, he could die from falling damage, especially if he already had enough damage to make him more of an inanimate object.

And the nimbus fixes him. ;)
I was wondering why there weren't many restaurants inside the Nimbus. I think the last one was Gladian Fried Chicken -- their motto was "We come alive in your stomach!"

(An example I was thinking of was accidentally throwing an axe into a pool of lava [Nimbus fixes it], but your dog example is more...colourful, I guess.)
McJarvis

09-06-06, 12:45 PM
I was wondering why there weren't many restaurants inside the Nimbus. I think the last one was Gladian Fried Chicken -- their motto was "We come alive in your stomach!"


Makes me think of Aliens. :)
Stormwind

09-06-06, 12:59 PM
I was wondering why there weren't many restaurants inside the Nimbus. I think the last one was Gladian Fried Chicken -- their motto was "We come alive in your stomach!"
Since the Nimbus restores living things, just imagine what happens to that salad you ate for lunch ... after all, it does restore creatures with the plant type. ;)
McJarvis

09-06-06, 01:01 PM
Since the Nimbus restores living things, just imagine what happens to that salad you ate for lunch ... after all, it does restore creatures with the plant type. ;)

Good thing I only eat salt inside the nimbus.

I wonder if it's legal to force an opponent to eat a chicken in order to give him some pain after the fight?((naturally the nimbus would restore him the moment he died from the wounds of a chicken bursting out of his stomach))
TheMagister

09-06-06, 01:04 PM
{burp}

"I am reely tasting that steak I had for lonch again, Bob. Eet was good, but ees reely tearing me up insi--. Ohh.

{Hood stops in the street, clutching his churning stomach}

"Unh. GAH!! AIEEEEE!!!"

{thump}

...

RIIIP!

"Moo?"
TheMagister

09-06-06, 01:06 PM
Good thing I only eat salt inside the nimbus.

I wonder if it's legal to force an opponent to eat a chicken in order to give him some pain after the fight?((naturally the nimbus would restore him the moment he died from the wounds of a chicken bursting out of his stomach))

{cheesy announcer voice}

"And try the new NIMBUSTM diet! Lose unwanted pounds no matter what and how much you eat!

Only 200 gold a month, and YOU could have the body of your dreams!

(Some pain experience is required in the diet program)
McJarvis

09-06-06, 02:51 PM
Ned (http://boards1.wizards.com/showpost.php?p=9901543&postcount=901) is up(and I wouldn't mind someone looking him over...), and notibly my first CoCo character that is combat-oriented. Though I fear there are many errors- I had hella-big problems with distributing weight.

I'm not running him this week just so I can make sure and get all the kinks out of him before not being able to edit him...

EDIT-

Specifically I don't know if the horse entry for him is right. I don't even know how heavy barding effects a horse's speed..(-10 ft?) or where to mention the gold I spent on good 'ol "The Destroyer".(I put it in the "items I'm carrying" section, but I'm obviously not carrying my horse.(I'm a 100 lb white chick))
hogarth

09-06-06, 02:56 PM
Ned (http://boards1.wizards.com/showpost.php?p=9901543&postcount=901) is up(and I wouldn't mind someone looking him over...)
Well, first of all Ned is female...

EDIT: Armour encumbrance for speedy creatures (like horses) can be found at the bottom of this page:
http://www.d20srd.org/srd/carryingCapacity.htm
The formula is 2/3 of base speed, rounded up to a multiple of 5' if necessary (I think).
TelinArtho

09-06-06, 03:03 PM
Ned (http://boards1.wizards.com/showpost.php?p=9901543&postcount=901) is up(and I wouldn't mind someone looking him over...), and notibly my first CoCo character that is combat-oriented. Though I fear there are many errors- I had hella-big problems with distributing weight.

I'm not running him this week just so I can make sure and get all the kinks out of him before not being able to edit him...

EDIT-

Specifically I don't know if the horse entry for him is right. I don't even know how heavy barding effects a horse's speed..(-10 ft?) or where to mention the gold I spent on good 'ol "The Destroyer".(I put it in the "items I'm carrying" section, but I'm obviously not carrying my horse.(I'm a 100 lb white chick))

Well, didn't look him/her over too much - but I did notice that your handle animal modifier should be +7 (-1 cha, 6 ranks, +2 tool).

Regarding the horse - any creature that is in medium or heavy armor/encumbrance takes a 1/3 speed penalty. So a 60ft move would be reduced to 40ft. This chart is in the carrying capacity SRD.

The costs should be listed in your "allies" section of your equipment with the ally cost itself plus the equipment of that ally. For an example you could look at Sir Valkin. Bear in mind I don't use the current suggested character sheet - but it works.
McJarvis

09-06-06, 03:11 PM
Is there a Pittlord profile section of the site? I feel like it would be useful to have a place where I can make some statements regarding my "pittlording style" so that gladiators can better write tactics and there are less disagreements later.

I seem to recall something to that effect in my browsing, but I can not recall anymore...
McJarvis

09-06-06, 03:16 PM
Alright...at least initial concerns over Ned are addressed.

Here's to you Ned.((Ned and I are having a little contest, thus the name of the character :) ))
MindWandererB

09-06-06, 03:18 PM
Is there a Pittlord profile section of the site? I feel like it would be useful to have a place where I can make some statements regarding my "pittlording style" so that gladiators can better write tactics and there are less disagreements later.

I seem to recall something to that effect in my browsing, but I can not recall anymore...
That would be here.

BTW, I had this Nimbus discussion before, about dead animals and such. Apparently, all the Nimbus does is allow True Resurrection to be cast for free. All PCs are assumed to know someone who is willing to cast the spell at no cost. So lunch meat, rats in the sewers, etc. stay dead.
TelinArtho

09-06-06, 03:19 PM
There's a link to it in the active pitlords section of the characters thread. I think I'm the only one who updates his own regularly (with my list of characters, the quests that I've run and the fights I've run since January).

Speaking of which, I think I need to update it...
McJarvis

09-06-06, 03:19 PM
That would be here.

BTW, I had this Nimbus discussion before, about dead animals and such. Apparently, all the Nimbus does is allow True Resurrection to be cast for free. All PCs are assumed to know someone who is willing to cast the spell at no cost. So lunch meat, rats in the sewers, etc. stay dead.

seems less mystical that way. :(
McJarvis

09-06-06, 03:55 PM
There's a link to it in the active pitlords section of the characters thread. I think I'm the only one who updates his own regularly (with my list of characters, the quests that I've run and the fights I've run since January).

Speaking of which, I think I need to update it...

I guess that makes two of us now. I like the idea behind having the profiles...and it will hopefully reduce the problems in fights... :)
hogarth

09-06-06, 03:57 PM
Alright...at least initial concerns over Ned are addressed.

Here's to you Ned.((Ned and I are having a little contest, thus the name of the character :) ))
Another issue: Ned's powerstones of Expansion would cost 150 gp each, not 75 gp. A power augmented to ML 3 counts as a level 2 power according to CoCo rules.

To simplify things, I'd take the shield bonus out of your Armor Class calculation; it assumes that you either have your tower shield equipped (unlikely) or Force Screen manifested.

Also, Ned has 1 pp available per fight, not 2.

Also, your chain shirt should cost 50 gp, not 25 (100 gp market price + self-crafted). Your tower shield would cost 15 gp if self-crafted, not 30.
McJarvis

09-06-06, 04:01 PM
Another issue: Ned's powerstones of Expansion would cost 150 gp each, not 75 gp. A power augmented to ML 3 counts as a level 2 power according to CoCo rules.

To simplify things, I'd take the shield bonus out of your Armor Class calculation; it assumes that you either have your tower shield equipped (unlikely) or Force Screen manifested.

It was either keep my tower shield equipped or leave it not equipped...but the difference between these two things is dramatic. Perhaps I should list both sets of stats?((since there is a dex bonus change, touch ac goes down, flat footed goes up, encumbrance changes, etc, etc))
hogarth

09-06-06, 04:04 PM
It was either keep my tower shield equipped or leave it not equipped...but the difference between these two things is dramatic. Perhaps I should list both sets of stats?((since there is a dex bonus change, touch ac goes down, flat footed goes up, encumbrance changes, etc, etc))
With and without the shield would be good. Note that I have some more comments that I edited into my message above.
McJarvis

09-06-06, 04:12 PM
With and without the shield would be good. Note that I have some more comments that I edited into my message above.

I gotta head out now, but thanks a ton.((man am I glad I didn't throw him into the arena at the last second)) I've referenced your post in his char sheet so I can re-work him a bit later.

Edit-
And he's all fixed. Thanks again for your help.
Zelck

09-06-06, 09:01 PM
Can a gladiator dictate a mercenary's tactics even if he has no ranks in Diplomacy? I'm talking specifically about tactics, not spells.
TelinArtho

09-07-06, 01:40 PM
Can a gladiator dictate a mercenary's tactics even if he has no ranks in Diplomacy? I'm talking specifically about tactics, not spells.

In general, if the tactics are pretty much in line with the general tactics at the bottom of the mercenary's sheet and the player has a way to communicate those changes - then the player can specify the tactics.

If the tactics seem out of line with the merc's personality or if the player has no way to convey the changes in tactics - then it would be within your right to force a diplomacy/cha check or deny them altogether (as in the case where language is an issue - see Little Daisy with Bobo the Ogre as an example).
McJarvis

09-07-06, 05:17 PM
I'm not going to weigh down the Elder Q&A thread on this, but I'm curious what you all think none the less.((I also posed the question to the Prestige Class boards, but didn't get a satisfactory answer other than "stop reading into rules too much"))

The dragon disciple is a prestige class we all know fairly well, but I was reading it the other day and something jumped out at me. Along with those level-up bonueses(increase to natural armor, increase to strength, increase to int, increase to con, etc, etc) there is an ability called Dragon Apothesis which is worded particularly strangely(though I had let my own expectations of what it would be override my sense of reading what it actually said up until this point in time). I'd urge you to set aside what you think the class offers and read what it says the class offers.


Dragon Apotheosis: At 10th level, a dragon disciple takes on the half-dragon template. His breath weapon reaches full strength (as noted above), and he gains +4 to Strength and +2 to Charisma. His natural armor bonus increases to +4, and he acquires low-light vision, 60-foot darkvision, immunity to sleep and paralysis effects, and immunity to the energy type used by his breath weapon (see above).


emphasis mine.

Thus, before the 10th level you get the following bonuses from the class:

Natural armor +3
Str +4
Con +2
Int +2
Breath weapon 4d8 1/day
wings
30 ft blindsense
claws/bite
extra spells castable.

And at 10th level you get in addition:

Aquire Half-Dragon template <--- :-O
+4 str
+2 cha
natural armor increases to +4
low light vision, 60ft darkvision, no sleep/paralysis, immune to energy type.


My issue, of course, is that it says you aquire the half-dragon template, and then lists bonuses. By what it actually says(and I found no errata on this whatsoever), you get the bonuses listed and then apply the half dragon template(which has racial bonuses in it as well).


By 10th level, with the bonuses from the class & template combined, you'll get a total of:

Natural armor +8
Str +16
Con +4
Int +4
cha +4
Breath weapon 6d8 2/day
wings
60 ft blindsense/lowlight vision/ 60 ft darkvision
claws/bite
extra spells castable.

with no level adjustment(because the FAQ does indicate that)

Now that's one hell of a prestige class.
hogarth

09-07-06, 05:23 PM
By 10th level, with the bonuses from the class & template combined, you'll get a total of:

Natural armor +8
Str +16
Con +4
Int +4
cha +4
Breath weapon 6d8 2/day
wings
60 ft blindsense/lowlight vision/ 60 ft darkvision
claws/bite
extra spells castable.

with no level adjustment(because the FAQ does indicate that)

Now that's one hell of a prestige class.
They had this discussion on the Character Optimization board. It's clear to me (but not everyone) that at 10th level you just get the remaining benefits of the Dragon Disciple class and it lists exactly what those benefits are (60' darkvision, another +4 Str, low-light vision, etc.). If you think those are additional benefits on top of the half-dragon template, then why would they specifically list darkvision, low-light vision, immunity to sleep, etc. when those are already given by the template?

Of course, your way sounds more fun. :D
McJarvis

09-07-06, 05:25 PM
They had this discussion on the Character Optimization board. It's clear to me (but not everyone) that at 10th level you just get the remaining benefits of the Dragon Disciple class and it lists exactly what those benefits are (60' darkvision, another +4 Str, low-light vision, etc.). If you think those are additional benefits on top of the half-dragon template, then why would they specifically list darkvision, low-light vision, immunity to sleep, etc. when those are already given by the template?

Of course, your way sounds more fun. :D

I actually allow it in my home campaigns now because I don't see the harm with average players(no optimizers in my group, or at the very least no optimizers willing to play a char from level 1 to 15 just for this). If it's allowable in the CoCo I might even start a char that intends on taking advantage of it eventually.

Regardless, it's a long wait for that pay-off either way..in a sub-par class, by my standards. :)

As far as what is clear to me- I don't know anymore. Given the way I thought it was there was no real reason not to take a half-dragon template early on...given this way, there's a reason to wait it out.
Erithmu

09-07-06, 05:25 PM
The only reason they say you take on the template is to get all the benifits of the template, you don't get double the effects. The description of the ability lists the final things needed to do to make the changes to the character sheet.

When dealing with the RAW you need to have some measure of RAI.

To put it simply: NO, just ... No.
McJarvis

09-07-06, 05:30 PM
It always amazes me what WotC doesn't errata over what they actually do.((Invisible Blade gets errata'd over this)) Hell, even a mention in the FAQ would be nice.
lonewolf

09-07-06, 05:34 PM
Important (and rather urgent) rules question regarding the interaction with Delver corrosive Slime to Energy Adaption:

Corrosive Slime (Ex): A delver produces a mucuslike slime that contains a highly corrosive substance. The slime is particularly effective against stone.

A delvers mere touch deals 2d6 points of acid damage to organic creatures or objects. Against metallic creatures or objects, a delvers slime deals 4d8 points of damage, and against stony creatures (including earth elementals) or objects it deals 8d10 points of damage. A slam attack by a delver leaves a patch of slime that deals 2d6 points of damage on contact and another 2d6 points of damage in each of the next 2 rounds. A large quantity (at least a quart) of water or weak acid, such as vinegar, washes off the slime.

An opponents armor and clothing dissolve and become useless immediately unless the wearer succeeds on a DC 22 Reflex save. Weapons that strike a delver also dissolve immediately unless the wielder succeeds on a DC 22 Reflex save.

A creature attacking a delver with natural weapons takes damage from its slime each time an attack hits unless the creature succeeds on a DC 22 Reflex save. These save DCs are Constitution-based.

Energy Adaptation
Psychometabolism [see text]
Level: Psion/wilder 4, psychic warrior 4
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
Power Points: 7

Your body assimilates some of the effect of an energy attack and converts it to harmless light. You gain resistance 10 against any attack that deals acid, cold, electricity, fire, or sonic damage.

When you absorb damage, you can choose to radiate visible light that illuminates a 60-foot radius for a number of rounds equal to the points of damage you successfully resisted, or merely dissipate the energy without giving off a visual display.

The energy resistance provided by this power increases to 20 points at 9th manifester level and to a maximum of 30 points at 13th level. The power protects your equipment as well.

The resistance provided by this power does not stack with other forms of energy resistance.

This powers subtype is the same as the type of damage it protects against.

Augment: If you spend 4 additional power points, you can manifest this power as an immediate action.


Energy adaption protects my Equipment from Acid damage. But does it also protect my weapons from the destruction of the Corrosive Slime?
McJarvis

09-07-06, 05:34 PM
The only reason they say you take on the template is to get all the benifits of the template, you don't get double the effects. The description of the ability lists the final things needed to do to make the changes to the character sheet.


You know, I'd never thought of it this way until just now. If the clarification is meant to mean exactly what you pick up from the template, then that means you don't pick up the Dragon type(since it isn't mentioned), and that is why the Dragon Disciple class doesn't go paradox on us. This development, though, would weaken the class....
MindWandererB

09-07-06, 05:37 PM
Important (and rather urgent) rules question regarding the interaction with Delver corrosive Slime to Energy Adaption:






Energy adaption protects my Equipment from Acid damage. But does it also protect my weapons from the destruction of the Corrosive Slime?
Technically, no. It's not dealing damage, it's a sort of instant-kill effect. Which is silly, but that's the way it's phrased, I think.
McJarvis

09-07-06, 05:39 PM
Technically, no. It's not dealing damage, it's a sort of instant-kill effect. Which is silly, but that's the way it's phrased, I think.

It's unfortunante that WotC tries to avoid dealing with damage to weapons at all costs, but I agree.
TelinArtho

09-07-06, 05:39 PM
@lonewolf - I think someone has already responded that the acid damage would be reduced by the same amount of the resistance. So - if the energy adaptation reduces the damage by 10 and it is a metallic weapon - it takes 4d8-10 acid damage - unless the weilder succeeds on a Reflex save DC22.
McJarvis

09-07-06, 05:41 PM
@lonewolf - I think someone has already responded that the acid damage would be reduced by the same amount of the resistance. So - if the energy adaptation reduces the damage by 10 and it is a metallic weapon - it takes 4d8-10 acid damage - unless the weilder succeeds on a Reflex save DC22.

If this is the case then adamantine weapons/armor should get a chance to survive if they have enough hp.
MindWandererB

09-07-06, 05:46 PM
And weapons made out of ceramic would be immune to the effect. But... it doesn't say that. It says weapons are destroyed, period. No mention of composition. Otherwise, say, a Large greatclub would have a pretty good chance of surviving. But that's just not the mechanic it uses.
McJarvis

09-07-06, 06:07 PM
Where is it written that powerstones weigh 1 lb? I'm sure it does somewhere...or are they weightless?
MindWandererB

09-07-06, 06:14 PM
Where is it written that powerstones weigh 1 lb? I'm sure it does somewhere...or are they weightless?
A power stone is a thumb-sized chunk of crystal that possesses a barely detectable interior glow if it holds a low-level power. A stone imprinted with more than one power or a higher-level power glows more brightly, but never enough to provide illumination in its own right. A typical power stone has AC 7, 5 hit points, a hardness of 8, and a break DC of 20.No mention of weight, therefore no weight. Which is what one would expect from a thumb-sized bit of rock.
TelinArtho

09-07-06, 06:15 PM
I think it is generally accepted that they are 0.1 lbs - but I can't seem to find that anywhere. 1lb would be a little much though.
McJarvis

09-07-06, 06:16 PM
No mention of weight, therefore no weight. Which is what one would expect from a thumb-sized bit of rock.

:-O And all this time I've been envisioning us pulling little 1lb bar-bells out of our pouches and throwing them aside...
TelinArtho

09-07-06, 06:22 PM
I've been tossing around a few ideas today and had a thought - but it has one major setback - and I'm not sure how to resolve it...

A small size wizard (probably a halfling) has a cat or hawk familiar (tiny size - 3str and 6str respectively).

The wizard casts Enlarge Person on the familiar (possible through the use of share spells) and reduce person on him/her self. The resulting small size cat can carry 16lbs (small quadruped) and the hawk would be able to carry 17.5lbs before hitting medium encumbrance (small creature).

Now - the reduced halfling (smallest female for height and weight) comes out to 27lbs/8 = 3 3/8lbs. Since a wizard doesn't usually carry much - I would assume staying under 16lbs won't be a problem.

Okay - now for the fun part. Invisibility (shared) and a touch spell. Mounted Combat, Ride by attack and Spirited Charge.

CL5 Shocking Grasp - held - charge in and BAM! 10d6 shocking damage with a touch attack. Ride by attack to make it so the mage isn't in melee after the attack (on the off chance that he doesn't kill...).

The big problem I've realized is that Tiny creatures don't have reach. Can the invisible, charging Tiny Mage/Small Cat (or hawk) - enter the square, attack and move out? Or, since the cat is small size, is this not possible?
MindWandererB

09-07-06, 06:32 PM
I actually thought about that one myself, but it was with a Psychic Warrior, Expansion, Compression, and a psicrystal. Didn't work out the math, though, so not sure if it would have worked.

Ride-By Attack, as admitted in the FAQ, is an impossible feat. You can't charge directly towards someone, hit them, and continue moving past them without moving through their square. I think that if the feat can be used at all, it can be used in this situation.
hogarth

09-07-06, 06:34 PM
CL5 Shocking Grasp - held - charge in and BAM! 10d6 shocking damage with a touch attack. Ride by attack to make it so the mage isn't in melee after the attack (on the off chance that he doesn't kill...).
How are you getting 10d6 damage? You can't share a Shocking Grasp spell (unless you cast it on yourself! Ouch!):
At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

Shocking Grasp
[...]
Range: Touch
Target: Creature or object touched
MindWandererB

09-07-06, 06:36 PM
How are you getting 10d6 damage? You can't share a Shocking Grasp spell (unless you cast it on yourself! Ouch!):
He's not sharing it, he's doubling it with Spirited Charge.
TelinArtho

09-07-06, 06:38 PM
How are you getting 10d6 damage? You can't share a Shocking Grasp spell (unless you cast it on yourself! Ouch!):

Spirited Charge! Double damage! (in other words - I'm not sharing it - I'm touching directly.

The real issue I'm not sure about is if my tiny mage could charge into a medium characters' square while mounted on a small creature. If he was just by himself - he could - no question. Its just a matter of whether the small creature makes it impossible.
SauroGrenom

09-07-06, 06:44 PM
Energy adaption protects my Equipment from Acid damage. But does it also protect my weapons from the destruction of the Corrosive Slime?
Sorry to be the bearer of bad news, but this is the equivalent of a save or die effect for weapons. The Acid Resistance is of no effect when dealing with this special ability of the Delver.

It's kind of like how DR 10/silver does nothing to protect you against a Finger of Death spell.
SauroGrenom

09-07-06, 06:56 PM
The big problem I've realized is that Tiny creatures don't have reach. Can the invisible, charging Tiny Mage/Small Cat (or hawk) - enter the square, attack and move out? Or, since the cat is small size, is this not possible?
While invisible you have concealment and you do not grant AoO's for movement (even through the square occupied by another character).

However Spiritied Charge does not double spell damage. It doubles weapon damage. It has been discussed in detail with respect to bat's and psicrystals that Cat and others do not consider touch spells to be weapons. Although that is debatable, it is how things are right now.

You could do a simular thing with one level of Druid and an animal companion, or take the Improved Familiar feat and gain a small sized familiar to begin with.
TelinArtho

09-07-06, 07:10 PM
While invisible you have concealment and you do not grant AoO's for movement (even through the square occupied by another character).

However Spiritied Charge does not double spell damage. It doubles weapon damage. It has been discussed in detail with respect to bat's and psicrystals that Cat and others do not consider touch spells to be weapons. Although that is debatable, it is how things are right now.

Well - I can certainly work with that.

You could do a simular thing with one level of Druid and an animal companion, or take the Improved Familiar feat and gain a small sized familiar to begin with.
Apparently you haven't looked at Faelto's last fight...

Also, the Countess Ural was working it from another angle, though she hadn't fully developed to that end yet - she is currently Paladin 5, but her build was to be Paladin 6/Wizard 3 - enlarged with invisibility, bull's strength, etc for a charge in... Heck - with enough HD on the horse, you might even be able to add Fleet of Foot to it to make the charge especially nasty...

Oh well - I guess I'll put my tiny wizard by the wayside for now... back to my Were-deinonychus...
King Uther

09-08-06, 03:32 AM
Normally I do not post my characters here, but in this case I want some opinions. I am attempting to add 3 UA classes, in a test of balance of the UA material as well as the test for ghosts and the magic domain. And I bring you:

Ajora, Spirit Slave of Balbanes (http://boards1.wizards.com/showpost.php?p=8682364&postcount=726)

I was considering challenging the entire CEF army invading the EHTC next week in the same fight. But I wouldn't want to embarass them(posse: oooooooooo!!!!!). Yes, of course I have a posse.
Pittbull

09-08-06, 05:20 AM
Oh, a new victim of Barthleby's turn undead ability.;)
Caterane

09-08-06, 05:47 AM
@Uther: The sword-throwing hiding telekinesis ghost is an old concept; with one exception the only ghost version we had so far. The saves are impressive but unnecessary: except for reflex but you're immune to almost anything a fort and will save is called for anyway. The rest, as said, is well-known. If you're looking for input, read some old ghost fights.
Stormwind

09-08-06, 06:27 AM
Oh, a new victim of Barthleby's turn undead ability.;)
Varjo has been hunting down clerics. Perhaps in a few levels time Barthleby can show her how this turning ability is supposed to work ... ;)

BTW, on Barthleby's character sheet he has:
Turn undead [4times: turnig-check:1d20+3, 2d6+10, 60ft]
However the turning check is a charisma check (1d20 + your Charisma modifier). Since Barthleby's domains are magic and trickery he gets no bonus to this check from his domains and I don't see any items that would give him a bonus there either. Thus as far as I can tell his turning check should be:
Turn undead [4times: turnig-check:1d20+1, 2d6+10, 60ft]
Am I missing something here?
hogarth

09-08-06, 08:37 AM
However the turning check is a charisma check (1d20 + your Charisma modifier). Since Barthleby's domains are magic and trickery he gets no bonus to this check from his domains and I don't see any items that would give him a bonus there either. Thus as far as I can tell his turning check should be 1d20+1.

Am I missing something here?

I can't access Barthleby's character sheet for some reason, but 5 ranks in Knowledge (religion) gives a +2 synergy bonus on turning checks. Maybe that's it.
Stormwind

09-08-06, 09:25 AM
I can't access Barthleby's character sheet for some reason, but 5 ranks in Knowledge (religion) gives a +2 synergy bonus on turning checks. Maybe that's it.
Ahh, that's it then .... I thought that I must be missing something.
Erithmu

09-08-06, 09:26 AM
@Uther: umm Ajora's AC is too low, It should be 10 higher from the charisma to AC deflection bonus.
hogarth

09-08-06, 09:29 AM
And I bring you:

Ajora, Spirit Slave of Balbanes (http://boards1.wizards.com/showpost.php?p=8682364&postcount=726)

Why does Ajora have an age bonus to Int/Wis/Cha, but no age penalty to Dex?

The wands of Magic Missile and Acid Arrow are useless to Ajora when he's incorporeal; either the wands are ethereal and thus can only harm ethereal opponent, or they're physical and he can't hold them. I can only guess that you'll have an ally that can make use of them (hence the Diplomacy + Forgery) or you're relying on using Malevolence. The same goes for the scrolls of Glitterdust, Scorching Ray, etc. (either can't hold them or can't use them on non-ethereal targets) and the potions (incorporeal creatures can't use potions). Actually, I'm a bit confused how "ethereal items" work; can a manifested ghost use an ethereal wand to harm a material creature? Spellcasting works (because it says so in the ghost description) but what about spell-trigger magic items?
Stormwind

09-08-06, 10:12 AM
Why does Ajora have an age bonus to Int/Wis/Cha, but no age penalty to Dex?

The wands of Magic Missile and Acid Arrow are useless to Ajora when he's incorporeal; either the wands are ethereal and thus can only harm ethereal opponent, or they're physical and he can't hold them. I can only guess that you'll have an ally that can make use of them (hence the Diplomacy + Forgery) or you're relying on using Malevolence. The same goes for the scrolls of Glitterdust, Scorching Ray, etc. (either can't hold them or can't use them on non-ethereal targets) and the potions (incorporeal creatures can't use potions). Actually, I'm a bit confused how "ethereal items" work; can a manifested ghost use an ethereal wand to harm a material creature? Spellcasting works (because it says so in the ghost description) but what about spell-trigger magic items?
Here are the house rules on ghosts and equipment. Although they don't specify scrolls and wands in particular, they do specify both ethereal equipment, and spells cast by the ghost. This means that as mundane equipment, it doesn't work, however if it is ethereal, then I believe it is fine.

I suppose that the only question remaining is whether spells cast from an ethereal scroll or wand are considered to be spells cast by the ghost ...

Meta Rules - Ghosts and Incorporality
The rules on ghosts seem to be unclear and even contradictive sometimes. To prevent confusion and easy handling of our arena ghosts, we have made some guidelines on how the Core Coliseum treats ghosts.
Special Attacks: You can pick any 2 special attacks from the list in the Monster Manual (eg. Corrupting touch and Malevolence). Normally, 1d3 is rolled to determine the number of special attacks.
Equipment: Since a ghost is incorporal, he cannot touch and use material items normally. Ethereal items, however, are much more difficult to obtain so a special rule had to be created: As a Free Activity, a ghost can buy ethereal items of up to 1000 gold marketprice. As a Full Activity, he can buy ethereal items of up to 7000 gold marketprice per week. Alternatively, the ghost can quest for ethereal items by setting the item as questgoal but it must be a 3-week Quest and the rewards must cover the marketprice in gold.
Ethereal/Material: A ghost is ethereal and so is his equipment. A non-manifested ghost cannot harm material targets by any means. A manifested ghost has a few options: Magic weapons have a 50% chance to harm material targets (or 100% for ghost touch weapons). Spells cast by the ghost affect material targets normally unless they rely on touch (ghostly touch spells don't work). Ghostly equipment stays ethereal and produces ethereal effects. For example, an ethereal bag of tricks or figurine of wondrous power produces ethereal creatures. Anything that leaves the manifested ghost's body loses the connection to the ghost's manifestation ability and becomes fully ethereal.


Edit: Note that since ghostly touch spells don't work (see above), I would have to question the validity of the wand of shocking grasp, even in conjunction with a spectral hand.
SauroGrenom

09-08-06, 10:20 AM
Although I did spot the missing age penalties right away, there are other larger problems with the character design.

Primarily you cannot place items in the arena before a battle. A 3rd level wizard cannot begin a fight with caltrops spread on the ground infront of him. Nor can a character have 5 loaded crossbows lying on the ground. Logicially Ajora also has the same limitations. He cannot start every fight with his bucket of 12 huge swords on the ground infront of him. Also is the fact that he cannot bring material objects with him. The telekinesis power is very effective, but you will need a material ally to carry around the weapons for you.

Judging from your charisma score and Diplomacy ranks, you are already planning on getting that ally. But you will have to wait for him to get the swords out of his pack before you can use the ability in each combat.

Good luck and BTW I'm interested in seeing what happens when this character is up against the other ghost Samuel and you two grapple each other.
Macbrea

09-08-06, 10:50 AM
You are allowed to start with 5 loaded crossbows in your arms and drop them as a free action.. You can start with a barrel of spears in your hands. The assumption is that your teleported into the arena. When I played Mektos I almost bought a Colossal Great Club to carry into the arena. Just so I could change it with shape wood into a small tower and enter it.

The real problem with any task is that you must bring the item into the arena. It cannot be there before hand.
UserNamer

09-08-06, 11:21 AM
quick question(please also quick answer): is there a place in the temple to hide, ecxept the statue in the middle?
lonewolf

09-08-06, 11:26 AM
quick question(please also quick answer): is there a place in the temple to hide, ecxept the statue in the middle?
yes
all the smaller statues also provide cover.
SauroGrenom

09-08-06, 11:29 AM
quick question(please also quick answer): is there a place in the temple to hide, ecxept the statue in the middle?
You can hide in any place where you have cover against the opponent. That includes behind all of the statues. As with any hiding, you must continue to have cover the whole time you are hiding. If you move out of cover you "may" be able to remain hidden if you have enough ranks in Hide and you don't move too far from cover. But if your opponent moves and denes you cover, then there is nothing you can do. You are revealed.
UserNamer

09-08-06, 11:36 AM
oke thanks for that, one more quick question;

at the temple, at the starting squeres, there are some white things(statues??) one squere from the gray starting position, waht are those??? are they actualy statues?
lonewolf

09-08-06, 11:37 AM
I know this is kinda strange but since it is that close I rather ask for another opinion:

Is there a LOS on the Sewer map between square 12/13 and 31/11 or 31/12?
Vathelokai

09-08-06, 12:13 PM
quick question(please also quick answer): is there a place in the temple to hide, ecxept the statue in the middle?You can also be at higher or lower elevation and use the ledge for cover to hide withoke thanks for that, one more quick question;

at the temple, at the starting squeres, there are some white things(statues??) one squere from the gray starting position, waht are those??? are they actualy statues?
Yes, they are statues. They block sight like normal pillars. They are the 'smaller statues' in the room description below the map.
Macbrea

09-08-06, 12:20 PM
http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=test,M,12,13;b= othe,M,31,11;los=12,13,31,11,1;style=s

and


http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=test,M,12,13;b= othe,M,31,12;los=12,13,31,12,1;style=s

Nope, it appears to have to go through cover in both cases.
hogarth

09-08-06, 12:53 PM
A somewhat frivolous question: A forest gnome can talk to "forest animals". Presumably any creature of type "animal" with environment "forest" qualifies (e.g. an ape or a brown bear, but not a baboon or a polar bear). What about a rat (which has environment "any")? Are there forest rats and underground rats that speak different dialects?
MindWandererB

09-08-06, 01:29 PM
Well... the general rule is that <environment> creatures have to have that environment specifically mentioned in their block (e.g. Horizon Walker).

And in other news:
Vote for me! (http://www.wizards.com/default.asp?x=dnd/dnd/20060221x)
NedTheDestroyer

09-08-06, 08:15 PM
out of curiosity I have some questions on poisons.

Can you buy poisons standard or do you need credits?
If you're an elf with immunity to sleep are you immune to drow poison (damag unconsiousness)?

Thanks.
NiQil

09-08-06, 09:09 PM
out of curiosity I have some questions on poisons.

Can you buy poisons standard or do you need credits?
If you're an elf with immunity to sleep are you immune to drow poison (damag unconsiousness)?

Thanks.
No, you do not need credits to purchase standard potions.

As to your second question:


Q: How does elven sleep immunity work?
A: Magic, psionics and things that function like magic or psionics DO NOT work against elves. Poisons and alchemically based effects will cause elves to sleep.
Vathelokai

09-08-06, 09:16 PM
Can you buy poisons standard or do you need credits?
If you're an elf with immunity to sleep are you immune to drow poison (damag unconsiousness)?

Thanks.
It specificly says in the monster(drow) section of the srd that their poison works on elves. Thus the court ruling.
Zevox

09-08-06, 09:25 PM
Theres also the little fact that unconsciousness is not the same as sleep. Everyone can go unconscious (at -1 to -9 hp, for instance), but you can be unconscious without sleeping (the Elven meditation thing, for instance).

Zevox
NedTheDestroyer

09-09-06, 12:55 AM
Well now a few questions on diplomatic allies...

Q: When an entry says "usually neutral" does that mean that when you recruit one it must be neutral?

Q: When aquiring allies with elite arrays does that require a credit cost?

Q: For forgery is the forgery value the ranks in the skill or the total mod?

Q: What is the correct knowledge skill needed? Would bardic knowledge work?

Q: If you were gaining two allies at once who both counted as solitary would they count each other for their BCD ?

Q: what languages do i need to talk to something that doesn't have a language listed but isn't listed as something that i must have telepathy to talk to?

I realize i'm talkn' your ears off. Thanks for the help!

Ned
TelinArtho

09-09-06, 01:16 AM
1. Alignment - generally - yes - it will be the base alignment listed. I think getting one of a different alignment will cost 5 credits per step.

2. yes - elite array diplomacy allies cost credits.

3. total mod.

4. Correct knowledge is based on the knowledge skill in the Skills and Feats section of the Rules thread. Outsiders for instance would be The Planes. I don't know about bardic knowledge though I imagine it probably is fine - check the rules - then PM Cat if you aren't sure.

5. Yes. So - Anakala - who has 2 Small Elementals of the same type have a total mod of (8 (base) -2 (lang) +2 (solitary) -2 (knowledge) = 6 per).

If I had a third ally - each of the elementals would go up to a +4 solitary modifier.

6. As you said - if it has no language listed other than telepathy - then you need telepathy.
McJarvis

09-09-06, 01:29 AM
((Ned and I are sorta chatting about this, so I'll throw a question in.. :) ))

Does the knowledge skill have to be perminantly that high, or can I use that psionic power that grants a +4 bonus? Once you make a knowledge check once, you've made it for life...as I recall.
NedTheDestroyer

09-09-06, 01:33 AM
Yea also Diplomacy has three synergies listed Bluff, Knowledgy (nobility) and sense motive. Could I have more than one of those synergies working at once?
lonewolf

09-09-06, 01:39 AM
Another question about allies:

Is it possible to increase the HD of a bought ally? If yes what (credits/gold) would that cost?

I specifically want to add two HD to Karens Pegasus ally.
TheMagister

09-09-06, 02:21 AM
Yea also Diplomacy has three synergies listed Bluff, Knowledgy (nobility) and sense motive. Could I have more than one of those synergies working at once?

Synergies are unnamed boni, so they always all apply, all the time, and are cumulative.

Diplomacy is easily jacked into the stratosphere.

TM
TheMagister

09-09-06, 02:22 AM
Another question about allies:

Is it possible to increase the HD of a bought ally? If yes what (credits/gold) would that cost?

I specifically want to add two HD to Karens Pegasus ally.

Pretty sure you can't just "add" them. What you can do is sell your peggy at 1/2 price and then purchase an advanced peggy for extra $ per HD.

Check the Rules thread for the cost. It's under "Advancing Allies". Different CR creatures cost different amounts of gold per extra HD, if I recall.

EDIT: Here it is. The List of Allies - Gold in the Allies - II section.

TM
lonewolf

09-09-06, 02:39 AM
I see no reason why an Ally shouldnt be allowed to gain HD while the master gains levels. Of course it is harder to find a RP reason why the master has to pay money, but other than that ...


And now to something completely different:
A character(no monk levels) with improved unarmed Strike and Armor spikes deals 1d3+1d6+Str with a grapple check, correct?
NiQil

09-09-06, 02:52 AM
Incorrect.
Q: How do Armor Spikes work in grapples?
A: As per the 3.5 FAQ, you may either inflict normal damage with them (in place of unarmed damage) using a grapple check (the "Damage Your Opponent" grapple option), or by using them as a light weapon and rolling an attack roll with a -4 penalty (the "Attack Your Opponent" grapple option).
UserNamer

09-09-06, 03:27 AM
quick q:

if someone is sniping, and he/she has Sneak Attack ability, does it get its Sneak damage on sniping?
lonewolf

09-09-06, 03:36 AM
quick q:

if someone is sniping, and he/she has Sneak Attack ability, does it get its Sneak damage on sniping?
yes, but only within 30ft(maximum range for sneak attacks)
Traevanon

09-09-06, 07:39 AM
@ 5 loaded crossbows: The following must be disclaimed with a lod "I could be wrong but..."

I'm pretty certain you cant load a crossbow, drop it, and expect it to still be loaded. This is for the same reason you cant wander around the dungeon for hours (or prebuff for us) a loaded x-bow. The trigger is dangerous and likely to go off if dropped or held for a long period of time.

You also cant prebuff "preparing" an oil flask to be thrown, a readied action, a touch spell, a concentration spell or anything else that cant be held ready for at least 1 hour (previously 16 hours).
Vathelokai

09-09-06, 09:19 AM
Well now a few questions on diplomatic allies...

Q: When an entry says "usually neutral" does that mean that when you recruit one it must be neutral?
I PMed Caterane about this. If it says 'always' then you have to pay credits to get anything different. If it says 'usually' then it can be one step away without paying credits. So 'usually chaotic evil' creatures can be neutral evil or chaotic neutral.
Q: What is the correct knowledge skill needed? Would bardic knowledge work?Bard knowledge should work. There is the precedent of bard know being used in all monster fights to identify monsters. Definitely PM Cat before doing it.
Q: what languages do i need to talk to something that doesn't have a language listed but isn't listed as something that i must have telepathy to talk to?

NedIf it has no language listed at all, then bring it to the tavern and we'll try to figure it out.
Stormwind

09-09-06, 10:38 AM
<snip>
If it has no language listed at all, then bring it to the tavern and we'll try to figure it out.
Actually there are creatures with no listed language that are not marked as requiring telepathy in the diplomacy list. A shadow is one of them.

Edit: I believe that this is simply an accidental ommision and, as in this case, should require telepathy.
Vathelokai

09-09-06, 10:43 AM
Actually there are creatures with no listed language that are not marked as requiring telepathy in the diplomacy list. A shadow is one of them.

Edit: I believe that this is simply an accidental ommision and, as in this case, should require telepathy.
In the case of shadows it says in the srdShadows cannot speak intelligibly.So I guess telepathy would work. Or a constant tongues spell like an archon has.

EDIT: agreed. There are other mistakes on the list, like formians not having telepathy listed, but in the creature description it says telepathy only.
hogarth

09-09-06, 10:51 AM
There are other mistakes on the list, like formians not having telepathy listed, but in the creature description it says telepathy only.
It's also not clear what language (if any) a krenshar would know.
King Uther

09-09-06, 12:42 PM
@Everyone

Yes, a sword-throwing ghost was piloted by another player, but it was far from a great build overall, and had many weaknesses to it. I think that as Ajora progresses he will eliminate those weaknesses, with a Sun Domain cleric being the only character left that can kill him straight up(or a ghost designed for ethereal combat). Don't be a hater. This build will serve as a test of many things, and thus it has a purpose. Whether or not it is as strong as I predict is uncertain, but on paper(with the right allies) it is ridiculous, and hopefully will prove useful in testing many things I've intended to for a long time, and the UA material as well.

In addition:

1. Yep, AC needs to be 10 higher
2. Yep, allies to carry weapons a definite plan
3. Yep, age bonuses without penalties already approved, since an ethereal creature doesn't have a physical body and does not age like that, only his mental framework does
4. Yep, all spells cast by Ajora will affect Material enemies. Spectral Hand will allow touch spells, but if we house-ruled it otherwise I'd just make it Material and have it on an ally.


P.S. Windows Live Onecare is a little buggy.
Vathelokai

09-09-06, 01:09 PM
It's also not clear what language (if any) a krenshar would know.
Since there is no rule on that... It would know one language from its int score. Maybe Krenshar is it's own language.

There was a PC krenshar a while back. The way he ran it was that it knew languages but was unable to speak them.

I think a racial language is the way to go on that, but I'm not an elder.
UserNamer

09-09-06, 01:09 PM
noob with new character asking for re-check:

http://boards1.wizards.com/showpost.php?p=10006473&postcount=918


thank you

EDIT: and looking for a Questlord
UserNamer

09-09-06, 01:17 PM
Is it possible to buy a Cursed item and then cast Remove Curse on it(or any other curse-removal) and then use it, in CoCo that is?
hogarth

09-09-06, 01:23 PM
((Ned and I are sorta chatting about this, so I'll throw a question in.. :) ))

Does the knowledge skill have to be perminantly that high, or can I use that psionic power that grants a +4 bonus? Once you make a knowledge check once, you've made it for life...as I recall.

I would say the skill has to be that high at all times for a couple of reasons:
1) I think the Knowledge bonus to Diplomacy reflects being able to apply your knowledge of that type of creature to any situation that may arise with your ally, not just on one single occasion. One day you may need to know what sort of food your ally may like, on another you might need to know when their mating season is, etc. Just because you pass a single Knowledge check doesn't mean that you know every fact there is to know on that subject!
2) Allowing temporary bonuses opens a can of worms. Then we need rulings on whether spells like Guidance or Good Hope can help with skill requirements (or a bard's Inspire Competence, or a crystal shard of that skill, or the Aid Another action, etc. ad nauseum).
hogarth

09-09-06, 01:25 PM
3. Yep, age bonuses without penalties already approved, since an ethereal creature doesn't have a physical body and does not age like that, only his mental framework does.
I don't understand -- why would we need a house rule on this subject when there's a perfectly clear rule governing age bonuses already? Was this publicly discussed somewhere?
Stormwind

09-09-06, 01:29 PM
<snip>
3. Yep, age bonuses without penalties already approved, since an ethereal creature doesn't have a physical body and does not age like that, only his mental framework does.
How does this work for aging an existing incorporeal creature? I'm just wondering how I could age Varjo. Would a quest be sufficient?

4. Yep, all spells cast by Ajora will affect Material enemies. Spectral Hand will allow touch spells, but if we house-ruled it otherwise I'd just make it Material and have it on an ally.
All spells except touch spells...
I think that regardless of whether a wand or scroll is material or ethereal, if Ajora casts it then it counts as a spell cast by an ethereal creature and thus by the house rule, ghostly touch spells don't work on material targets.
Of course this is only my interpretation ...
Vathelokai

09-09-06, 01:45 PM
Is it possible to buy a Cursed item and then cast Remove Curse on it(or any other curse-removal) and then use it, in CoCo that is?
It is, but there is no reason to do so (other than RP). Cursed items cost just as much as the base item most of the time. The specific cursed items with their own prices are unique. Some of them stop working when the curse is removed, others you can only drop when removed curse, but it dosn't end the curse for the next person to wear it.

Some of them may be usefull in quests (like breaking into TAO and replacing their incense with incense of obsession). If you have a specific one you want, then it could be debated.
King Uther

09-09-06, 02:48 PM
@Stormwind

Spectral Hand doesn't specify, but it is incorporeal on its own and can be used for touch spells. So I assumed that a ghost using it could do the same, but I honestly dont know.
UserNamer

09-09-06, 02:57 PM
i was looking at the section of Unearthed Aracana, but didnt see no Gastalt, those are not allowed, are they?
DSugui

09-09-06, 02:58 PM
Nope
Stormwind

09-09-06, 03:20 PM
@Stormwind

Spectral Hand doesn't specify, but it is incorporeal on its own and can be used for touch spells. So I assumed that a ghost using it could do the same, but I honestly dont know.
@King Uther: Yeah, I noticed that ... I think that it's probably something for the elders to discuss as there are arguments for both sides.

For instance you could argue that the intent of the spell is clearly to allow incorporeal touch spells since the hand itself is incorporeal.

On the other hand you could argue that the spectral hand is just a transport device, and that what matters is the corporeality (or incorporeality/ethereality) of the caster.

In the first argument it would be possible. In the second not.
Perhaps it would be a good thing to resolve in the Ask an Elder thread so that we have a ruling on it.

btw, I was just browsing over Ajora and was blown away by his (un)godly saves ... they are amazingly high and shore up one of the few weaknessess of incorporeality. Nicely done.
DSugui

09-09-06, 03:36 PM
I was browsing the SRD (you know, just for fun :D) and found this spell (http://www.d20srd.org/srd/psionic/spells/dweomerOfTransference.htm). I was wondering: the spell doesn't specify that the spell being cast must be from memory, so a cerebremancer could use it to recharge his pp using scrolls/wands?
UserNamer

09-09-06, 04:27 PM
hello, is there anything wrong with this:

halfgiant psn1/brb1
feats: psionic weapon, power attack

18str [+2 race] = 20str

potion of magic weapon on [deepcrystal lance], drink bull's strength, manifest a augmented expansion

your str is now 28 [+9] + 4rage = 32 [+11]

damage of lance is :
+4d6> size
+2d6> deepcrystal
+2d6> psionic weapon
+16> str (2handed weapon)
+1 > magic weapon
+2 > power attack

total damage 8d6+19, double damage with charge and lance = 16d6+38 on lvl3, i don't think it's bad.
there's is probably more, but i cant figure out more.

what problem(not the horse, couse i can expand him, i think) can I have?:confused: :confused:
Erithmu

09-09-06, 04:42 PM
nothing wrong in theory, although expansion is a personal power, so you can't enlarge the horse. That and it is psi war only, so you couldn't even manifest it from a stone.

The only problem you might have is actually hitting, or setting up the ability to make the charge. Or making a will save. It is some nice damage output at lvl 3 but it is overkill for most level 3s. You probably couldn't keep it up for 3 straight fights due to expendables (expansion is a 1round/lvl power unless you augment it)

Just some things to consider.
TheMagister

09-09-06, 06:47 PM
hello, is there anything wrong with this:

halfgiant psn1/brb1
feats: psionic weapon, power attack

18str [+2 race] = 20str

potion of magic weapon on [deepcrystal lance], drink bull's strength, manifest a augmented expansion

your str is now 28 [+9] + 4rage = 32 [+11]

damage of lance is :
+4d6> size
+2d6> deepcrystal
+2d6> psionic weapon
+16> str (2handed weapon)
+1 > magic weapon
+2 > power attack

total damage 8d6+19, double damage with charge and lance = 16d6+38 on lvl3, i don't think it's bad.
there's is probably more, but i cant figure out more.

what problem(not the horse, couse i can expand him, i think) can I have?:confused: :confused:

As Erithmu mentioned, expansion is psywar only (can't even get it in a discipline).

Now, the example character should have three feats available to it (1st HD, psn bonus, psywar bonus), so you could take: psionic weapon, power attack, and Expanded Knowledge (expansion), and that would solve some of your problem.

TM
Erithmu

09-09-06, 06:50 PM
Nope: EK requires 3rd lvl manifester and you can only pick powers known that are lower than your highest power known.
TheMagister

09-09-06, 06:53 PM
Ouch, good catch.

Damn.

Then Psionic Body. =)

TM
SauroGrenom

09-09-06, 07:04 PM
With this character there isn't much reason to take psion instead of psi warrior. The psiwarrior gets a bonus feat as well. Besides he only gets 2 feats since he has 1st HD and one bonus from psion. Barbarian grants no additional bonus feats.

Also the mount cannot hold you when you are large and it is large. It must be atleast one size larger than you to hold you.

As has been said, your strategy is high on expendible use. Those augmented expansion powerstones will cost you 150gp each. Each potion of bulls strength runs 300gp, and you are quickly out of money. Use a powerstone of animal affinity Strength for the same effect and you can spend only 150gp on each stone. Still you are burning through expendibles fast.

Worse yet is that you are a 1 trick pony. What do you do against a ranged foe with higher movement than you or flight? What do you do if you cannot charge? How do you defeat a sniping build?

Tough situations for this build.
NiQil

09-09-06, 07:23 PM
Speaking of snipers...

I give you Obsidian. Take a gander and let me know if I have any errors in there anywhere.
SauroGrenom

09-09-06, 08:03 PM
Speaking of snipers...

I give you Obsidian. Take a gander and let me know if I have any errors in there anywhere.
The sheet looks technicially correct except that the sneak attack damage needs to be listed somewhere.

If I may, I'd sugggest a few expendibles. Tattoo of Chameleon and Elixer of Hiding grant bonuses that stack with each other and can give you a very high hide check.

Your problem is going to be that the hide modifier is only +14 and you take -20 penalty when sniping. So on average the hide roll is only 4.5 (assuming a 10.5 on the skill check) modified by distance. Most characters with no ranks in spot will beat that 60% of the time at 30' distance (where the point blank shot and sneak attacks are usefull). With the elixer or tattoo, you can dramaticially decrease the chance of being spotted by an untrained foe. I'd suggest the tattoo for general use, and the elixer for foes with high spot skill modifiers.
Zevox

09-09-06, 08:14 PM
noob with new character asking for re-check:

http://boards1.wizards.com/showpost.php?p=10006473&postcount=918


thank you
You don't lose xp for crafting items here, so you should have 3,200 xp.

As a Human Druid, you aren't proficient with your longsword or longbow.

You shouldn't have racial bonuses to spot, listen, or search (thats Elves, not humans).

You have more skill points than you have listed. You should have (4 druid + 2 int + 1 human)*6 = 42 skill points, not 30.

You have too many languages (should just be common as your base, Druidic as a bonus, and +2 for intelligence) unless you spend skill points getting more.

Feather Token Whips have a CL of 12, so they (inadvertantly) fall under the "no expendable item of CL greater than your ECL" rule. Can't have them until level 12.

All those extended scrolls are underpriced - Extended spells are treated as 1 CL higher than normal, so they would be 75 gp to craft, not 25. This means you're over the expendable limit.

Your encumbrance section says you're in light encumbrance, but it should be medium (60.3 lbs > 59 lbs). Not that this affects anything since medium encumbrance carries the same penalties as your armor, but its worth noting.

Zevox
Zevox

09-09-06, 08:15 PM
@ Sauro - Thats a variant Rogue NiQil's got: no sneak attack, bonus feats instead.

Zevox
TheMagister

09-09-06, 08:33 PM
Speaking of snipers...

I give you Obsidian. Take a gander and let me know if I have any errors in there anywhere.

@Sauro - it's the rogue variant, so there's no sneak attack dice, just bonus feats like a fighter.

@Niqil
- where'd you get the +4 unnamed bonus to jump checks?
- And why bother with shield proficiency? Wouldn't you be better served with Psionic Shot (1d6+1 isn't a lot of damage for a sniper) or even Weapon Focus (shortbow), or maybe even Speed of Thought (your focus isn't doing anything for you, might as well put it to use...AH! There's that +4 unnamed bonus to jump! Bet you already considered all this...)? The buckler you're wearing now has a -0 ACP anyhow, so you'd take no penalty using it even if you weren't proficient in it. Without seeing your big picture for this character, I'd say that's a wasted feat slot.
- list your pp total (wild talent gives pp, right?)
- I'd put (more) ranks into climb and balance. With the rogue-friendly maps we now have in place the statues, trees, houses, logs, stones, and balconies in them are your friends. Up to you, though. (I'm thinking this way: the ranks in escape artist might come in handy for ESCAPING grapples...but if they've grappled you already, how are you getting out of LOS again to restart your strategy? You've already lost! Better to put those ranks into skills that'll keep you from being attacked at ALL than to put them into a skill that's basically just preventative maintanence.) Be our first city-map roof-jumper!

Those are my thoughts, such as they are. Good luck with him!

TM
NiQil

09-09-06, 08:52 PM
The sheet looks technicially correct except that the sneak attack damage needs to be listed somewhere.

If I may, I'd sugggest a few expendibles. Tattoo of Chameleon and Elixer of Hiding grant bonuses that stack with each other and can give you a very high hide check.

Your problem is going to be that the hide modifier is only +14 and you take -20 penalty when sniping. So on average the hide roll is only 4.5 (assuming a 10.5 on the skill check) modified by distance. Most characters with no ranks in spot will beat that 60% of the time at 30' distance (where the point blank shot and sneak attacks are usefull). With the elixer or tattoo, you can dramaticially decrease the chance of being spotted by an untrained foe. I'd suggest the tattoo for general use, and the elixer for foes with high spot skill modifiers.
No sneak attack...I'm using a variant UA class (if Cat ever desides to confirm the blackmarket LOL). Taking bonus feats instead of sneak attacks.

As for the the suggestion on expendables....I loathe expendables, so I try to create builds that can function without them. I can't use the elixir yet anyway, because it has a CL 5, so I can't get it until 5th (as per the Court Decisions rules on charged and single use items). I'd rather save my money and get the shadow and silent enhancements on my armor as quickly as possible.

As for the hide modifier itself....I think a +14 at 3rd level is pretty high without expendable use.

As a comparison, Cyra Val at 10th level has a +24, 5 of which come from her cloak. So a +19 from only dex and skills....and she's 7 levels higher. Extending my build out to 10th level will give me 7 more ranks for a +21, adding a small Dex booster takes it to a +22 and a medium one would be a +23....so I am on pace to be several steps above her, all without expendable use.

Granted, in the early going he will probably lose more than he wins, and I expect that. But at about 6th level, this character will start to mature and should be fairly fun to play. But look at it this way....at least I didn't boost his UMD so he would be able to use the dreaded wands of fight extension (aka wands of CLW)....this build would be a nightmare to run if I did that, though it would probably be more tactically sound, since hiding to heal becomes a real option (as opposed to my Horsemen, which heal on the spot).
NiQil

09-09-06, 09:01 PM
@Sauro - it's the rogue variant, so there's no sneak attack dice, just bonus feats like a fighter.

@Niqil
- where'd you get the +4 unnamed bonus to jump checks?
- And why bother with shield proficiency? Wouldn't you be better served with Psionic Shot (1d6+1 isn't a lot of damage for a sniper) or even Weapon Focus (shortbow), or maybe even Speed of Thought (your focus isn't doing anything for you, might as well put it to use...AH! There's that +4 unnamed bonus to jump! Bet you already considered all this...)? The buckler you're wearing now has a -0 ACP anyhow, so you'd take no penalty using it even if you weren't proficient in it. Without seeing your big picture for this character, I'd say that's a wasted feat slot.
- list your pp total (wild talent gives pp, right?)
- I'd put (more) ranks into climb and balance. With the rogue-friendly maps we now have in place the statues, trees, houses, logs, stones, and balconies in them are your friends. Up to you, though. (I'm thinking this way: the ranks in escape artist might come in handy for ESCAPING grapples...but if they've grappled you already, how are you getting out of LOS again to restart your strategy? You've already lost! Better to put those ranks into skills that'll keep you from being attacked at ALL than to put them into a skill that's basically just preventative maintanence.) Be our first city-map roof-jumper!

Those are my thoughts, such as they are. Good luck with him!

TM
@ Magister

The +4 unnamed bonus is an error....I had Speed of Thought as the level 3 feat, but removed it to get the shield. Having a speed higher than 30 ft gives you a +4 on your Jump checks for each 10 ft above 30 you are in speed. However, you make a good point about the buckler....there is no penalty for me to use it without the feat. So I can reverse it back to Speed of Thought. Good call.

I have the ranks in Escape Artist for grappling....with the switch back to Speed of Thought, that will give me some speed to bail on a grappler...enough to break LOS anyway.

I do plan on elevating climb and balance as I go, I just had to devote skills to crafting to be able to get all of my equipment in now...but they will get their skill points as this character advances. I fully intend to take advantage of those balconies in the city map for sniping positions, and the trees in the forest. Maybe I'll see about doing the climb and balance now and the escape artist later...I'll look at it.

I don't have my PP listed because I have no way to manifest powers with this class, so it's kinda pointless...they will never go away. And I do eventually plan on adding the psionic archery feats...but that's probably not until 6th.
Zevox

09-09-06, 09:11 PM
Be our first city-map roof-jumper!
We've already got one of those, hes just busy on a campaign right now ;) .

Zevox
Erithmu

09-09-06, 10:19 PM
Looking for a questlord to start a quest on Sept 27th for Ignatius. I'm asking now as I know that it sometimes takes a long while to get one straightened out.
NedTheDestroyer

09-09-06, 11:20 PM
Can a bard use his facinate bardic music in the arena?

Also do you round up or round down for things like forgery?
Zevox

09-09-06, 11:55 PM
Can a bard use his facinate bardic music in the arena?
Nope. You're always considered to be in combat during arena fights, which makes it impossible (same reason why you can't take 10 on skill checks even before directly engaging your foe).

Also do you round up or round down for things like forgery?
What do you need to round with forgery? Every +5 you have to the skill lets you reduce an ally's effective CR or ECL by 1. No fractions in there.

Zevox
NedTheDestroyer

09-10-06, 12:10 AM
well reason i asked was because this is what it says in the CO CO Rules...

As a Free Activity, a character can treat one of his allies as if that ally would be lower in ECL (or CR if no ECL available). The ECL (or CR) decreases by 'Forgery value divided by 5'. Note that the ally does not really lose a level; he'll just be treated that way. The character can now either bring additional allies in, or suffer less penalties to his rewards. In no way can the character bring in a more powerful ally than his maxCA allows!! For the purposes of opponent rewards, the ally is treated at his normal level.
Zelck

09-10-06, 12:13 AM
well reason i asked was because this is what it says in the CO CO Rules...

As a Free Activity, a character can treat one of his allies as if that ally would be lower in ECL (or CR if no ECL available). The ECL (or CR) decreases by 'Forgery value divided by 5'. Note that the ally does not really lose a level; he'll just be treated that way. The character can now either bring additional allies in, or suffer less penalties to his rewards. In no way can the character bring in a more powerful ally than his maxCA allows!! For the purposes of opponent rewards, the ally is treated at his normal level.
When in doubt, round down.
TheMagister

09-10-06, 05:24 AM
Tessero Val, yet another TM attempt at an effective melee fighter-type build.

He's slated for fighter 2/psywar 3/warmind 5 and is designed to handle just about any situation.

He doesn't really specialize in anything but high AC, and even that's kinda incidental. He'll deal damage with improved trip and power attack, and later will combine deep impact and improved trip with yet more power attack.

Archer? Deflect arrows.
Touch Attacks? Combat Expertise and Ride for Cover (touch 19 ain't bad).
Stealth? High Flat-footed AC (and later some powerstones of synesthete).
Grappler? I'm nearly as good as you are, and I've got a friend.
Melee? Chances are my AC is better than yours, and I've got a friend.
Will Saves? Did almost all I could (Empty Mind). Just no room for Iron Will in the feat plan.
Entangle? Not much ANYONE can do about this one. Darned DC 20 Str checks. Uh...Stand on the Horse. =)

Anyhow, I'd appreciate a once-over from anyone who has the time, and constructive criticism is always appreciated. It always seems like you miss flaws in characters when you get really deep into them.

Thanks!

TM

Edit: Already thought of a mistake; I'm gonna have to come up with 55 gp for artisan's tools. It's the little things, you know?

And this guy does have a weakness. A big one. Anyone he can't reach that's more than 50 ft. high he can't attack. The levitating kobold with a wand of magic missile [CL1] will eat my lunch. How embarassing. So I'll have to find cash for a bow or something. The attack bonus will suck, but you can't have it all, I guess.

Fixed.
Prisonlords

09-10-06, 06:26 AM
Everyone,

I have two announcements to make:

1. In an effort to start seeing red prison violations fixed in a more timely fashion, effective with the roll call for the week ending September 16th (next week), a new policy will go into effect. Players will now be given a maximum of four weeks from the time they receive a red violation in which to fix this violation. If it is not fixed by the end of that 4 week period, that player will have all characters they run except the one of the lowest ECL placed in prison until the issue is fixed. The player will only be allowed to have that single character active as long as the violation remains unfixed. If there are more than one character to choose from at the lowest ECL of characters on the roster for the player, one will be chosen at random by me to leave active. Characters that are currently in prison as of the roll call for the week ending September 9th (just posted in the Prison) will be given two weeks beyond today (i.e. roll call for week ending Sept 23rd) in which to fix their errors, or all of their characters except one will be subject to inprisonment.

2. As I discussed in the Tavern, I am adding some more mandatory skills to the default character sheet. There are now three additional mandatory skills: Balance, Climb and Jump. All players will have until pairings on September 20th (approx 10 days from today) in which to update their character sheets with these new mandatory skills. As of September 20th, any character sheet not reflecting these skills is subject to violation reporting for this reason.

As always, if you have any questions, don't hesitate to PM me.
hogarth

09-10-06, 07:46 AM
2. As I discussed in the Tavern, I am adding some more mandatory skills to the default character sheet. There are now three additional mandatory skills: Balance, Climb and Jump.
Balance makes sense to add. Jump too, maybe. But why Climb? The number of times that I've seen Climb used is quite low, usually only when the gladiator has bothered to invest ranks in it. Has there even been a single pitlord here who was frustrated by having to calculate a Climb modifier? :confused:
UserNamer

09-10-06, 12:51 PM
If i craft a lvl1 scroll, myself, and it's extended, does it cost 12,5 or more, and if more, why?
Zevox

09-10-06, 12:56 PM
If i craft a lvl1 scroll, myself, and it's extended, does it cost 12,5 or more, and if more, why?
As the feat says, an extended spell counts as being one spell level higher than it normally is. So an extended 1st level spell is effectively a 2nd level spell, including for the purposes of making scrolls. So it costs 150 gp per scroll at minimum, or 75 gp when self-crafted, just like any other 2nd level spell.

Zevox
SauroGrenom

09-10-06, 07:39 PM
I think it may be worthwhile to talk about big arrows and such simular big items.

King Uther has his ghost with the huge bastard swords, and Raskos carries around colossal arrows. There are others as well who use this strategy of telekinetic thrust or telekinesis with realy realy big weapons. In some sense these items are realy realy out of wack from reality.

For example the colossal arrows are only 2.4 lbs each and only cost 0.8gp each. Also since arrows cause 1d8 damage for medium characters, the colossal ones cause 6d6 each. So we are talking about a 2.4 lbs weapon that causes 6d6 damage. Now compare that to say a spear. The spear weighs 6 lbs and causes 1d8 damage. A Javalin weighs 2 lbs and causes 1d6 damage. Also since a colossal arrow is 2 size categories smaller than the size of the intended weilder, it is a huge sized object! That means it's about 15 feet tall!!! and only 2.4 lbs? What is this made out of? Carbon Fiber? How is it so cheap?

This thing is the size of a long spear, weighs as much as a javalin, costs less than a gold piece and causes 6d6 damage. WTF!

It's totally by the book with respect to cost, weight and damage, but it's way overpowered. I'm just spouting observations right now, but this strikes me as being something that we may want to house rule.
hogarth

09-10-06, 07:54 PM
I think it may be worthwhile to talk about big arrows and such simular big items.

[..]

For example the colossal arrows are only 2.4 lbs each and only cost 0.8gp each. Also since arrows cause 1d8 damage for medium characters, the colossal ones cause 6d6 each.
It's not quite that bad -- read the description under Telekinesis:
Violent Thrust

Alternatively, the spell energy can be spent in a single round.[..]

You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner).

A Colossal dagger only does 3d6 (1d4 -> 1d6 -> 1d8 -> 2d6 -> 3d6).
TheMagister

09-10-06, 08:03 PM
And that's being generous, since "projectiles deal damage based on the size of the weapon that fired them".

IIRC, arrows can be used in melee as improvised weapons that deal only 1d3 damage.

TM
SauroGrenom

09-10-06, 08:13 PM
TM, an improvised weapon Arrow causes damage as a dagger.
SauroGrenom

09-10-06, 08:15 PM
It's not quite that bad -- read the description under Telekinesis:


A Colossal dagger only does 3d6 (1d4 -> 1d6 -> 1d8 -> 2d6 -> 3d6).
I missed that, but even so, the item in question is vastly overpowered. You can send 1 arrow/ level and cause 3d6/arrow. No other spell/power causes 3d6/level in damage.
SauroGrenom

09-10-06, 08:25 PM
Imagine using colossal greatswords.... 8d6/level.

The weight limit starts to be a problem, but clearly there is a most efficient huge or colossal weapon to choose where you are doing tremendous damage with an object of 25lbs or less. I think colossal Siangham may be the way to go. 4d6 damage for each weighing only 16lbs and costing 48gp.

You can fire 10 of these a round as a 10th level caster/manifester.
TheMagister

09-10-06, 08:59 PM
Now, you DO have to actually hit someone's AC to do damage in this way. Given, it's with a BAB = CL with your relevant casting stat added in, but it's by no means a sure thing. There's also DR to factor in. Protection from arrows would eliminate about 70% of the spell's effectiveness, wouldn't it?

It's easily countered, is all I'm saying. Much of magic's power lies in the inescapability of it. It's HARD to deal with magicusers. If they wanna get spell "x" off on you, chances are they're going to unless you surprise them, and sometimes they still manage to get them off.

There are worse spells. I don't have my books atm (they're only in the car, but I don't feel like retrieving them), but isn't telekinesis a 5th level spell? Like flesh to stone and finger of death? I'll have to check.

TM
hogarth

09-10-06, 09:18 PM
There are worse spells. I don't have my books atm (they're only in the car, but I don't feel like retrieving them), but isn't telekinesis a 5th level spell? Like flesh to stone and finger of death? I'll have to check.
Baleful polymorph is probably a better example; Flesh to stone and Finger of death are higher level spells.

I think the issue is more with ghosts who can use Telekinesis at will. It's a pretty powerful ability, but the logistical problems with carting around a bunch of ~25 lb. objects balances it somewhat.
TheMagister

09-10-06, 09:39 PM
Right. Unless you just happen to be haunting a Titan city's armory, the RP likelyhood of having 12 colossal bastard swords just a-lyin' around is pretty small. Normally it's books, or couches, or pots and pans or other fun stuff.

TM
NedTheDestroyer

09-10-06, 10:15 PM
I was just curious if I could get some people to look over tyco (http://boards1.wizards.com/showpost.php?p=10038598&postcount=921). Because I was doing alot of things I'm unfamilar with. Also if you have some suggestions i'm open to that. Thanks!
Zevox

09-10-06, 10:54 PM
I was just curious if I could get some people to look over tyco (http://boards1.wizards.com/showpost.php?p=10038598&postcount=921). Because I was doing alot of things I'm unfamilar with. Also if you have some suggestions i'm open to that. Thanks!
Well, those Alter Self scrolls are mispriced - they should cost 150 gp each, not 125 (which means ditching 50 gp of other scrolls). They also need to have the form you're going to shift to specified per our house rules on shape-shifting spells, and you'll need a better Knowledge (Local) modifier to get any use out of them due to those rules.

Also, why do you have "gather information" listed next to those? Those aren't items you'd need to use that obtaining.

I'm also pretty sure you can't use Gather Information prior to character creation too (just crafting and teaching animals tricks), so all those skill-boosting items will have to go until you start doing fights (and thus the free activities needed to get them).

As for suggestions, I'd recommend making that chain shirt Mithril. Reduces the armor penalty to 0, cuts the weight by 15 lbs, and increases the max dexterity bonus to 6 (though that might not matter depending on how high you intend on getting that). And something to raise that AC and hp will be advisable - a 16 in both is just asking to get clobbered by pretty much everyone in the arena (I could see my Goblin Psion taking that out with his crossbow fairly easily). At least get her a shield - a masterwork buckler or light shield or a darkwood or mithril heavy shield carries no penalties for nonproficiency, since they have no armor penalty, and if you make it a mithril buckler or light shield its also no failure chance for your spells (though that gets pricey if you want both it and the mithril chain shirt).

Zevox
Zelck

09-10-06, 11:51 PM
Now, you DO have to actually hit someone's AC to do damage in this way. Given, it's with a BAB = CL with your relevant casting stat added in, but it's by no means a sure thing. There's also DR to factor in. Protection from arrows would eliminate about 70% of the spell's effectiveness, wouldn't it?
It's actually your base BAB + your casting stat. DR is also extremely effective, except Arajo has Divine Might which nicely takes care of that. He'd be a tough opponent.
SauroGrenom

09-11-06, 12:13 AM
Now, you DO have to actually hit someone's AC to do damage in this way. Given, it's with a BAB = CL with your relevant casting stat added in, but it's by no means a sure thing. There's also DR to factor in. Protection from arrows would eliminate about 70% of the spell's effectiveness, wouldn't it?

It's easily countered, is all I'm saying. Much of magic's power lies in the inescapability of it. It's HARD to deal with magicusers. If they wanna get spell "x" off on you, chances are they're going to unless you surprise them, and sometimes they still manage to get them off.

There are worse spells. I don't have my books atm (they're only in the car, but I don't feel like retrieving them), but isn't telekinesis a 5th level spell? Like flesh to stone and finger of death? I'll have to check.

TMWell we are talking about a 3rd level psion power (5pp/use) as well. Also the protection from arrows will give some protection I think DR 10/magic. When the power in question causes 4d6/level damage then protection from arrows gets used up realy fast. Also keep in mind that if you switch to a weapon that isn't an arrow, that your weapon is usable multiple times (not an arrow). I can manifest the power over and over again causing 4d6/level physical damage with no save.

As you mentioned, the caster must hit with an attack. That's not very hard considering you attack with your casting stat modifying the attack roll. Also you get 1 attack/ CL. No fighter ever gets 10 attacks/round. So this spell clearly produces more physical damage output than anything a fighter could dream of. I just think it's way overpowered.

If I were to try and patch this "hole" in the rules I'd suggest that size penalties be applied any time that an oversized weapon is in play. So if you use normal longswords, then fine, but if you use Gargantuan Longswords, then a medium character suffers a -6 penalty on the attack roll. This is realy a clarification, not a new rule. But I think it may be necessary to prevent the Telekinetic Thrust and Telekinesis powers from getting out of hand. It's bad enough getting attacked by 10 broadswords, but 10 Huge or garguantuan broadswords with the same attack modifier is overpowerd.
TheMagister

09-11-06, 01:01 AM
You know what?

You're making an attack roll with those hurled weapons. What kind of attack roll? A ranged attack roll.

Query:
What's the range increment on a hurled (i.e.: thrown) melee weapon?

Answer:
Ten feet.

Sure, the range on the spell is 150 ft. But you're casting the spell on the SWORDS (weapons, arrows, whatever), so you have to use the range increments associated with those targets. So range penalties matter.

So someone who's 150 ft away (for a 15th level caster) there's a -28 to hit (first 10 ft. is free).

When there's no penalty for for range the spell description says so (a la produce flame or ray of enfeeblement). This one doesn't say so. It just says "you must succeed on attack rolls, one per creature or object thrown", so we can actually substantiate the conclusion that you are making a ranged attack roll.

What do you guys think of that interpretation?

TM
MindWandererB

09-11-06, 01:10 AM
So someone who's 150 ft away (for a 15th level caster) there's a -28 to hit (first 10 ft. is free).Minor correction: the first 10 feet is not free. Every full range increment incurs a -2 penalty. 150 feet, 15 increments, -30 to hit.

Not that I agree with this interpretation, in no small part due to the fact that the maximum range on thrown weapons is usually 5 increments, and this obviously breaks that, suggesting it's a different mechanic.
SauroGrenom

09-11-06, 01:33 AM
TM,

Your suggestion is a bit overkill. It basicially makes telelinesis and many other ranged spells totally useless except at very very short ranges. Crystal shard, produce flame come to mind as effects that would become useless.

Rather I don't have a problem with the range in this case, just the massive damage output when oversized weapons are used with Telekinetic Thrust and Telekinesis. I think that applying size penalties is appropreat. There is nothing in the rules that suggests these penalties should be ignored when a spell is wielding a weapon. So we should remind people to put the penalties in place as a clarification of the rules that are often overlooked. It puts a necessary penalty in place that applies a -4 penalty to huge broadswords and a -8 penalty to colossal arrows.
TheMagister

09-11-06, 01:57 AM
I think I addressed this:

Rays have range rules (no penalties for range, just a maximum) and produce flame specifically says that there is no range penalty associated with the attacks made with the ball(s) of flame.

As far as I can see, there are only a few specific differences between throwing a weapon with your hands and throwing a weapon with your mind as far as the "thrown weapon" rules are concerned.

"Telekinesis: Violent Thrust" tells us exactly how it differs from normal thrown weapon rules. First, the max range increment is increased from 50 ft. to 10 ft./CL (max 150 ft.). Second, weapon size appears not to matter (it's a matter of weapon weight). Third, the number of attacks is set by the number of objects a caster can affect; namely one per CL. Fourth, the action involved is set to one standard action rather than the full-round action normally allotted to throwing (what may be) a two-handed weapon (or weapons).

Those are the only differences specified. I don't see why we would read more or less into the rules.
Traevanon

09-11-06, 07:42 AM
Oddly you have both missed "The Real Problem"

Telekinesis is balanced in play becuase parties cannot move around a dungeon carrying 25 giant swords.

Overland even their horse cannot carry such a load because there is no container for a horse that has such a capacity short of a wagon. Wagons are limited to roads.

Dont let people bring items into the arena that they cannot carry. Note the limitation on what a person can carry is not limited to encumberance, but also the containers that they wear. Nothing can be dragged.

Why we allow "Gladiators" to bring four horses, three wise men, two wagons of supplies and a partridge in a pear tree to a one vs one fight I'll never know, but it would solve many problems to fix it.
hogarth

09-11-06, 01:57 PM
What weight should be used for magic items which do not specify a weight (e.g. vest of escape, bracelet of friends, custom items purchased with credits)? Zero? Or should I just make something up that seems reasonable?

To put this in context, I was thinking of getting some magic items for a psicrystal and a weight difference of 1 lb. can make a big difference.
TelinArtho

09-11-06, 02:06 PM
If it is an item in the SRD/DMG and it doesn't have a weight listed - it has no noticeable weight. In some cases, the equipment might be a part of the "uniform" - so in some cases it might not weigh the amount listed accordingly (for instance, if a character is wearing Full Plate - guantlets of ogre power do not weigh an additional 4 lbs. This is certainly subjective - so unless you get approval about the particular item - it is probably best to just include it in the weight.

For custom items - you should find an equivalent item for the slot you are making the item for and weigh it accordingly.
Milov

09-11-06, 03:06 PM
Sorry to interrupt the conversations all of ya was having, but I sorta need someone to double check.

I -think- I've fixed all the issues with Ventr the Dreamer (see siggy) that were pointed out recently, jsut gotta have someone double check. Danke in advance!
hogarth

09-11-06, 03:10 PM
Sorry to interrupt the conversations all of ya was having, but I sorta need someone to double check.

I -think- I've fixed all the issues with Ventr the Dreamer (see siggy) that were pointed out recently, jsut gotta have someone double check. Danke in advance!
The violations I mentioned are fixed, so I'll mark it as fixed in the Prison thread.

EDIT: You still might want to mention that you get +2 Spot/Listen when your familiar is within 5'. I don't think it's compulsory, though.
Pittbull

09-11-06, 04:14 PM
As we know, there are only psycho-active skins for small or medium creatures. I asked Cat if there is a possibility to get one for a large creature and pay credits for it.
He told me, that it'll cost 15, but he isn't sure if this is too powerful.

What do think?

Is a psycho-active skin for a large creature too powerful?

The reason, why I ask, is because I'm playing around with my ECL15 build, a hound-archon with 10racial hitdice and I like him to buy him a skin of iron for129,600 gp.

Thank you very much for your input.
hogarth

09-11-06, 04:26 PM
Why would a slotless, 3/day, command-word item of Psionic Iron Body be too powerful for a Large character but not for a Medium one?

If I were you, I'd consider making it a slotted item (maybe a cloak or shirt) and saving 64,800 gp! It'd still cost 15 credits.

As we know, there are only psycho-active skins for small or medium creatures. I asked Cat if there is a possibility to get one for a large creature and pay credits for it.
He told me, that it'll cost 15, but he isn't sure if this is too powerful.

What do think?

Is a psycho-active skin for a large creature too powerful?

The reason, why I ask, is because I'm playing around with my ECL15 build, a hound-archon with 10racial hitdice and I like him to buy him a skin of iron for129,600 gp.

Thank you very much for your input.
Macbrea

09-11-06, 04:27 PM
It in thoery should be possible but I am not sure it would cost 15 credits. According to our rules it duplicates a similar item of the same nature. It doesn't produce any effect different from the original base magic/psionic item. The only difference is it's for large/huge creatures instead of small/medium creatures.
TelinArtho

09-11-06, 04:31 PM
Well, Iron Body gives a lot of benefits - but it also has some issues:

a) DR 15/admantine - well - a lot of ranged characters have arrows of all types. Several melee builds also sport adamantine weapons - especially by ECL15. While a benefit - it is hard to see this as being exceptionally powerful.

b) Immune to various effects - obviously this is pretty powerful against casters, but at the same time - by ECL15, they have a wide variety of things that will still do some decent effects to you. Dispel Magic is not out of the question either (well - GDM anyway).

c) Half damage from Fire and Acid attacks - well - cold, electricity and sonic are all valid options. Add to that the Rusting Grasp spell that is effective against you at 3d6+1/CL for 1 touch/CL is pretty nice too...

d) +6 enh to Str, -6 Dex, half speed - take a look at Righteous Might and you'll see that this isn't all that good... (Size change, +8 Str/+4 Con, +4 Nat. Armor, still move at full speed - DR 9/evil or good (depending on caster) at ECL15). Granted Righteous Might lasts rounds instead of minutes - but it is a full 3 levels lower in power.

e) a Natural attack at 1d8 damage. Eh - not too impressive.

f) ASF 50% and -8 ACP - well that's not a good thing...

and all that for 130k?

How much does an ECL 15 start with? (goes off to look...)

Okay - an ECL15 starts with 210k - so that's a big chunk of it to start off with. At that price - I think the item is reasonable. At ECl15, the benefits it gives are probably easily overcome by a well-prepared opponent - so you may find it hinders you because you didn't have enough left over to purchase something that might be more worthwhile.
Pittbull

09-11-06, 04:31 PM
Why would a slotless, 3/day, command-word item of Psionic Iron Body be too powerful for a Large character but not for a Medium one?

If I were you, I'd consider making it a slotted item (maybe a cloak or shirt) and saving 64,800 gp! It'd still cost 15 credits.
Whow, what a cool idea!

Thank you!
Pittbull

09-11-06, 04:34 PM
I liked it very much because of the immunity to ability drains.
hogarth

09-11-06, 04:38 PM
I liked very much because of the immunity to ability drains.
Note: it doesn't give you immunity to ability drain, only ability damage. Not quite the same thing.

@TelinArtho: Iron Body gives immunity to electricity, too.
Pittbull

09-11-06, 04:52 PM
OH NO! Thanks again! I didn't see that. I thought there is something against the ghost's ability-drain power.

Then I have to switch to another idea.

Guys, it's really tough to make a hound archon a winner as a player character.
Hirumajoe

09-11-06, 07:53 PM
Hi,

First just wanted to say hi to people, being a new player to the Core Coliseum.

Secondly, was wondering now that my character's (Valen Sky's) first fight is done, can I make alterations to the character post to fix multiple prison offenses?

Also when I do those corrections, I'm assuming I can take a refund on items I shouldn't have but I can't use that gold to get replacement gear until the 3 fight cycle is completed. If this assumption is incorrect, let me know.

Lastly, thanks to McJarvis for running my first fight.

See you all around,
Hirumajoe
TheMagister

09-11-06, 07:59 PM
Hi,

First just wanted to say hi to people, being a new player to the Core Coliseum.

Secondly, was wondering now that my character's (Valen Sky's) first fight is done, can I make alterations to the character post to fix multiple prison offenses?

Also when I do those corrections, I'm assuming I can take a refund on items I shouldn't have but I can't use that gold to get replacement gear until the 3 fight cycle is completed. If this assumption is incorrect, let me know.

Lastly, thanks to McJarvis for running my first fight.

See you all around,
Hirumajoe

1) And a happy first fight to you! Good to have you.
2) Yes, you can (and should!)
3) This is also true. Replacing those items is part of the prison violation, so you should get rid of them (for a full refund) and just keep the gold until the end of your 3FC.
4) Yeah, McJ is a good guy, though I sincerely hope his Mort loses to my Mssr. Hood in the worst way...

=)

TM
McJarvis

09-11-06, 08:37 PM
4) Yeah, McJ is a good guy, though I sincerely hope his Mort loses to my Mssr. Hood in the worst way...


I was kind of hoping I'd lose in the best way.

You know. By winning. :-)
McJarvis

09-12-06, 02:22 AM
Everyone keeps buying UA stuff for individual characters- I thought you spent the credits once and you could use what you bought for as many characters as you liked.

Am I wrong?
Abyssal Stalker

09-12-06, 05:47 AM
Individually, just like everything else that costs credits.

So yes, you are wrong. At least I believe so... :)
Zevox

09-12-06, 07:54 AM
Abyssal is correct. You pay 10 credits each time you want to use something from UA on a character, and for each thing you want to use (which is why for instance KU would be charged 30 credits for hsi new Ajora having three variant classes).

Zevox
Traevanon

09-12-06, 08:29 AM
I'm a bit confused. I want to do a full crafting week so that I can recieve my items before I start a new 3FC. I have set my title correctly, but I need to list what I am crafting (long list) and how much it costs.

Where do I do this?
Zevox

09-12-06, 08:43 AM
I'm a bit confused. I want to do a full crafting week so that I can recieve my items before I start a new 3FC. I have set my title correctly, but I need to list what I am crafting (long list) and how much it costs.

Where do I do this?
Just put in your title line that you are crafting, and the note "see sheet". Then at the top of your sheet list the items you are crafting (very noticably to make sure it isn't missed - I usually bold mine).

Zevox
Macbrea

09-12-06, 08:53 AM
In your fights weekly link the Pairings instead of your fight. That way you have a link back to what you did. In your actually character I would do something like:

Inventory
Scroll of Mage Armor [CL 2] (25 gp craftedSept 6)

Fights
FULL ACTION Sept 6th Crafted various scrolls -2500 gp

This way you don't need to link each individual scrolls that will be listed with each individual scroll for a reference to the auditor. That small lettering next to the crafted pretty quickly tells the auditor that they can go to the link posted to see that you linked the activity to craft stuff.
Traevanon

09-12-06, 09:21 AM
One more question:

Caster's Shield: Reduces the base material cost of the inscribed shield by half.

Is this on top of the normal half cost that crafting your own scrolls?

For example: Owl's Wisdom (costs 150 in the DMG). Would this cost 75gp to craft (as normal) or only 37.5gp on the inside of a Caster's Shield?
hogarth

09-12-06, 11:50 AM
I'm considering buying a custom magic item in the Blackmarket for Reginald Molehusband. Does anyone think this will be unacceptable?


This bracelet is mounted with a small chip of agate. When the command thought is given, the magic contained in the stone is released in the form of an Obscuring Mist spell (CL1). Once its effect has been used, the bracelet crumbles into nothingness.
---
Price: 75 gp (single use, use-activated = 50 gp, x1.5 for uncustomary space limitation), 15 credits
MindWandererB

09-12-06, 12:16 PM
It looks legal to me... but do you really want to spend 15 credits on a one-use item? You'll have to pay again if you want a second one of these.
hogarth

09-12-06, 12:19 PM
It looks legal to me... but do you really want to spend 15 credits on a one-use item? You'll have to pay again if you want a second one of these.
I was going to use Gather Information, of course. There are a few spells/powers I'd like to have access to that don't fit in tattoos or potions. Also, this type of item would be intended to go on Reg's psicrystal (who can't use tattoos or potions anyway).
McJarvis

09-12-06, 12:46 PM
Abyssal is correct. You pay 10 credits each time you want to use something from UA on a character, and for each thing you want to use (which is why for instance KU would be charged 30 credits for hsi new Ajora having three variant classes).

Zevox

Ah...you see how I was confused, because it says:


Any race, class, or other option in here costs 10 credits to play, which must be requested in the Blackmarket of Gladius. Once bought, you can from now on use it freely.




You pay 10 and can from now on level in this class; the cost needs to be payed only once per class or race.

Perhaps that language should be cleared up if it is meant to only mean "the character in question can use it freely", or "any given character need only pay for a particular class or race once"

I've been making plans to create a series of Battle Sorcerers to experiment with the viability of the class in the arena, but I don't want to pay 10 creds per "Experiment"...


edit- I guess this issue is really a question for Cat, since he wrote up the UA stuff in the rules. And cat- if you read this- the bear & boar totem barbarians are still merged into one entry in the UA class variants section. Need to divide that up, as it is inconsistant as written.

double edit(because I'm bored):

this: (as quoted from our rules section on UA)

A barbarian dedicated to the boar totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.
When raging, a 1st-level boar-totem barbarian is treated as having the Diehard feat, even if he doesn't meet the normal prerequisites.
At 3rd level and higher, a boar-totem barbarian's rage lasts for 2 rounds longer than normal.
Beginning at 7th level, a boar-totem barbarian's damage reduction is 1 point higher than the normal value. Thus, at 7th level, a boar-totem barbarian's damage reduction is 2/-, and it rises by 1 point every three levels thereafter.


should be this: (as quoted from 20srd.org)

A barbarian dedicated to the bear totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

A 1st-level bear-totem barbarian gains Toughness as a bonus feat.
At 2nd level, a bear-totem barbarian gains Improved Grapple as a bonus feat, even if he doesn't meet the normal prerequisites.
A 3rd-level bear-totem barbarian gains Great Fortitude as a bonus feat.
Beginning at 5th level, a bear-totem barbarian gains a +4 bonus on grapple checks when raging.




A barbarian dedicated to the bear totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

When raging, a 1st-level boar-totem barbarian is treated as having the Diehard feat, even if he doesn't meet the normal prerequisites.
At 3rd level and higher, a boar-totem barbarian's rage lasts for 2 rounds longer than normal.
Beginning at 7th level, a boar-totem barbarian's damage reduction is 1 point higher than the normal value. Thus, at 7th level, a boar-totem barbarian's damage reduction is 2/-, and it rises by 1 point every three levels thereafter.
UserNamer

09-12-06, 01:51 PM
hello, I'm looking for a (mini)questlord for tomorrow for him (http://boards1.wizards.com/showpost.php?p=10006473). Anyone?

Edit: oow yea, and check would be nice, i think he's alright, but I'm not sure about the wolf, and his skills...
hogarth

09-12-06, 02:56 PM
It's difficult to restore Cha damage; note that Lesser Restoration has a 3-round casting time. Also, if you get hit and fail your save, you're dazed, and undoubtedly won't survive a second hit. I've played around with the idea of Eagle's Splendor as a defensive measure, though; that might do it for you.
This conversation is long dead, but I thought I'd point out that a potion of Lesser Restoration only takes a standard action to drink and they only cost 100 gp if you buy one crafted by a paladin.
DSugui

09-12-06, 03:04 PM
This conversation is long dead, but I thought I'd point out that a potion of Lesser Restoration only takes a standard action to drink and they only cost 100 gp if you buy one crafted by a paladin. And 5, since it's not listed on the SRD or the DMG (The one listed costs 300 gp)
McJarvis

09-12-06, 03:48 PM
Is there a house-rule in the CoCo that longbows can be used while mounted, or are the old-battles I'm reading merely mistakes that were never corrected?
TelinArtho

09-12-06, 03:50 PM
Heh - its probably one of those things that no one has caught yet...

Have fun putting up the violations for it. (To save you some time, Sir Valkin and Farig are the only two characters of mine who are usually mounted and who also use longbows from time to time...)
hogarth

09-12-06, 03:51 PM
Is there a house-rule in the CoCo that longbows can be used while mounted, or are the old-battles I'm reading merely mistakes that were never corrected?
Composite longbows can be used while mounted. Are you seeing fights where non-composite longbows are being used on horseback?
TelinArtho

09-12-06, 03:51 PM
Ah - good point. Okay - then my characters are fine then...
McJarvis

09-12-06, 03:52 PM
Composite longbows can be used while mounted. Are you seeing fights where non-composite longbows are being used on horseback?

Oops- didn't read far enough on that one :) I think all the examples I saw were composite...
False_Keraptis

09-12-06, 06:50 PM
Can anyone explain to me how pearls of power work in the arena given the 1/3 limit on uses/day and spell levels? Just from looking at some character sheets I've gathered that they don't take up slots and that you can carry around a whole handful of them.
Thanks.
MindWandererB

09-12-06, 06:55 PM
Can anyone explain to me how pearls of power work in the arena given the 1/3 limit on uses/day and spell levels? Just from looking at some character sheets I've gathered that they don't take up slots and that you can carry around a whole handful of them.
Thanks.
Yup, pretty much. Once you cast a spell, it comes out of your 1/3 alotment, but if you recall it, you can cast it a second time without having it count (you don't recover the spell level(s), though).
McJarvis

09-12-06, 06:59 PM
Is it possible to make dragonhide chain shirt?
False_Keraptis

09-12-06, 07:10 PM
So could one recall and then cast a spell that was cast in a previous fight in the same cycle?
MindWandererB

09-12-06, 07:34 PM
Is it possible to make dragonhide chain shirt?
No. The Dragonhide entry lists all eligible armor types.
So could one recall and then cast a spell that was cast in a previous fight in the same cycle?Correct, and it won't count against your 1/3 (if, say you do this in fight 2), because it counted against your 1/3 when you first cast it.
McJarvis

09-12-06, 08:05 PM
Hum.

Is it just me, or is it impossible for Druids to get into the Heirophant prestige class until epic levels?(without multi-classing, that is)
hogarth

09-12-06, 08:22 PM
Hum.

Is it just me, or is it impossible for Druids to get into the Heirophant prestige class until epic levels?(without multi-classing, that is)
For a single-classed druid it would be impossible before level 27. However, a single level in another class that has Knowledge (religion) as a class skill would allow it.
NiQil

09-12-06, 09:29 PM
No. The Dragonhide entry lists all eligible armor types.
This is incorrect. The dragonhide entry merely lists what amount of dragon you need to create a particular type of armor. Nowhere does it restrict dragonhide to particular types of armor. In point of fact, I have previously made characters with dragonhide chain shirts.

Dragonhide: Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality. One dragon produces enough hide for a single suit of masterwork hide armor for a creature one size category smaller than the dragon. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a creature two sizes smaller, one suit of masterwork half-plate for a creature three sizes smaller, or one masterwork breastplate or suit of full plate for a creature four sizes smaller. In each case, enough hide is available to produce a small or large masterwork shield in addition to the armor, provided that the dragon is Large or larger.
Because dragonhide armor isn’t made of metal, druids can wear it without penalty.
Dragonhide armor costs double what masterwork armor of that type ordinarily costs, but it takes no longer to make than ordinary armor of that type.
Dragonhide has 10 hit points per inch of thickness and hardness 10.
Zevox

09-12-06, 09:33 PM
This is incorrect. The dragonhide entry merely lists what amount of dragon you need to create a particular type of armor. Nowhere does it restrict dragonhide to particular types of armor. In point of fact, I have previously made characters with dragonhide chain shirts.
If Dragonhide Chain Shirts were allowed, wouldn't the entry mention what amount of dragon you need to make it too? Yet such is conspicuously absent. I'd say that is a complete list of what you can make out of Dragonhide - why else even have it?

Zevox
NiQil

09-12-06, 09:40 PM
If Dragonhide Chain Shirts were allowed, wouldn't the entry mention what amount of dragon you need to make it too? Yet such is conspicuously absent. I'd say that is a complete list of what you can make out of Dragonhide - why else even have it?

Zevox
Because what it is giving examples of there is what can be made from a single dragon. Doesn't mean you can't use more than one dragon hide to get what you need to make the necessary armor in question, whether it is a chain shirt, splint mail, or half plate. In point of fact, you would *have to use more than one dragon to make some of those examples for creatures larger than the size types they mention. For instance, what if a giant wanted dragon full plate? Would he be restricted from having it made, simply because he kills the wrong size dragon? No...he would simply kill another one until he has enough to use.
MindWandererB

09-12-06, 09:48 PM
But then there would be entries of some kind for those other types of armor, even if it required a dragon seven size larger than yourself. Since chain armors are not listed, it must be assumed that no dragon or dragons of any size will do the job.

I also question the logic of turning scaly hide into links of chain. That's a ridiculous notion.

But either way, this looks like one for the Ask an Elder thread.
Zevox

09-12-06, 10:09 PM
Doesn't mean you can't use more than one dragon hide to get what you need to make the necessary armor in question, whether it is a chain shirt, splint mail, or half plate.
As I said before though, if such things were able to made from Dragonhide, wouldn't that entry list how much was needed? Its not a matter of whether you can get enough dragonhide from any individual Dragon, but a matter of the fact that if items not on that list can be made of Dragonhide, there is no way to know how much is needed for those items.

As near as I can see, that is not a list of examples, it is a complete list of what can be made and how much is needed to make it; if it isn't, then the designers left some gaping holes in the rules for Dragonhide armor, and personally it seems to me they wouldn't leave a list like that incomplete.

Zevox
NiQil

09-12-06, 10:19 PM
As I said before though, if such things were able to made from Dragonhide, wouldn't that entry list how much was needed? Its not a matter of whether you can get enough dragonhide from any individual Dragon, but a matter of the fact that if items not on that list can be made of Dragonhide, there is no way to know how much is needed for those items.

As near as I can see, that is not a list of examples, it is a complete list of what can be made and how much is needed to make it; if it isn't, then the designers left some gaping holes in the rules for Dragonhide armor, and personally it seems to me they wouldn't leave a list like that incomplete.

Zevox
LOL...no offense...but the entire system is full of gaping holes. Grappling rules, anyone? Mounted combat? Overrun?

But I digress.

Though not in the Court Decisions (because I didn't really think it needed to be there...never thought this would be an issue, and also because it was made when I first started on these boards over a year ago, so slipped my mind until now), it has been ruled in the past, long before I was an Elder, that any armors can be made of dragonhide. If you would like me to add it there (Court Decisions), I can. If you would like a different ruling, then MWB has it right...more Elder input is needed, and this should probably go to the AaE thread. But the current ruling that has been in effect is that any armor is allowed from dragonhide. I want to say it was either LLMC or Tellish that made that decision previously, though I could be mistaken....but I was the one that asked it. I had several characters that utilized dragonhide chain shirts after the ruling was made.
McJarvis

09-12-06, 10:36 PM
For a single-classed druid it would be impossible before level 27. However, a single level in another class that has Knowledge (religion) as a class skill would allow it.

That really sucks. I was considering 1 level in it just for flavor, but two levels of progression lost is right out...
Zevox

09-12-06, 10:42 PM
LOL...no offense...but the entire system is full of gaping holes. Grappling rules, anyone? Mounted combat? Overrun?
True, but I was merely giving part of my reasons for holding the opinion I do. To leave a list like this only half-complete would be an oversight beyond any troubles I know of with those - those stem primarily from over-complication, this would just be starting a list but never finishing it. To say the least, that would be one sad oversight.

Though not in the Court Decisions (because I didn't really think it needed to be there...never thought this would be an issue, and also because it was made when I first started on these boards over a year ago, so slipped my mind until now), it has been ruled in the past, long before I was an Elder, that any armors can be made of dragonhide.
I take it you have also not noticed that it has come up several times in the taverns (at least since I joined), and each time it was decided that the list of in the Dragonhide material entry was complete? If memory serves we may even have had an Elder involved in one of those. If I get the time I'll see if I can dig some up.

If you would like a different ruling, then MWB has it right...more Elder input is needed, and this should probably go to the AaE thread.
I do indeed, and McJarvis has already posted the question. Convenient :) .

Zevox
McJarvis

09-12-06, 10:50 PM
I do indeed, and McJarvis has already posted the question. Convenient :) .



Official rulings are always more convenient, in my experience :)

btw zevox- I'd like you're input on what I responded with about the UA material...was I just reading it wrong?
McJarvis

09-12-06, 10:56 PM
c00lz3: Welcome to Gladius.
Zevox

09-12-06, 11:18 PM
btw zevox- I'd like you're input on what I responded with about the UA material...was I just reading it wrong?
As I said before, yep. Just look at the posts requesting them thus far and it should become fairly obvious. They're bought on a character-by-character basis, just like any other Black Market item.

All you did was simply mix up the references to being allowed to use the bought variant for meaning that the player was obtaining those rights, rather than the character.

Zevox
McJarvis

09-13-06, 01:01 AM
Confusion over Animals.

Looking at the Camel, I notice it has a +5 to spot and listen. With the alertness feat, I can conjecture that that is really a +3 spot/listen, but since it has a wisdom of 11 it must be 3 ranks in spot and listen.

But it only has 3 hd and 1 skill point per level(thanks to a low int). Do animals work differently?



@Zevox: I don't understand why it would have to specify that you don't need to buy a race again if it's only for one character.[not many characters change race...in fact, none really do- they just add templates](unless we can chalk this up to poor wording in general- but I'm very certain that the way the UA rules are stated you only need to buy a UA feature once for all your characters. I guess I don't care enough about the battle sorcerer thing to "insist" that I get it for multiple characters, but it really bothers me that the language in the rules is so poor....)
Usurpator

09-13-06, 02:46 AM
Because what it is giving examples of there is what can be made from a single dragon. Doesn't mean you can't use more than one dragon hide to get what you need to make the necessary armor in question, whether it is a chain shirt, splint mail, or half plate.

NiQil, while it is possible that they are giving a cumulative summary (examples) it is also possible that they are giving a limitative summary (all possible choices). There is no way to tell from the text.

With absence of a clear indiciation, we have to use common sense. My common sense says to me that crafting chain mail from organic material such as hide is stretching the rules to far. You would allow padded armor made from dragon hide as well in your campaign?

In any case, if a ruling has been made, I think it should be reversed.
MindWandererB

09-13-06, 03:13 AM
Looking at the Camel, I notice it has a +5 to spot and listen. With the alertness feat, I can conjecture that that is really a +3 spot/listen, but since it has a wisdom of 11 it must be 3 ranks in spot and listen.

But it only has 3 hd and 1 skill point per level(thanks to a low int). Do animals work differently?I don't see the problem, offhand. 3 HD would mean 6 total skill points, which is exactly what you've described.
McJarvis

09-13-06, 03:21 AM
I don't see the problem, offhand. 3 HD would mean 6 total skill points, which is exactly what you've described.

Wow...I totally blanked on the 4 skill points at first level thing...haha
Usurpator

09-13-06, 03:28 AM
Nexa would like to MQ to rejoin The Living Tree.

RP-wise I like it not to be a membership quest since she never had any intention of leaving.

Any Questlord up for this?
lonewolf

09-13-06, 04:04 AM
I am a little confused:

The Chameleon has just successfully thwarted an interception attempt for his mission. Now he needs to finish that mission. Since the CEF has not hired a guardian there will be no battle, so I am wondering if he can fight in the arena this week or not.
And if yes, what should his subject line look like?
Zevox

09-13-06, 07:29 AM
I am a little confused:

The Chameleon has just successfully thwarted an interception attempt for his mission. Now he needs to finish that mission. Since the CEF has not hired a guardian there will be no battle, so I am wondering if he can fight in the arena this week or not.
And if yes, what should his subject line look like?
As I said in my PM, he can. Since theres no monster fight for this op, it falls under what Cat said about Contests - no Guild action that isn't a fight prevents you from participating in the arena. Just set your title line as normal. Cat already has The Chameleon marked in the roster for the Covert Op, so I doubt he'll need a reminder from your title line.

Zevox
hogarth

09-13-06, 10:25 AM
Just to confirm --

A miniquest to get Diplomacy allies results in a reduced gold reward (e.g. an CR3 miniquest for a CR1 ally gives CR2 rewards). However, it looks like there is no reduced reward for a Handle Animal allies miniquest. Is that the case?
TelinArtho

09-13-06, 10:30 AM
Correct. Cat and I have talked about it - but its not changing (yet at least).
Abyssal Stalker

09-13-06, 12:30 PM
Nexa would like to MQ to rejoin The Living Tree.

RP-wise I like it not to be a membership quest since she never had any intention of leaving.

Any Questlord up for this?
I can run it, allthough I'm not too familiar with TLT. Send me some info about the RP aspects of the MQ.
MindWandererB

09-13-06, 04:12 PM
I'm confused--how did PSI increase their structure efficiency to 140? I just can't find an explanation for that anywhere. They don't have Industrial Organization completed yet (and even if they did, it would be +20, not +15).

Also... the Raid income is from EYE, not TLT, right?
SauroGrenom

09-13-06, 04:19 PM
I'm confused--how did PSI increase their structure efficiency to 140? I just can't find an explanation for that anywhere. They don't have Industrial Organization completed yet (and even if they did, it would be +20, not +15).

Also... the Raid income is from EYE, not TLT, right?
The raid came from EYE, but it's a typo to put TLT in there.

I wasn't sure how to record it on the finances.

The structure efficiency went up due to the technology we developed last week. Industrial Organization was completed last week we had a lucky breakthrough early in the process (check last week's GAP post). I guess War did a better job of putting in the improved efficiency with an explination and I put the amount in wrong as well. Another typo. I guess I realy need to edit this stuff better and recheck my numbers.
MindWandererB

09-13-06, 04:29 PM
Ah, I see it now. It still showed as being 350/500 on the PSI page. And to be honest, I don't look as carefully at WAR as I do at PSI (and EHTC), for obvious reasons!

Samuel... that's gonna be a pain, no matter what.
Zevox

09-13-06, 04:43 PM
@ Sauro - Looks like you missed Sammuel's income from the quest in your bookkeeping this week. Check the mission's first page - you guys got a lot more than we did, so you won't want to miss out on it!

Zevox
SauroGrenom

09-13-06, 04:49 PM
@ Sauro - Looks like you missed Sammuel's income from the quest in your bookkeeping this week. Check the mission's first page - you guys got a lot more than we did, so you won't want to miss out on it!

Zevox
Ohh, right you are... Thanks!
McJarvis

09-13-06, 08:33 PM
Rules clarification:

Are Touch attacks(for spellcasting purposes) calculated using dex or strength?
Zevox

09-13-06, 08:35 PM
Rules clarification:

Are Touch attacks(for spellcasting purposes) calculated using dex or strength?
Melee touch attacks use strength (unless you have weapon finesse, of course).

Ranged touch attacks use dex.

Zevox
McJarvis

09-13-06, 08:42 PM
Thanks man...one more

One of my gladiators has specifed this as a tactic:

"If he connects with a touch attack to start a grapple, then drop my glaive and quickdraw my wand of CMW (both free actions) before his grapple check."

That's not legal, is it? I thought you could only use free actions on your turn.
Zevox

09-13-06, 08:47 PM
That's not legal, is it? I thought you could only use free actions on your turn.
No, that isn't legal. Only immediate actions can be taken on your opponent's turn, not free ones. Though in the future posting quotes from a player's tactics is probably a bad idea, since it gives thier opponent an idea of what they're planning. Just the general idea ("he wants to use free actions on his opponent's turn") would do.

EDIT- Also, what are CoCo rules for determining if an opponent is badly wounded? I use Heal checks in my home game....
Here its Heal and the relevant Knowledge skill for an exact hp amount, or just Heal for less precise knowledge, or just very simple knowledge without Heal (uninjured, injured, dying, etc). See the description of the Heal skill in the rules thread for the specifics.

Zevox
McJarvis

09-13-06, 08:51 PM
Though in the future posting quotes from a player's tactics is probably a bad idea, since it gives thier opponent an idea of what they're planning. Just the general idea ("he wants to use free actions on his opponent's turn") would do.


This is for a fight that ran over into week two....all the tactics are already posted publicly.(so I don't see a point in running this fight before I clear up rules questions I have)

The other guy wants to "Flurry-grapple-pin". I thought flurry couldn't be used with most grapple checks since the special grapple checks are "used in place of an attack", but not actually attacks themselves. Does CoCo allow for flurry grappling?

edit- I'm going to post the relevent rules from the srd in a second here...
MindWandererB

09-13-06, 08:52 PM
In this case, both sets of tactics are already up, so no worries about quoting.

See the Rulings posts in the Prison for the grapple question. It's in the FAQ now, too.

For reference, when I originally sent those tactics to Iced, I know he knows what I mean by "flurry-pin-grapple," but I'm not sure you do. It means to establish a pin first, then go for damage only once the pin has already succeeded. This may mean a lot of rounds in which there is no damage (the pin succeeds only on the second try, or not at all).
NiQil

09-13-06, 08:53 PM
This is for a fight that ran over into week two....all the tactics are already posted publicly.(so I don't see a point in running this fight before I clear up rules questions I have)

The other guy wants to "Flurry-grapple-pin". I thought flurry couldn't be used with most grapple checks since the special grapple checks are "used in place of an attack", but not actually attacks themselves. Does CoCo allow for flurry grappling?

edit- I'm going to post the relevent rules from the srd in a second here...
This is clarified in the Court Decisions.

Q: How does grappling work in combination with a monk's Flurry of Blows?
A: As per the 3.5 FAQ, a monk may perform any attack or special attack in a Flurry of Blows as long as a special monk weapon that is normally allowed to be used in a flurry is used. Since unarmed strikes are allowed in a flurry, you can make grapple checks using each attack in the Flurry of Blows attack routine. This is the only exception to the ruling that regulates the amount of grapple checks you can make in a round based upon your base attack bonus.
McJarvis

09-13-06, 08:54 PM
Thanks NiQil, I won't bother digging up those srd references then... :)
McJarvis

09-13-06, 08:56 PM
For reference, when I originally sent those tactics to Iced, I know he knows what I mean by "flurry-pin-grapple," but I'm not sure you do. It means to establish a pin first, then go for damage only once the pin has already succeeded. This may mean a lot of rounds in which there is no damage (the pin succeeds only on the second try, or not at all).

That's roughly what I was going to interprit it as anyway, but thanks for the clarification :)
SauroGrenom

09-14-06, 01:46 AM
Can anyone tell me real quick how much wealth an ECL8 opponent should have.
McJarvis

09-14-06, 01:49 AM
Can anyone tell me real quick how much wealth an ECL8 opponent should have.

Sure



8th....27,000gp
Abyssal Stalker

09-14-06, 02:02 AM
The Rules-thread lists a starting wealth of 28.000 for an ECL8 character.
MindWandererB

09-14-06, 02:17 AM
The Rules-thread lists a starting wealth of 28.000 for an ECL8 character.
Characters and NPCs are a little bit different. In fact, I'm surprised they're so close.
McJarvis

09-14-06, 02:28 AM
Characters and NPCs are a little bit different. In fact, I'm surprised they're so close.

basketweaving is a very profitable business.
Abyssal Stalker

09-14-06, 03:27 AM
Characters and NPCs are a little bit different. In fact, I'm surprised they're so close.
I'm confused. What are the correct values to use regarding monster wealth. I have understood that if it's "Standard", then you should use the starting wealth of a character whose ECL equals the CR of the monster. But which list should I use? I don't own the DMG, so I have to stick with the lists we have here on the CoCo - and that's the list I was referring to. :confused:

Basketweaving is profitable indeed, and you get a circumstance bonus to it if you have a celery instead of a hand.
lonewolf

09-14-06, 05:14 AM
Rules question that can affect tactics, so please bgt&Stormwind dont read:

If Karen attacks with her spiked chain of supression with Dissolving weapon on it, and the enemy has used a potion of energy resistance(acid), what comes first? The dispelling of the resistance effect or the acid damage?
Caterane

09-14-06, 05:30 AM
Since this can be interpreted both ways I'd say both happen at the same time thus energy resistance is still up the moment the weapon strikes. But that's just my opinion. If someone can provide us with a quote we can use this one.
King Uther

09-15-06, 01:41 AM
Announcement:

It is with deep regret that I will have to reduce my duties and participation at the CoCo. I love this place, and playing the greatest game on earth with you all. But I feel like if I do not get away from this then I will eventually quit altogether, which would be even more regrettable. So I will no longer play any characters or run arena fights, but I will continue my campaign, finish any quests/MQs, and even start and work on new campaigns to keep the ball rolling.

While I am away I am going to catalogue everything storywise that has happened in Gladius. Why? It is my ultimate dream to turn this world created by D&D players into a real campaign world everyone can enjoy in. But in order to do that a lot of work has to be done. Anyways, it has been a pleasure, ad I hope you all enjoyed playing with me as much as I enjoyed playing with you. I will be back, I just need some time to regenerate.
MindWandererB

09-15-06, 03:34 AM
That's sad news, KU, even though we'll still see you in the campaign(s). You've been a reliable and dedicated player and pitlord. Hopefully you'll feel like returning someday.
Abyssal Stalker

09-15-06, 03:46 AM
What's the correct equipment gold value for a CR4 monster with standard treasure entry?
Vathelokai

09-15-06, 04:40 AM
What's the correct equipment gold value for a CR4 monster with standard treasure entry?
[link]
3300 gp. Cat made post 25 of the rules thread into a quick reference for monster/npc fights.
Abyssal Stalker

09-15-06, 05:13 AM
Thanks!
TheMagister

09-15-06, 07:25 AM
Sorry to see you go, King!

Still, I'm glad that you have the sense to know when to step back to take a break.

Enjoy yourself!

TM
Dracazar

09-15-06, 08:13 AM
King Uther it was nice to meet you, enjoy your life, I hope to meet again!

I'm sure that this place owes lot of his value to you.
hogarth

09-15-06, 10:29 AM
Here's a ridiculous question: does a character have to hold a power stone in his hand in order to manifest from it, or could he hold it in his mouth instead?
Pittbull

09-15-06, 10:55 AM
I hope, to see back! Take your break, but come back. This place and I would miss you much.

So, not a good-bye, but a see you later!
TheMagister

09-15-06, 10:56 AM
Logically, I don't see why it wouldn't work. Now, obviously powers like Exhalation of the Black Dragon would be a bad idea, but you can't have everything.

RAW-wise, I don't think it should be allowed, any more than prestidigitation should be allowed to "hold" a scroll for you to free up a wizard's hands (although I'd totally applaud and allow that use of Prestidigitation in a game that I was DMing).

My 2cp.

TM
hogarth

09-15-06, 11:38 AM
Logically, I don't see why it wouldn't work. Now, obviously powers like Exhalation of the Black Dragon would be a bad idea, but you can't have everything.

RAW-wise, I don't think it should be allowed, any more than prestidigitation should be allowed to "hold" a scroll for you to free up a wizard's hands (although I'd totally applaud and allow that use of Prestidigitation in a game that I was DMing).
Specifically I was thinking about a non-humanoid manifester (like a krenshar wilder, say). In a campaign of mine, I would probably allow it to work once (to reward the creative thinking) and then require the player to research a new type of item for use in the future.
UserNamer

09-15-06, 12:17 PM
I got a quick-q here:

If I use rapid Shot in comb. with Psionic Shot and/or Deepcrystal on witch arrow does the damage apply?
Erithmu

09-15-06, 12:18 PM
I got a quick-q here:

If I use rapid Shot in comb. with Psionic Shot and/or Deepcrystal on witch arrow does the damage apply?

Which ever arrow you apply it too.

if you wanted to apply DC to both arrows you would have to spend 2 pp an arrow, and unless you have 2 foci, you couldn't attach psi shot to both.
TheMagister

09-15-06, 12:25 PM
A better question is:

What if you use deepcrystal or Psionic Shot or Fell Shot in conjunction with Manyshot (which is described as a single attack).

I asked this question in the AaE thread, and only received one answer (from Pittbull) that I wasn't particularly happy with but was willing to abide by. I'll try to fish up the relevant data.

TM
Zevox

09-15-06, 12:25 PM
@ KU - Sad news indeed, though its wonderful you still plan to pursue those campaigns and Asran's story. Hope your time off treats you well, and that you find the opportunity to come back!

Zevox
TheMagister

09-15-06, 12:38 PM
Here's the relevent stuff:

Psionic Shot.

Is it considered precision-based damage?

What about the +2d6 damage added from a deepcrystal weapon?

Further, if I use manyshot with a +1 flaming bow, do each of my arrows gain +1d6 fire damage?

I'm building a character, and this could play an integral part in her feat selection.

TM

Psionic shot is an unnamed extra damage.

The flaming ability aplies on every arrow, that is shot with the bow, the fire-damage.

@NiQil: On a side I've read, that you ruled, that dissolving weapon does not affect ranged weapons, like bows. Why did you do this? We got ages of dicussions about this topic, plus an Elder-ruling and stated that DW can be used on the bows itself not the ammunition. Is this only a big misunderstanding from my side?

I'm not aware of any such discussion or ruling, so if you happen to have a link to that discussion, I would love to see it.

The reason I lean in the direction of ruling that dissolving weapon does not apply to ranged weapons is both the wording of the power, as well as the fact that I have not seen anything to indicate that spells/powers that apply additional damage dice transfer that additional damage to ammunition when launched from a launcher (bow, sling, xbow). So if you have any additional insight on that, I would love to hear that as well.


Meinrad (Salrantol) vs. KazzzAHM (Pittbull) vs. Hassan (Vathelokai) - Part II by DSugui
Round 5
@Vathelokai: The current ruling by NiQil is that Dissolving Weapon does not affect launchers, like bows. So I am ignoring this buff from your tactics.

I looked through the threads, but didn't find the discussion.

If you take the example of a flaming bow, it transfers extra dice on the ammunition. Or if you take the example of deep-crystal.


Yes, but in the example of a flaming bow, the flaming enchantment specifically states that the extra damage dice transfer to ammunition in the case of launchers. This would lend creedence to my belief that the norm is for this to not occur unless it specifically says it does. If you look at all of the ranged weapon enchantments that can be added, those that transfer to ammunition state specifically that they do. Deep crystal also specifically states that the extra damage transfers to ammunition, which again, lends support to my view that normally extra damage dice do not transfer to ammunition unless they specifically say they do. In the absence of any quote to the contrary, I don't see anything else that would lead me to believe that my ruling is inaccurate. Enhancement bonuses do transfer, because I found a quote that specifically state that enhancement bonuses carry over to ammunition. But I have seen nothing to indicate the same can be said of spells/powers that add additional damage dice such as Dissolving Weapon. Unless someone can find quotes that state otherwise, or can come up with a very good argument to the contrary, this would be my ruling as it stands now.
TheMagister

09-15-06, 12:48 PM
So what it seems like is that dissolving weapon doesn't work in conjunction with launchers and ammo.

However, one could manifest dissolving weapon onto arrow itself while it is held, and then fire it from the bow at a later time. One could not prebuff this manifesting, because as soon as the arrow touches something, the power would discharge. There's also the fact that touch spells cannot be prebuffed (house rule).

Now, deepcrystal on the other hand, works just like the flaming enhancement. One could (presumably) charge their deepcrystal longbow with 2pp as a free action and then use manyshot to launch a single attack. The deepcrystal ability states that "the weapon will stay charged for 1 minute or until it scores its next hit" and that "ranged weapons bestow this power upon their ammunition" and that "all missile weapons lose this effect if they miss". So the weapon confers +2d6 to each arrow in the attack (singular).

Now Psionic Shot only adds +2d6 to the next ranged attack, and manyshot is a single attack. So only +2d6 is added no matter how many arrows are involved.

Fell shot seems to follow the same language "resolve your next ranged attack as a ranged touch attack".

It's sticky. Somebody stop me if I'm wrong anywhere (because I undoubtedly am...this makes too much sense to me for it to be totally right...).

TM
UserNamer

09-15-06, 12:56 PM
I actually dont think your wrong
TheMagister

09-15-06, 12:59 PM
No offense, but it's not you I'm worried about. =)

Mssr. Hood is on track to tackle this very issue (albeit in a few levels).

TM
hogarth

09-15-06, 01:08 PM
Now, deepcrystal on the other hand, works just like the flaming enhancement. One could (presumably) charge their deepcrystal longbow with 2pp as a free action and then use manyshot to launch a single attack. The deepcrystal ability states that "the weapon will stay charged for 1 minute or until it scores its next hit" and that "ranged weapons bestow this power upon their ammunition" and that "all missile weapons lose this effect if they miss". So the weapon confers +2d6 to each arrow in the attack (singular).
[..]
It's sticky. Somebody stop me if I'm wrong anywhere (because I undoubtedly am...this makes too much sense to me for it to be totally right...).

TM
The tricky part in the sentence you quoted is "until it scores its next hit", I think. I'd say that means that once one of the arrows fired has hit, the other arrows are no longer charged.

Personally, I think the principle should be:
If the ability has no "cost per shot" (like the Flaming enhancement, where you can use it as many times as you like with no limit), then it should apply to any and all ammunition you fire.

If there is a "cost per shot" (like with deep crystal, where you need to pay 2 pp each time you use it), then you need to pay that cost once for each piece of ammunition.
UserNamer

09-15-06, 01:11 PM
can i fight gladiators higher than ECL3, WITH an ECL3
Macbrea

09-15-06, 02:09 PM
So, I have a silly question for McJarvis:

Is Ned the Rouge Saint suppose to be the red saint or the rogue saint? Both seems perfectly fine for the female named Ned.
TelinArtho

09-15-06, 02:42 PM
can i fight gladiators higher than ECL3, WITH an ECL3

@UserNamer - while yes - technically you can - a challenge would most likely be needed and I would not expect someone of higher ECL to accept in most cases. While I am flattered that you want to test your psychic warrior level 3 versus my level 5 cleric - she has little reason to accept.

If she wins, she gets 750xp - (2/3)*25% = ~624xp. If she loses, she only gets one third of that (208xp). If she fought someone of her own ECL, those rewards would be 1300xp and 433xp respectively.

On the other hand, if you win, you get 1800xp + (2/3)*25% = 2100xp. If you lost, you would still get 700xp.

In other words - you get a lot of benefit whether you win or lose while Ana gets nearly nothing for losing and barely a losing amount if she wins (if she were fighting at her ECL).

(I'm posting this in public so that it is understood why I decline and so that you can adjust your proposal for future times).

Also - I'm pretty sure a fight like that would have to occur outside of the 3FC for the higher level player - which is interesting.
TheMagister

09-15-06, 02:45 PM
The tricky part in the sentence you quoted is "until it scores its next hit", I think. I'd say that means that once one of the arrows fired has hit, the other arrows are no longer charged.

Personally, I think the principle should be:
If the ability has no "cost per shot" (like the Flaming enhancement, where you can use it as many times as you like with no limit), then it should apply to any and all ammunition you fire.

If there is a "cost per shot" (like with deep crystal, where you need to pay 2 pp each time you use it), then you need to pay that cost once for each piece of ammunition.

And the answer I have to that lies within the neat mechanic of the Manyshot feat which has a character resolve all arrow attacks with a single attack roll. The manyshot attack either hits or misses as a singlular attack ("Both arrows use the same attack roll [at a -4 penalty] to determine success and deal damage normally ...Special: Regardless of the number of arrows fired, apply precision-based damage [such as sneak attack damage] only once.")

Psionic Shot and Deepcrystal and Flaming aren't precision-based, so (in my opinion) they should be applied "normally". "Normally" deepcrystal weapons stay charged for 1 minute or until their next hit (manyshot is a single attack) and slings, bows, and crossbows so charged "bestow this power on their ammunition" (notice it's not "on the next piece of ammunition fired"..."ammunition" is both singular and plural). "Normally" psionic shot makes "your ranged [b]attack deal +2d6 damage". Since manyshot is a single attack, that +2d6 only applies once (as "normal"). "Normally" the flaming enhancement bestows +1d6 fire damage on a weapon, and slings, bows, and crossbows so enchanted "bestow this power on their ammunition" (notice its even the same language!!).

This seems to me to be more than enough proof...

TM
McJarvis

09-15-06, 02:48 PM
So, I have a silly question for McJarvis:

Is Ned the Rouge Saint suppose to be the red saint or the rogue saint? Both seems perfectly fine for the female named Ned.

Most certainly the red saint :-) Good 'ol Ned the Destroyer(the one the character is imaged after) once had a username that he meant to be Rogue Saint and he mispelled Rouge Saint.. :-)
McJarvis

09-15-06, 02:57 PM
@UserNamer - while yes - technically you can - a challenge would most likely be needed and I would not expect someone of higher ECL to accept in most cases. While I am flattered that you want to test your psychic warrior level 3 versus my level 5 cleric - she has little reason to accept.

If she wins, she gets 750xp - (2/3)*25% = ~624xp. If she loses, she only gets one third of that (208xp). If she fought someone of her own ECL, those rewards would be 1300xp and 433xp respectively.

On the other hand, if you win, you get 1800xp + (2/3)*25% = 2100xp. If you lost, you would still get 700xp.

In other words - you get a lot of benefit whether you win or lose while Ana gets nearly nothing for losing and barely a losing amount if she wins (if she were fighting at her ECL).

(I'm posting this in public so that it is understood why I decline and so that you can adjust your proposal for future times).

Also - I'm pretty sure a fight like that would have to occur outside of the 3FC for the higher level player - which is interesting.


That really sucks.(not your decision- but rather the reality of it) You should at least get a minimum of standard gp/xp for your level if you lose the fight. (the challenger should too)
TelinArtho

09-15-06, 03:05 PM
So are you suggesting that if a 5th level character accepts a challenge from a 3rd level, that the 5th level should get 750xp for winning and 500xp for losing?

Still not enough for most 5th level characters to be interested. They have very little to gain other than a relatively cheap win or an embarrasing loss. They don't even gain too much in terms of reputation but stand to lose a lot from losing.

Anyway - that's the system. It was worse in previous instance I think for the lower level character - who still gained 900gp, but also got the 1800xp - while the 5th level character got 750xp and 1600gp. (in other words - it quickly threw the balance of xp:gp off).

The current system is much better - but there's still no reason for a higher level character to accept a challenge from a lower level one (other than RP or a guild action).
Macbrea

09-15-06, 03:21 PM
And in my case it wasn't a matter of exp economics for Izumi. I simply am saving my credits for my ogre monk.
SauroGrenom

09-15-06, 03:25 PM
So what it seems like is that dissolving weapon doesn't work in conjunction with launchers and ammo.

However, one could manifest dissolving weapon onto arrow itself while it is held, and then fire it from the bow at a later time. One could not prebuff this manifesting, because as soon as the arrow touches something, the power would discharge. There's also the fact that touch spells cannot be prebuffed (house rule).

Now, deepcrystal on the other hand, works just like the flaming enhancement. One could (presumably) charge their deepcrystal longbow with 2pp as a free action and then use manyshot to launch a single attack. The deepcrystal ability states that "the weapon will stay charged for 1 minute or until it scores its next hit" and that "ranged weapons bestow this power upon their ammunition" and that "all missile weapons lose this effect if they miss". So the weapon confers +2d6 to each arrow in the attack (singular).

Now Psionic Shot only adds +2d6 to the next ranged attack, and manyshot is a single attack. So only +2d6 is added no matter how many arrows are involved.

Fell shot seems to follow the same language "resolve your next ranged attack as a ranged touch attack".

It's sticky. Somebody stop me if I'm wrong anywhere (because I undoubtedly am...this makes too much sense to me for it to be totally right...).

TMFirstly, I need to point out a few tid bits for the sake of clarification. What needs to be decided is whether the "weapon" is in fact the arrow or the bow.

As with many psionic rules, this section on deep crystal is poorly written and leads to various confusions. For example I read this and think that you can get a deep crystal arrow that can always be recovered and used again. So I could buy one arrow with tons of magical enhancements on it like enhancements, powerstoring, spell storing, flaming, keen and so on while paying very very low price since it is ammunition. My one arrow of death would be crazy powerfull and I could recover it after every battle. Clearly to do such a think is broaken.

The way we currently interpret deep crystal rules in CoCo is that the weapon in this case is the bow and the increased damage applies to the first hit. It doesn't matter if you are making a single attack roll seidnign 20 arrows or if you are making 20 attack rolls as part of a single attack action. The 2pp gets you 2d6 damage on the first arrow that hits. This is even if the attacks supposedly happen all at the same time in a "volley" with a single attack roll. The relevant text in this case is the line, "The weapon will stay charged for 1 minute or until it scores its next hit." In other words you get to apply the damage to a single hit.

Psionic Shot and Fell Shot are a bit different. The text clearly indicates that a single attack is what the damage bonus (or touch attack status) applies to. So if the attack misses, tough luck. If the attack hits, great for you. With a full attack sequenc, these feats will apply to a single attack roll in that sequence. You can use this in conjunction with Manyshot and the benefits of the psionic feat used are applied to all arrows that are a part of the volley. So if you fire 2 arrows using Manyshot and Fell Shot then you can attack with both as a touch attack.

Also note that you can only power 1 psionic feat with your psionic focus. If you want to use Psionic Shot and Fell Shot on the same attack, then you must have a psicrystal with psicrystal containment and the crystal must be within 5' of you at the time you attack. This strategy is a very very feat intensive one. It will require, Psicrystal Affinity, ML3, PsiCrystal Containment, Point Blank Shot, Rapid Shot, Psionic Shot, FellShot and ManyShot. You make attacks at severe penalty due to manyshot and you get only one attack roll. Basicially you pay all that for 2x damage on psionic shot with -4 penalty on the attack roll vs touch AC. I think the fastest way to get there would be Human Fighter2 Psiwarrior 4. If you want to continue the build into higher levels I'd suggest getting an Oath Bow with various elemental damage modifiers and picking up mounted archery feats with a high movement speed flying mount.

Good Luck!
McJarvis

09-15-06, 03:29 PM
Here's a ridiculous question: does a character have to hold a power stone in his hand in order to manifest from it, or could he hold it in his mouth instead?

If this is the case I would imagine a character could activate a powerstone that was somehow attatched to his leg & touching his skin.
TheMagister

09-15-06, 04:18 PM
Feats
Wpn Focus (longbow) [human]
Point Blank Shot [1st lvl]
Rapid Shot [ftr 1]
Iron Will [ftr 2]
Psionic Shot [3rd lvl]
Psicrystal Affinity [psy 1]
Psionic Meditation [psy 2]
Fell Shot [6th lvl]
Psicrystal Containment [psy 5]
Manyshot [ftr 4]
Greater Manyshot [9th lvl]

That's Hood's feat plan. An oathbow is too expensive, but it's on his wish list.

Your one arrow of death is extremely deadly...but it only works once (unless it misses, and then it's 50/50).

Foci are usable again and again and again. All you need is time (move action) and that can be bought with pp (Hustle).

Hood'll be outputting some seriously intimidating damage by 9th level, manyshotting with fell shot (only two arrows, but hey! what can you do?) and psionic shot and dissolving weapon on one arrow and an oil of flame arrow on the arrows and offensive precognition and strength and enhancement bonus and (maybe...depending on who I'm fighting) expansion for size boni to damage (Hey, if I've only gotta hit a 12...).

If the guy's wearing at least a chain shirt, the manyshot + fell shot is at least breaking even, and that doesn't count shield bonuses.

The freakish part of it comes when combined with expansion books (Peerless Archer's "power shot" class ability comes to mind).

Regardless, it's pretty sick. I see you, you take around 50 damage. I like it.

TM
McJarvis

09-15-06, 04:39 PM
Regardless, it's pretty sick. I see you, you take around 50 damage. I like it.

TM

Hope the harvester doesn't use silent image on you. :D
TheMagister

09-15-06, 05:29 PM
I'll have a good will save... :devil:

TM
Stormwind

09-15-06, 06:44 PM
@TM: Regarding Greater Manyshot, and by extrapolation Manyshot:

Q: How does the soulknife ability Bladewind compare to the feats Whirlwind Attack and Greater Manyshot?
A: All three function in a very similar fashion. Each of the abilites allows you to make attacks against multiple opponents with a single action, rather than using the full attack action to use secondary and tertiary attacks. All three abilities resolve themselves in the same way. You use your highest base attack bonus, and roll an attack vs each target within your attack area (depending on the feat/ability). All attacks made in this fashion operate as seperate attacks. Any enchantments or enhancements that do not go away after a successful attack will continue to function for each attack roll you are making. In the case of Bladewind, the individual mindblades function identically to a normal mindblade, so any other soulknife special abilities in use when Bladewind is used (such as Psychic Strike or Shape Mindblade) will apply to each attack made using Bladewind.

Hope that helps... Note that the Bladewind ability specifically mentions that psychic strike damage affects every attack.
McJarvis

09-16-06, 12:56 AM
Something I thought of this round but didn't feel it was important enough to ask on before tactics were sent in...

if I just bought your standard Warhorse and didn't train him further, can I handle animal it easily to seek and destroy on sight(and stay put in the process?)? To move around the arena clockwise & attack on sight?

PS- I think it would be great if you could buy non-expendible items mid-3FC for credits. Maybe 2 per non-credit purchase? Maybe put a limit on how much you can buy per week in this fashion? Whatever- I just remembered I want armor spikes and now have to wait. :(
TheMagister

09-16-06, 07:01 AM
@TM: Regarding Greater Manyshot, and by extrapolation Manyshot:



Hope that helps... Note that the Bladewind ability specifically mentions that psychic strike damage affects every attack.

That is interesting, isn't it?

And Greater Manyshot is a harder case to prove this relationship on than regular Manyshot because of the "seperateness" of its attacks and how they are rolled.

Thanks, Stormwind!

TM
Stormwind

09-16-06, 08:40 AM
That is interesting, isn't it?

And Greater Manyshot is a harder case to prove this relationship on than regular Manyshot because of the "seperateness" of its attacks and how they are rolled.

Thanks, Stormwind!

TM
It is worth noting here that Manyshot uses the same single attack roll for each arrow, while Greater Manyshot uses a separate attack roll for each arrow fired.
Stormwind

09-16-06, 08:41 AM
A question:

Does Nondetection work against psionic powers such as touchsight?
Pittbull

09-16-06, 08:52 AM
A question:

Does Nondetection work against psionic powers such as touchsight?

It doesn't work against touchsight, but against psionic true seeing it works.
TheMagister

09-16-06, 09:20 AM
AFAIK, the only things that work against touchsight are incorporealness and etherealness (i.e. - things that make your physical body non-material).

EDIT: and maybe gaseous form (there's a thought...).

TM
lonewolf

09-16-06, 09:25 AM
Dispel Magic/Psionics also helps.
hogarth

09-16-06, 09:31 AM
AFAIK, the only things that work against touchsight are incorporealness and etherealness (i.e. - things that make your physical body non-material).

EDIT: and maybe gaseous form (there's a thought...).

TM
I believe the Slayer's Cerebral Blind ability would work, too. "After reaching 6th level, a slayer is protected from all devices, powers, and spells that reveal location."
SauroGrenom

09-16-06, 09:31 AM
A question:

Does Nondetection work against psionic powers such as touchsight?
Nondetection is equivalent to Escape Detection.
TheMagister

09-16-06, 09:36 AM
I believe the Slayer's Cerebral Blind ability would work, too. "After reaching 6th level, a slayer is protected from all devices, powers, and spells that reveal location."

Yep, that sounds good, too.

TM
hogarth

09-16-06, 10:02 AM
What is the reach of a choker (a small creature with 10' reach) with a whip (a 15' reach weapon)? Is it 30' (15' doubled) or 20' (10' natural reach + 10' for the whip) or none of the above?
Pittbull

09-16-06, 10:11 AM
I would say: 20ft!


Reach Weapons

Glaives, guisarmes, lances, longspears, ranseurs, spiked chains, and whips are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent to him or her. Most reach weapons double the wielder’s natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.
Zelck

09-16-06, 10:15 AM
Well, I'm not sure about cerebral blind. See here:
After reaching 6th level, a slayer is protected from all devices, powers, and spells that reveal location. This ability protects against information gathering by clairsentience powers or effects that reveal location.
It seems to specifically clarify that only clairsentience powers are affected. Touchsight is Psychometabolism.

IMO, Touchsight is more like expanding your senses, not magically sensing something else. If we rule that Touchsight is affected by Cerebral Blind, what about a Darkvision or Scent acquired through a spell or power? What about using Synesthete to see while blinded?

There's also a matter of balance. So, if a Slayer is invisible, nothing would be able to detect him? This doesn't even allow a caster level check! I really don't think that's what WotC intended.
TheMagister

09-16-06, 10:57 AM
I dunno, man. You can't dismiss an earlier statement because of a secondary statement. "All" usually means "All".

I would think that the secondary statement is there to include clairsentience powers or effects like those duplicating Scry and similar other diviniation-at-a-distance powers/spells.

TM
hogarth

09-16-06, 11:45 AM
Well, I'm not sure about cerebral blind. See here:

It seems to specifically clarify that only clairsentience powers are affected. Touchsight is Psychometabolism.

IMO, Touchsight is more like expanding your senses, not magically sensing something else. If we rule that Touchsight is affected by Cerebral Blind, what about a Darkvision or Scent acquired through a spell or power? What about using Synesthete to see while blinded?

There's also a matter of balance. So, if a Slayer is invisible, nothing would be able to detect him? This doesn't even allow a caster level check! I really don't think that's what WotC intended.
I wouldn't say nothing would be able to detect him, just not (magical) devices, powers, or spells that reveal location. Scent, blindsense, spot/listen checks, flailing one's arms about, etc. wouldn't be affected by Cerebral Blind.
hogarth

09-16-06, 11:50 AM
I would say: 20ft!
I didn't find the quotation you cited very illuminating. :D

It's clear that an ogre has 10' reach, and an ogre with a kusari-gama has 20' reach (double normal). I think an ogre with a whip would have 30' reach (triple normal).

A choker has 10' reach; does a kusari-gama double it and a whip triple it the same way it does for an ogre? If not, why not (other than "common sense")? Would your opinion be different if it were using a Large kusari-gama?
Pittbull

09-16-06, 12:58 PM
Who says that a whip tripples the reach?

It has 15 ft reach for somebody who has 5ft reach normally.

Therefor it has 20ft reach for someone who has 10ft reach.

EDIT: I don't know, why we use this rule. But we use it for long time this way.
hogarth

09-16-06, 02:34 PM
Who says that a whip tripples the reach?
It doesn't say that anywhere. However, it does say that a regular reach weapon like a kusari-gama or a spiked chain doubles reach (from 10' to 20'). I assumed that an ogre with a whip would have longer reach than an ogre with a spiked chain, but it looks like you're saying they both have a 20' reach.

It has 15 ft reach for somebody who has 5ft reach normally.

Therefor it has 20ft reach for someone who has 10ft reach.

EDIT: I don't know, why we use this rule. But we use it for long time this way.
The reach rules don't make a lot of sense to me in the first place, even the ones that are perfectly clear! (A halfling with a small chain can reach as far as a half-giant with a large chain??) I'm just curious what other people's opinions are.
False_Keraptis

09-16-06, 04:56 PM
Well, I learned something new this week. Sensibly enough, my full plate magic domain cleric suffers arcane spell failure when casting arcane spells from scrolls; I can't believe I never thought of that. Perhaps I'd better invest in a wand (or two if I'm lucky) after this 3FC...
SauroGrenom

09-16-06, 06:42 PM
I'd think that a whip has the reach that is triple natural reach.

Reach appears to increase by multiples of 5, and the multiplier of a particular weapon is applied to the natural reach of the creature in question.
McJarvis

09-19-06, 01:07 AM
Has it ever bothered anyone else that the sewer map is not perfectly symetrical & thus the starting positions are not all the same?

Edit- More specifically, a ledge & water length should be flipped on the north side of the map.(the length of water & walkway that run through the north grate)
MindWandererB

09-19-06, 02:29 AM
Has it ever bothered anyone else that the sewer map is not perfectly symetrical & thus the starting positions are not all the same?

Edit- More specifically, a ledge & water length should be flipped on the north side of the map.(the length of water & walkway that run through the north grate)
Never noticed that. I doubt it was intentional--you should ask Cat to correct it.
Abyssal Stalker

09-19-06, 06:16 AM
Where do thrown weapons end up if they miss the target? Especially if the target is 100ft high. The square under the target? Random square? Moon?
Vathelokai

09-19-06, 07:01 AM
I was looking over crafting staff rules and noticed something; it says that you can get a power at half price by having it cost 2 charges. But it says nothing about 3 or more charges. There are staffs with powers that cost 3 or more, but there dosn't seem to be a pricing rule. Am I missing it? Are we assuming that it is allowed (since cat's harvester has a staff that uses 5 charges per power)?
SauroGrenom

09-19-06, 10:26 AM
Has anyone else noticed that the forums will be down on "Thursday, September 22". The issue is that September 22 is not a Thursday. It's a Friday. So are the forums down thursday or friday?
UserNamer

09-19-06, 10:34 AM
Can a small eir ele use a Net or Tanglefoot Bag? or have anything else in his hands/body.

Edit: Can they speak?
Caterane

09-19-06, 01:36 PM
@UserNamer: Yes, yes, and yes
DSugui

09-19-06, 03:01 PM
I have some doubts on how the spell Awaken would work here in the CoCo. Maybe it would be better to ask directly in the Ask an Elder thread, but I'd like to hear everyone's opinion.
You awaken a tree or animal to humanlike sentience. To succeed, you must make a Will save (DC 10 + the animal’s current HD, or the HD the tree will have once awakened). First question: how is this Will check resolved?
An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. How is this Intelligence score and the increase in the Charisma score rolled? Do the extra HD grant the usual benefits, as feats, ability score increase and skill points?
Its type becomes magical beast (augmented animal).Features
A magical beast has the following features.

10-sided Hit Dice.
Base attack bonus equal to total Hit Dice (as fighter).
Good Fortitude and Reflex saves.
Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits
A magical beast possesses the following traits (unless otherwise noted in a creature’s entry).

Darkvision out to 60 feet and low-light vision.
Proficient with its natural weapons only.
Proficient with no armor.
Magical beasts eat, sleep, and breathe.
Does the animal HD increase to d10? Does it attack bonus increase to equal to total HD? Does it gain Darkvision?
XP Cost
250 XP.Experience Loss: Any loss in experience points other than crafting also results in the loss of 5 gold pieces per 1 xp. Examples would be spells with XP costs or the death of a familiar on a quest or campaignSo casting this spell also costs 1250gp?
MindWandererB

09-19-06, 05:10 PM
I'm surprised that Awaken isn't on the banned list along with other "create-a-person" spells like Reincarnate and PaO.
Hirumajoe

09-19-06, 08:39 PM
Had a quick question:

As an ECL 3 character, what is the number of CR 1 allies that I can bring to a fight?

Reading the rules, I've see that you're allowed ECL-2 as the maximum CA (coeffienct of allies). I would assume you're allowed to bring a maximum of one CR 1 ally to an ECL 3 fight.

However, I've seen ECL 3 fights run with characters bringing multiple Light Warhorses (CR 1). Am I incorrectly reading the rules on this?

Thanks,
Hirumajoe
Erithmu

09-19-06, 08:52 PM
Had a quick question:

As an ECL 3 character, what is the number of CR 1 allies that I can bring to a fight?

Reading the rules, I've see that you're allowed ECL-2 as the maximum CA (coeffienct of allies). I would assume you're allowed to bring a maximum of one CR 1 ally to an ECL 3 fight.

However, I've seen ECL 3 fights run with characters bringing multiple Light Warhorses (CR 1). Am I incorrectly reading the rules on this?

Thanks,
Hirumajoe

You are reading the rules correctly.

There is an exception in that a character can use the Forgery skill to make it appear like one of his horses is a CR 0 opponent. In this case he brings both horses (1+0 = 1) which is one of the nifty things that a person can do.
DSugui

09-19-06, 10:42 PM
I'm surprised that Awaken isn't on the banned list along with other "create-a-person" spells like Reincarnate and PaO. I think Reincarnate and PaO are in the banned list because they allow you to change your body. Make a character like Lantash and then change your body to that of a Titan or something like that.
False_Keraptis

09-20-06, 02:57 AM
Just a few quick questions for the assembled notables of Gladius:

1) What type of action does it take to use a pearl of power?

2) How is upgrading items handled? I believe I've seen it on a few character sheets, but I want to know if it can be done through crafting or simply purchased or both. If an upgrade is purchased, say a +2 sword is improved to +4, does this take any time? Could a cleric (such as saaay, my cleric) who is unable to cast keen edge craft a +1 sword, then pass it off to an NPC to make it keen, then craft it up to a +2 keen sword?

3) When crafted items are sold does the character break even or only get back half of what the item cost to make?

Thanks.
MindWandererB

09-20-06, 03:23 AM
1) Standard.
2) NPCs do it instantly, PCs take time as normal. You can mix and match as you like.
3) You get half the market price, so you break even.
Vathelokai

09-20-06, 05:33 AM
I was looking over crafting staff rules and noticed something; it says that you can get a power at half price by having it cost 2 charges. But it says nothing about 3 or more charges. There are staffs with powers that cost 3 or more, but there dosn't seem to be a pricing rule. Am I missing it? Are we assuming that it is allowed (since cat's harvester has a staff that uses 5 charges per power)?
:Bump:
Can anyone tell me how to calculate the cost of a staff that has powers that use 5 charges?
UserNamer

09-20-06, 09:44 AM
Can you cast Awakening on your own Animal Companion?

Edit: If u use a Pearl of Power in the 1st fight, can you use it in the other fights?
DSugui

09-20-06, 10:11 AM
No and no.

Quick question: A Specific Shield (darkwood buckler) made for small characters weight half as much as listed (1.25 lbs instead of 2.5lbs)?
Zevox

09-20-06, 10:28 AM
Quick question: A Specific Shield (darkwood buckler) made for small characters weight half as much as listed (1.25 lbs instead of 2.5lbs)?
Yep, just like any other piece of equipment for a small character.

Zevox
Macbrea

09-20-06, 10:34 AM
Technically if you cast awaken on your animal companion he/she no longers is an animal and therefore not your companion. They may be friendly dispositioned to you though.
UserNamer

09-20-06, 10:35 AM
Can an Air Elemental use items, like Potion of Cure Light wounds? or activate an item?

Edit: and what language do they speak?
Scribelords

09-20-06, 10:40 AM
Numerous Announcements

Birthdays
Happy B-Day to MindWandererB!

Writing Contest
After sitting on it for way too long, the votes have been counted and Zevox wins with is story "In Darkest Night, Part 1", after recieving a vote from guest judge WizO_Mel.

"In Darkest Night, Part 1" will be added to the tales of Gladius, with the other contest winners and various stories from the history of Gladius.

Next Writing Contest
There will be an October writing contest. Deadline is still being worked out, but it will be in the next couple weeks. A quick reminder of the rules...
-Write a creative/cool/intriguing tale about a COCO character. The theme is open (mystery, adventure, action, horror) so have fun!
-The story can be about anything (keep it appropriate please!) but must not be about an arena fight.
-If your story is about, or includes, another COCO character that is not your own, then make sure you have the permission of the owner to use their creative property appropriately!
-Extra consideration will be awarded to those who write within real-world locales across the world of Gladius (see World Map).
-There is no maximum or minimum length, but surely your incredible tale is longer than a single paragraph. If your tale is longer than one post, please link your story pieces to each other when it is submitted.
Macbrea

09-20-06, 10:43 AM
Can an Air Elemental use items, like Potion of Cure Light wounds? or activate an item?

Edit: and what language do they speak?

Air elementals are effected by positive energy. Therefore you could feed one a potion of cure light wounds. They are intelligent and can activate magic items. Slots might be a problem though. Those are decided by the elders for non-humanoid creatures.

The language they speak is Auran.
Macbrea

09-20-06, 11:06 AM
I am curious for later.


Izumi wields is a half-gaint that wields a Gargatuan Kusari-gama (light->one handed->twohanded) for a weapon.

When Expanded that weapon goes to size Colossal.

The question is later when she can expand twice does it still stay at Colossal and therefore become a one handed weapon again even though she expanded two size categories?

Epic dragon is the only creature with a listing for Colossal+ attacks. The 4d6 tail sweep steps up to 4d8 damage.
Jerrick_QueKiri

09-20-06, 11:40 PM
Hello. I'm new here, sort of. My brother, whom you might all know as hawkeye_60, played here. I finally found the interest to test this place out. I shall have a character up shortly.
TheMagister

09-21-06, 12:12 AM
Well, be welcome here and enjoy!

There are a lot of new interests here for the new player, guild wars, the 3-fight-cycle, and more. Be sure to check out the new developments in the Rules Thread.

Also, be extra-sure to stop by the Prison of Gladius thread (first page) to check out the new laws in force in Gladius, and for a FAQ on rulings and house-rules.

Looking forward to seeing you under my blad...er...on the Arena floor!

TM
MindWandererB

09-21-06, 12:56 AM
There's a new FAQ up. Not much of interest except some stuff about Grease, if one happened to be interested.
Jerrick_QueKiri

09-21-06, 01:13 AM
Ok, my character, Dessius (http://boards1.wizards.com/showpost.php?p=10142730&postcount=930), is done. Would you guys please look over him to see if I missed anything?
TheMagister

09-21-06, 02:09 AM
You might want to include your rage modifiers in your attack section (especially in conjunction with your greatsword).

In my experience (unless you have a far-reaching plan), it would be better to move two points from charisma and put them into intelligence for more skill points and to get the all-important +10 modifier to your craft skills which will allow you to craft masterwork armor and weapons for 1/2 the cost.

EDIT: Oops. There's a problem with your skills. Since you're level 3, the highest number of ranks you can have in a skill is 3 + character level (so in your case, a max of 6). So it's impossible for you to gain a +10 to craft skills without a +2 in intelligence or until you reach level 4 (6 rnks + 1 intel + 2 tool = +9). So bummer there. Forget all that stuff I said and push it back a level. =)

Also, a magic weapon is normally not needed until ECL 5 or later, when DR/magic comes into play against some opponents (I can only think of one, and he's ECL 9 right now). It might be better to split that money up into a [Ma] Mighty Composite Bow to increase your ranged punch. Heck, I think you can even CRAFT it (it is a weapon, after all).

Last, you might consider swapping your Thicken Skin power for Empty Mind for the Will save boost (which you never really miss until you really really need it).

Otherwise, looks good!

TM
c00lz3

09-21-06, 02:13 AM
The skills Balance, Climb, Hide, Jump, Listen, Move Silently, and Spot are required

That is all.

I dont know how useful power attack is at this level unless you have something like true strike.

Just my 2cp.
Abyssal Stalker

09-21-06, 02:51 AM
Power attack + cleave is almost the best thing that I can imagine for a hard-hitting melee build. BUT, it sucks in CoCo unless you are going to be a blackguard. You are usually fighting one-on-one fights so you can forget the orc hordes. It's true that we have ally-dependant builds, but mostly it is enough to knock down the main opponent. Chances to use cleave are rare, unlike on a normal D&D game.

Power attack is OK, allthough your attack modifier is quite low. You will be in troubles with opponents with high AC if you intend to use it a lot. Your strength modifier should be bigger if you wish to use power attack more than occasionally, allthough it's good for killing allies who usually have lower AC. But then again, you should usually concentrate on the main opponent, not the allies. On the other hand, power attack offers interesting possibilities like improved sunder - which is much better than cleave here in CoCo.
UserNamer

09-21-06, 03:57 AM
can Air elementals use weapons(without penalty).
The SRD says they can if they are in humanoid form, now if I quest one, can I choose whether it is or not?
Jerrick_QueKiri

09-21-06, 07:44 AM
It might be better to split that money up into a [Ma] Mighty Composite Bow to increase your ranged punch. Heck, I think you can even CRAFT it (it is a weapon, after all).
Actually, I'd need Craft: Bowmaking to craft any bows other than crossbows. And I'm trying to go for a melee-focused build more than anything.

Thanks everyone.
Zelck

09-21-06, 10:42 AM
Actually, I'd need Craft: Bowmaking to craft any bows other than crossbows. And I'm trying to go for a melee-focused build more than anything.

Thanks everyone.
Just a tip: in may maps against many opponents, you won't be able to close to melee. See mounted opponents, flying opponents, hiding opponents, etc. I'd HIGHLY recommend getting a [MA] composite longbow.

And I'd highly (http://boards1.wizards.com/showthread.php?p=7875477#post7875477) recommend (http://boards1.wizards.com/showthread.php?p=9808983#post9808983) points in Spot as well. Listen will rarely pinpoint, Spot can and the DC isn't that bad if you're getting sniped, and Ghosts and Shadows don't make noises.
MindWandererB

09-21-06, 12:26 PM
Is anyone else experiencing a massive bug in the roster? All the names are gone for me, replaced with the post numbers. That makes it a little difficult to find my opponents. Not impossible, but pretty darn difficult.
Hirumajoe

09-21-06, 12:35 PM
Is anyone else experiencing a massive bug in the roster? All the names are gone for me, replaced with the post numbers. That makes it a little difficult to find my opponents. Not impossible, but pretty darn difficult.

You're not alone. It is rather annoying. Although now the links open up to single posts rather than the entire page. My guess is there's a conservation law with regard to forum bugs (not unlike Murphy's laws).
SoulLord

09-21-06, 01:25 PM
:Bump:
Can anyone tell me how to calculate the cost of a staff that has powers that use 5 charges?

from the srd

Creating Staffs

To create a magic staff, a character needs a supply of materials, the most obvious being a staff or the pieces of the staff to be assembled.

The cost for the materials is subsumed in the cost for creating the staff375 gp the level of the highest-level spell the level of the caster, plus 75% of the value of the next most costly ability (281.25 gp the level of the spell the level of the caster), plus one-half of the value of any other abilities (187.5 gp the level of the spell the level of the caster). Staffs are always fully charged (50 charges) when created.

If desired, a spell can be placed into the staff at only half the normal cost, but then activating that particular spell costs 2 charges from the staff. The caster level of all spells in a staff must be the same, and no staff can have a caster level of less than 8th, even if all the spells in the staff are low-level spells.

The creator must have prepared the spells to be stored (or must know the spell, in the case of a sorcerer or bard) and must provide any focus the spells require as well as material and XP component costs sufficient to activate the spell a maximum number of times (50 divided by the number of charges one use of the spell expends). This is in addition to the XP cost for making the staff itself. Material components are consumed when he begins working, but focuses are not. (A focus used in creating a staff can be reused.) The act of working on the staff triggers the prepared spells, making them unavailable for casting during each day of the staffs creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)

Creating a few staffs may entail other prerequisites beyond spellcasting. See the individual descriptions for details.

Crafting a staff requires one day for each 1,000 gp of the base price.
Item Creation Feat Required

Craft Staff.
Jerrick_QueKiri

09-21-06, 08:48 PM
Ok, I've changed Dessius (http://boards1.wizards.com/showpost.php?p=10142730&postcount=930) a little. Would you guys check him over again? Thanks.
TheMagister

09-21-06, 09:01 PM
Looks good. Some points:

Tattoos with personal range spells in them cost double (it's in the XPH, pg. 182).

Tattoos of Empty Mind defeat the purpose. It's a Standard action to tap a tattoo, and you're only hit with will save spells (barring wierd circumstances) when its not your turn. The manifesting time of Empty Mind is an Immediate Action.

Really, you'd be better off with tattoos of Thicken Skin, but that's your decision.

TM
Jerrick_QueKiri

09-21-06, 10:21 PM
Ok, what are the requirements to address powerstones?
Zevox

09-21-06, 10:48 PM
Ok, what are the requirements to address powerstones?
A psicraft modifier that beats DC 15+power level using take 20. Since psicraft is a trained only skill, you just need one rank in it to be able to address stones of at least 6th level powers (presuming a non-negative intelligence modifier).

Zevox
Zelck

09-21-06, 10:51 PM
Ok, I've changed Dessius (http://boards1.wizards.com/showpost.php?p=10142730&postcount=930) a little. Would you guys check him over again? Thanks.
IMHO, you should two points from Cha into Dex. Intimidate, as it's currently written, is awful (although if my idea gets through the council, it will be much better... I wouldn't hold my breath, though :P). The higher AC and ranged attack would be of much greater use.
Jerrick_QueKiri

09-21-06, 10:54 PM
Thanks again, guys.

What would be the appropriate Tool for Profession: Burglary? Would I just put it down as Masterwork Burglars' Tool, 50 gp and 1 lb? Also, could I earn money by using my Profession skill AND burgle an opponent?
Zevox

09-21-06, 11:37 PM
Thanks again, guys.

What would be the appropriate Tool for Profession: Burglary? Would I just put it down as Masterwork Burglars' Tool, 50 gp and 1 lb? Also, could I earn money by using my Profession skill AND burgle an opponent?
Masterwork Profession tools all cost 50 gp and weigh 1 lb. Masterwork Burglar's Tools would probably be the default name, but you could it something else if you want (Masterwork Lockpick comes to mind).

No, you couldn't use profession and burglary in the same week. Both are free actions, and you get only one of those each week.

Zevox
McJarvis

09-21-06, 11:59 PM
Something I thought of this round but didn't feel it was important enough to ask on before tactics were sent in...

if I just bought your standard Warhorse and didn't train him further, can I handle animal it easily to seek and destroy on sight(and stay put in the process?)? To move around the arena clockwise & attack on sight?


bump
Jerrick_QueKiri

09-22-06, 12:32 AM
Ok, now my second character, Alexander (http://boards1.wizards.com/showpost.php?p=10152388&postcount=931), is done. Could you please check him over? Thanks.
Zelck

09-22-06, 12:59 AM
Ok, now my second character, Alexander (http://boards1.wizards.com/showpost.php?p=10152388&postcount=931), is done. Could you please check him over? Thanks.
I'm pretty sure there's already a character named Alexander... ;)
Jerrick_QueKiri

09-22-06, 01:24 AM
I'm pretty sure there's already a character named Alexander... ;)
Is it not possible to have more than one character with the same first name, as long as the surnames differ?
McJarvis

09-22-06, 01:47 AM
You are reading the rules correctly.

There is an exception in that a character can use the Forgery skill to make it appear like one of his horses is a CR 0 opponent. In this case he brings both horses (1+0 = 1) which is one of the nifty things that a person can do.

Theoretical Max Allies at ECL3: (off the top of my head)

Psi-Warrior/Wizard/Druid

Animal Companion(CR 1), Familiar, Psi-Crystal, CR 1 worth of allies, CR 1 ally that is forgery'd down.

And a very confused character. For added fun start using those druid/wizard level 1 spells to cast summon (whatever).
NiQil

09-22-06, 02:05 AM
Theoretical Max Allies at ECL3: (off the top of my head)

Psi-Warrior/Wizard/Druid

Animal Companion(CR 1), Familiar, Psi-Crystal, CR 1 worth of allies, CR 1 ally that is forgery'd down.

And a very confused character. For added fun start using those druid/wizard level 1 spells to cast summon (whatever).
Yanno...just for kicks....I would love to see someone make a build that has all available class allies....it would be uber-weak, but it would be funny as hell to see in action.
TheMagister

09-22-06, 02:58 AM
Yanno...just for kicks....I would love to see someone make a build that has all available class allies....it would be uber-weak, but it would be funny as hell to see in action.

It would be funny as hell for everyone but the pitlord, I'd imagine.

TM
Macbrea

09-22-06, 08:34 AM
Mektos was sorceror/druid.. I woudln't say he was horribly weak for a kobold.
NiQil

09-22-06, 08:55 AM
Mektos was sorceror/druid.. I woudln't say he was horribly weak for a kobold.
Yes, but then add a Wilder level, some Paladin levels, maybe some assassin and blackguard levels, and then go for thrallherd. *Now it's uber-weak LOL.
Jerrick_QueKiri

09-22-06, 09:55 AM
Ok, now my second character, Alexander (http://boards1.wizards.com/showpost.php?p=10152388&postcount=931), is done. Could you please check him over? Thanks.
So is there anything wrong with his sheet?
Zevox

09-22-06, 10:13 AM
So is there anything wrong with his sheet?
Nothing wrong that I can see per se. A couple of notes and suggestions though, if you're interested:

Those search ranks aren't going to do you any good unless you get some in Open Locks too.

Since you have the money to spare, I'd recommend dropping the CLW potions and buying a wand of CLW - you can use it sicne you're a ranger, and its a lot more value for your gold than those potions. That also gives you more room for other expendables.

And if you're going to be primarily an archer, you should probably buy some more arrows. You'd be surprised at how quickly you can go through 40 in a 3-fight-cycle.

Zevox
Jerrick_QueKiri

09-22-06, 10:17 AM
Alright, thanks for the advice.
SauroGrenom

09-22-06, 10:40 AM
:Bump:
Can anyone tell me how to calculate the cost of a staff that has powers that use 5 charges?
Hmmm...

Soulord quoted the whole SRD section on the issue here.

But that doesn't allow making staffs with more than 2 charges/ use of a spell. But there are example staffs in the SRD that use three or four charges for each use of a spell.

So if you look at the table SUMMARY OF MAGIC ITEM CREATION COSTS (http://www.systemreferencedocuments.org/35/sovelior_sage/magicItemsCreation.html) you will find that the equation given is more general than the text. So you could in theory make a staff that uses 50 charges/spell and it would be an ultra cheap single use item simular to but more powerfull than a wand with one charge left.
McJarvis

09-22-06, 12:30 PM
Yanno...just for kicks....I would love to see someone make a build that has all available class allies....it would be uber-weak, but it would be funny as hell to see in action.

The easiest builds would probably be:

Paladin 13
Black Guard (trade in for 4 levels of blackguard) 5
---ECL 14 now: Paladin 9/BG 5

Then Psion 5/Thrallherd 1.

Or Psion 5/Thrallherd 10/Druid 1/Sorcerer 1/etc

Basically, just aim to get your massive allies at the end of the 20 level progression, since the bulk of your build will revolve around getting large blocks of levels anyway. :-)

There is no way to get all class allies in 20 levels, though, thanks to thrallherd & blackguard.(15 levels for thrallherd + 14 levels needed to get all blackguard allies)
Jerrick_QueKiri

09-22-06, 01:39 PM
Once a week, as a Free Activity, you can buy one item that would normally cost credits up to the allowed value. Alternatively, you can gain two such items as a Full Activity. The maximum value of one item depends on your ECL and your Gather information modifier: Look for your ECL in the table below, then multiply your gather information skill modifier with the multiplier. Note that you still need to pay the gold cost! You must link this activity.
Ok, so does this mean that Alexander could get an item that would normally cost up to 187o (17 x 11 (Gather Info mod)) and X gold by just paying X gold?
Zelck

09-22-06, 01:46 PM
Ok, so does this mean that Alexander could get an item that would normally cost up to 187o (17 x 11 (Gather Info mod)) and X gold by just paying X gold?
No. You can get an item of up to 187 gold and any number of credits just by paying the gold cost, without paying the credit cost.
MindWandererB

09-22-06, 02:10 PM
Yanno...just for kicks....I would love to see someone make a build that has all available class allies....it would be uber-weak, but it would be funny as hell to see in action.While you're at it, let's make those Diplomacy/Handle Animal allies weenies. CR 1/6 monkeys, perhaps. I've always wished I had the credits to customize dozens of monkeys with Simple Weapon Proficiency (light crossbow)... with, of course, one "big" ally that gets negated with Forgery.

That would be, what, 17 allies by CR 4? We'll be sure to get you assigned to those fights, NiQil.
UserNamer

09-22-06, 03:49 PM
can Air elementals use weapons(without penalty).
The SRD says they can if they are in humanoid form, now if I quest one, can I choose whether it is or not?
UserNamer

09-22-06, 04:34 PM
A few questions:

- can I get a halfling, then quest an eagle, cast reduce person on self and fly on it?

- are arrows made of adamanite destroyed when used(or have the 50% chance)
and if there not, can I get a +1/Spellstoring arrow(640gp) and cast a spell on it, so that I can use ghoul touch at distance(with truestrike).


Edit: I thought of that too! But why you need credits, you can get donkey for 8gp+100gp for the feat, 6 donkeys= 108*6 = 648gp.
Then : +1dex, +1base, +1 mwk(crafted light crossbows, 150ea*6 = 900gp). Wand of Reduce Person, another +1size +1dex, total bonus +5, 1d6 per donkey.
Line em up!
Zevox

09-22-06, 04:40 PM
- can I get a halfling, then quest an eagle, cast reduce person on self and fly on it?
If you have the appropriate Handle Animal modifier and train it with the Combat Riding package, sure.

- are arrows made of adamanite destroyed when used(or have the 50% chance)
and if there not, can I get a +1/Spellstoring arrow(640gp) and cast a spell on it, so that I can use ghoul touch at distance(with truestrike).
All arrows have the 50% chance to be lost, regardless of what material they're made from or if they're magical. Spellstoring is not a valid enchantment for arrows (only melee weapons), so the point on that one is moot.

Edit:
Edit: I thought of that too! But why you need credits, you can get donkey for 8gp+100gp for the feat, 6 donkeys= 108*6 = 648gp.
Then : +1dex, +1base, +1 mwk(crafted light crossbows, 150ea*6 = 900gp). Wand of Reduce Person, another +1size +1dex, total bonus +5, 1d6 per donkey.
Line em up!
Donkeys can't wield crossbows - no grasping appendages.
Plus Reduce Person doesn't work on animals (only humanoids), and isn't valid for wands without credits.

Zevox
UserNamer

09-22-06, 05:11 PM
claws of the beast, well then onyl a +3 bonus, damage is higher: 1d8

Edit: how about the first question?
Zevox

09-22-06, 05:17 PM
claws of the beast, well then onyl a +3 bonus, damage is higher: 1d8
Claws of the Beast is a personal range power, and requires hands to use (changes your hands into claws).

can Air elementals use weapons(without penalty).
The SRD says they can if they are in humanoid form, now if I quest one, can I choose whether it is or not?
By "humanoid form" I expect they mean that they're not in whirlwind form (a special ability of thiers). Which would mean they can use weapons just fine whenever not using that special ability (albeit they aren't proficient with anything).

Edit: Wait, you're refering to the proficiencies entry there. That means only elementals that generally are humanoid in shape are proficient with those weapons. Air Elementals are described as being amorphous, so I'd say no, they're not proficient with anything.

Zevox
Vathelokai

09-22-06, 06:48 PM
Rules question that came up in the 'taking down the temple' quest -

If someone recieves multiple bleeding wounds from a bearded devils attack, do they stack or do they overlap, or can someone only get 1 wound from 1 source, or can someone only have one wound altogether?
SauroGrenom

09-22-06, 08:25 PM
Rules question that came up in the 'taking down the temple' quest -

If someone recieves multiple bleeding wounds from a bearded devils attack, do they stack or do they overlap, or can someone only get 1 wound from 1 source, or can someone only have one wound altogether?
It is my understanding that Wounded is a condition you are in. It isn't possible to suffer cumulative "woundings". Only the most serious condition is in play at any time. Think of it as being like sleep or death or drowning. You cannot be doubly sleeping or extra dead or drowning twice.
TheMagister

09-22-06, 10:02 PM
The pyrokineticists Hand Afire (Ps) ability: "Flames engulf one of the pyro's hands (but do her no harm). Her unarmed attacks with that hand are treated as armed. Such attacks deal an extra 2d6 points of fire damage."

Would this apply to melee TOUCH attacks, or would the pyro actually have to beat a target's AC to gain the extra 2d6?

TM
TheMagister

09-22-06, 10:09 PM
It is my understanding that Wounded is a condition you are in. It isn't possible to suffer cumulative "woundings". Only the most serious condition is in play at any time. Think of it as being like sleep or death or drowning. You cannot be doubly sleeping or extra dead or drowning twice.

Well, unless it specifically says they stack, as in the 3.0 definition of the Wounding special weapon ability.

Vath is referring to the Bearded Devil's Infernal Wound (Su) special ability.

The damage a bearded devil deals with its glaive causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 16 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a bearded devil's glaive must succeed on a DC 16 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the bearded devil, not of the weapon. This check DC is constitution-based.

Vath would like to know if multiple hits result in cumulative hit point loss.
Vathelokai

09-23-06, 01:44 AM
I suppose I would also like to know if you make one heal check to cure the effect, or one heal check per wound if you can get multiple infernal wounds.
NiQil

09-23-06, 03:47 AM
The pyrokineticists Hand Afire (Ps) ability: "Flames engulf one of the pyro's hands (but do her no harm). Her unarmed attacks with that hand are treated as armed. Such attacks deal an extra 2d6 points of fire damage."

Would this apply to melee TOUCH attacks, or would the pyro actually have to beat a target's AC to gain the extra 2d6?

TM
Based on the wording there, I would tend to think that it is referring to unarmed attacks only. Normally, if touch attacks are allowed, it will say so.
Vathelokai

09-23-06, 04:44 AM
from the srd

Creating Staffs

...

If desired, a spell can be placed into the staff at only half the normal cost, but then activating that particular spell costs 2 charges from the staff.

...That's rather my point. It has a line about pricing for 2 charges/spell, but not for 3 charges or more.

Would a 3 charge power cost 1/4 price or 1/3 price? I'll go bug the elders about it later.
Papapeperoni

09-23-06, 05:07 AM
Woohoo! My new character is finally up! I'm back in business and Rederta has come to avenge Kendal. Could anyone check him for errors until the prefight actions (rest still needs to be done)?

Hope this one'll win some more than Kendal :).
--Papapeperoni
Vathelokai

09-23-06, 05:45 AM
Must be the time of year for new characters...

Can anyone look over Psibeast for me?
Zelck

09-23-06, 12:00 PM
Must be the time of year for new characters...

Can anyone look over Psibeast for me?
You need to prebuff your allies, and it may be nice to put your discipline in a more prominant location.

By the way, why Tiefling? :)
Erithmu

09-23-06, 12:06 PM
By the way, why Tiefling? :)

If you don't know .. he shouldn't tell you, On the other hand I know more than on reason why.
Vathelokai

09-23-06, 12:06 PM
You need to prebuff your allies, and it may be nice to put your discipline in a more prominant location.

By the way, why Tiefling? :)
Might as well warn him...

You cannot polymorph/metamorph into outsiders unless your an outsider. Eventually she'll get 4 copies of the metamorphic transfer feat and just turn into whatever monster is bad for her opponent.

And darkness is a more usefull ability than the aasimar daylight.
McJarvis

09-23-06, 12:12 PM
Martial weapon prof's are cool too la.

Though the asamir gets medium armor prof. Not that anyone ever uses medium armor anyway...


Regardless, I've always wanted to do a character like that one, but didn't feel I had the experience in tactics required to do it. Good luck...I'll be watching :)
Zelck

09-23-06, 12:21 PM
Might as well warn him...

You cannot polymorph/metamorph into outsiders unless your an outsider. Eventually she'll get 4 copies of the metamorphic transfer feat and just turn into whatever monster is bad for her opponent.

And darkness is a more usefull ability than the aasimar daylight.
Ah, interesting. I'm not quite sure why you have Skill Focus: Concentration. You could grab a Single-Minded Psicrystal and get both +3 Concentration and Alertness.

By the way, does metamorphic transfer allow you to pick up supernatural qualities of an enemy? Its wording seems like it should only work on supernatural attacks...
Vathelokai

09-23-06, 12:38 PM
Regardless, I've always wanted to do a character like that one, but didn't feel I had the experience in tactics required to do it. Good luck...I'll be watching :) Getting to ECL8 will be the hard part.

Ah, interesting. I'm not quite sure why you have Skill Focus: Concentration. You could grab a Single-Minded Psicrystal and get both +3 Concentration and Alertness.

By the way, does metamorphic transfer allow you to pick up supernatural qualities of an enemy? Its wording seems like it should only work on supernatural attacks...Completely spaced the psicrystal. Thanks.

Each time you change your form, such as through the metamorphosis power, you gain one of the new forms supernatural abilities, if it has any.

...

The save DC to resist a supernatural ability gained through Metamorphic Transfer (if it is an attack) is 10 + your Cha modifier + 1/2 your Hit Dice.
Yeah, you get the abilities or the attacks, as you choose when you use the power.
False_Keraptis

09-23-06, 07:12 PM
Perhaps it's not my place, as I've only been here a short time, but I want to get something off my chest. I think something should be done about the improved grapple horses running amok in the coliseum.

This strategy is overwhelmingly powerful at low levels and it bears very little relation to actual D&D character optimization, plus it's an extremely inane image. I can understand why the elders don't want to create a list of which feats are allowable for which creatures, but it seems to me that 90% of the problem could be solved by disallowing custom feats on purchased allies. I think most people would agree that any good this house rule does is outweighed by the menace of the improved grapple warhorse.

Please understand, I don't wish to criticize any player who chooses to use improved grapple horses; you've chosen an effective and perfectly legal strategy, which is what arena combat is all about. The current regime of informal pressure against those who pick this strategy is untenable when a simple change to a non-core house rule would solve the problem.

Grappling horses delenda est!
Vathelokai

09-23-06, 08:32 PM
Perhaps it's not my place, as I've only been here a short time, but I want to get something off my chest.It is most definitely your place. Criticism is always appreciated, no matter where from.I can understand why the elders don't want to create a list of which feats are allowable for which creatures, but it seems to me that 90% of the problem could be solved by disallowing custom feats on purchased allies. I think most people would agree that any good this house rule does is outweighed by the menace of the improved grapple warhorse.

Grappling horses delenda est!
I think restricting animal intellegence allies would be reasonable. There are already some rules like that - such as the no psionic feats rule.
Zevox

09-23-06, 10:53 PM
I think something should be done about the improved grapple horses running amok in the coliseum.
Well, I wouldn't quite say they're running amok myself. We have exactly two characters - hogarth's Reginald and UserNamer's Heregifu - that use them.

That said, I do agree they're a problem (I think I made that clear enough in the discussion last week), though I don't necessarily agree with the solution there. Theres quite a lot of custom feat usage that goes on that isn't so broken, and I don't think we should be punishing that for one broken combination. Mayhaps just ruling that Improved Grapple can't be given as a custom feat to any animals without the Improved Grab special ability would be sufficient? Or just outright that horses cannot have Improved Grapple?

Zevox
McJarvis

09-23-06, 10:57 PM
Or just outright that horses cannot have Improved Grapple?



Rule 0 wins again. :)
McJarvis

09-23-06, 11:28 PM
Are medium sized vipers considered ill-suited as mounts, or can I get a custom saddle on one? I know they have awful speed, but I'm looking at the climb speed & swim speed. I feel like if you can slap barding on one you can slap an exotic saddle on one.
Zevox

09-23-06, 11:31 PM
Well, they're impossible to be mounts for anything medium or up, but I'd say they're ill-suited for those that might be able to use them, yes. Being just slim serpents as they are theres not a whole lot of room for those saddles as compared to, say, a pony.

And anyway, you'd have trouble taking advantage of the climb speed, since theres no way you're riding on the back of one thats climbing without some way to strap yourself onto it quite solidly. Though I'd sure like to see someone try :) .

Zevox
McJarvis

09-23-06, 11:33 PM
Well, they're impossible to be mounts for anything medium or up, but I'd say they're ill-suited for those that might be able to use them, yes. Being just slim serpents as they are theres not a whole lot of room for those saddles as compared to, say, a pony.

And anyway, you'd have trouble taking advantage of the climb speed, since theres no way you're riding on the back of one thats climbing without some way to strap yourself onto it quite solidly. Though I'd sure like to see someone try :) .

Zevox

The idea is actually for Mort 2.0. He's going to be a forest gnome Bard variant with an animal companion, a medium viper. I wouldn't mind creating some way to strap him on since the climb speed will be mostly there to help him get on top of buildings in the city-arena & any other situation where he needs to be high. Also, of course, he can share-cast expeditous retreat on the snake...

As far as staying in the saddle while climbing- I would imagine it would be a ride check equivilent to "stay in saddle", but every round that the climb is active.(perhaps a custom rule needs to be made in case the "rearing up" goes more than 90o? The rules don't cover it) After all, we don't make people make special checks for staying in air-born creature saddles when they do fancy tricks.(I don't think)

As far as why I'm not using a flying companion for this task- I think the snakes ability to be somewhat of a meat shield & the poison makes him the better choice- RP and play wise. Plus I don't have to reduce Mort to tiny for the eagle :)

edit- ok, done editing

double edit- Should I just go on assuming that an exotic saddle will work, or do I need to get an elder ruling on it? I think they should either both be capable of wearing barding & bearing riders, or neither.
False_Keraptis

09-24-06, 02:30 AM
Mayhaps just ruling that Improved Grapple can't be given as a custom feat to any animals without the Improved Grab special ability would be sufficient? Or just outright that horses cannot have Improved Grapple?

I think that's a good idea; should I post this to the Ask an Elder thread?
lonewolf

09-24-06, 02:36 AM
I think that's a good idea; should I post this to the Ask an Elder thread?
actually, this kind of discussion belongs into The Council of Gladius.

Its not a rule question but a proposal for a rule change
Scribelords

09-24-06, 04:21 AM
This year, MindWandererB defies tradition by giving us a present. Come see his Pic in the Tales of Gladius.

And remember, you get credits on your birthday and for submitting a picture. It's (mostly) painless! :D
Caterane

09-24-06, 05:18 AM
Especially Telin and NiQil are definately missing in the gallery! And King Uther promised me to send a pic a year ago.
NiQil

09-24-06, 05:44 AM
Especially Telin and NiQil are definately missing in the gallery! And King Uther promised me to send a pic a year ago.
And I will continue to be so for a very long time...my pictures tend to break monitors. Not to mention the fact that I despise having my picture taken so very few recent ones of me exist.
McJarvis

09-24-06, 10:22 AM
And I will continue to be so for a very long time...my pictures tend to break monitors. Not to mention the fact that I despise having my picture taken so very few recent ones of me exist.

So take a picture of someone else and claim it's you. ;)


~McJarvis~
Self-proclaimed best looking man in Co-Co.he just loves his own face that much...
Pittbull

09-24-06, 01:21 PM
So take a picture of someone else and claim it's you. ;)


~McJarvis~
Self-proclaimed best looking man in Co-Co.he just loves his own face that much...
@NiQil: You can use another picture of me. ;)
DSugui

09-24-06, 01:42 PM
Or you might use a picture of David Duchovny, like Cat did...
:D
UserNamer

09-24-06, 01:57 PM
could someone take a look at my new character:

Usernamer's New Character (http://boards1.wizards.com/showpost.php?p=10171453&postcount=937)
Zevox

09-24-06, 02:19 PM
You can't use Gather Information before character creation - only as a free action. So all those items you want to use it for will have to wait until you're doing fights to get them.

That sling is pretty useless unless you purchase some Sling Bullets for it.

Handle Animal isn't a class skill for Rogues. So at most you can have 3 ranks in it for a modifier of +4. That also means no synergy bonus to ride.

Ride is also a cross-class skill, so at most you should have 3 ranks in it.

You forgot to list your spot modifier.

You should have a -4 speed penalty to your jump checks for having a speed of 20'.

You have your balance check listed as +6 when it should be +3.

You have a "tool" bonus listed for Gather Information, but no such item exists (and there isn't even one on your sheet anywhere...). You should also have -1 charisma there, not +2.

Also, you're a Small Humanoid, not a Medium one.

Zevox
Papapeperoni

09-24-06, 04:48 PM
Since everybody missed my post on the previous post, could anyone check out Marcus Rederta for me? Y'know, errors, hints, tips, the lot.

I'll be sending my picture and birthday too next week, so you can all behold the might of the God of Pizza's. :P

Greets,
--Papapeperoni
Vathelokai

09-25-06, 12:37 AM
could someone take a look at my new character:

Usernamer's New Character (http://boards1.wizards.com/showpost.php?p=10171453&postcount=937)
Some additional comments

- you can do gather info/credit bypass as a full action; so you could activate your character and do a couple full actions to buy your +1 items before ever getting in the arena.

- all of your equipment listed as at home won't be available for use in the areana. Specificly the ammo and alch fires. You should definitely put some of those in the saddle bags before your fight. Unless of course, your only using your bow in the first fight.
Vathelokai

09-25-06, 12:49 AM
Since everybody missed my post on the previous post, could anyone check out Marcus Rederta for me? Y'know, errors, hints, tips, the lot.

I'll be sending my picture and birthday too next week, so you can all behold the might of the God of Pizza's. :P

Greets,
--PapapeperoniLooks good. Can't find any mistakes. You might want to mention somewhere how much money you have left, like in your 'at home' box.

I don't think you're going this direction, but when I was looking at it, I imagined a soulknife/paladin. Might be interesting. You looked over Cyra Val to see strengths and weaknesses of soulknives yet?
Scribelords

09-25-06, 01:45 AM
Attention

Everyone and their dog has been put into the prison. Please look over the last 4 pages of the prison to find your name. In order to get yourself out of prison, you must have the required 7 skills (spot listen hide move silent jump balance and climb) on your character sheet. Once this is done, send a PM to NiQil, thanking him for putting you in prison.

This has been a public service announcement.
Jerrick_QueKiri

09-25-06, 01:52 AM
Ok, my newest character, Caesar (http://boards1.wizards.com/showpost.php?p=10178955&postcount=938), is up. He is my first attempt at a paladin. I plan on getting him a mount when he gets enough money, so I took Mounted Combat as my lvl 1 feat. Should I change that and get it at lvl 3 instead? If so, what should I take at lvl 1? And can I take a heavy warhorse (CR 2) into the arena at ECL 3?

Edit: Fixed my mistake on warhorse CR. Lol, I looked at Light right before, just got confused.
MindWandererB

09-25-06, 01:53 AM
A heavy warhorse is actually CR 2, so no. A Light one is CR 1, and thus legal.

Mounted Combat is kind of ehh. It's a prereq for some good ones, though.
Jerrick_QueKiri

09-25-06, 02:00 AM
A heavy warhorse is actually CR 2, so no. A Light one is CR 1, and thus legal.

Mounted Combat is kind of ehh. It's a prereq for some good ones, though.
Lol, thanks for catching that.

I know, that's why I took it, but it seems kinda funny for me to have it without a mount. But nevermind the question, I know what I'm going to do. :plotting: :evillaugh :angelhide
Papapeperoni

09-25-06, 03:03 AM
@Vathelokai: Thanks for checking him out. I didn't think of actually giving him paladin levels, more like a paladin type, but now that you mention it, I think I'm going to take 5 levels of soulknife and then continue with the paladin.

Another thing. If I take a horse or whatever, does it gain maximum HP from its first HD, because I can't seem to figure out how the light warhorse ends up with 22 HP since Gistor has 24 HP following the normal character rules, and if the first HD would be the average, he would have 20 HP. Anyone know the answer?

Edit: Could anyone check out Marcus now, fully complete except the expendables, including the horse?

Edit: Where do I list how much my horse costs?

Greetings,
--Papapeperoni
UserNamer

09-25-06, 04:25 AM
3d8+9 = 4,5 + 4,5 + 4,5 + 9 =22,5 = 22

you can list the horse at the equipment section, just like other items

Marcus:
- the horses bite should be -1
- the horse has +12 on jump becouse of his speed
- the horse also gets +4 on jump becouse of run feat(after a runnign start that is)

it's not a violation, but you might want to get a saddle, couse this way you'll ahve a -5 on Ride becouse of riding bareback, and if u get a military one, you'll get +2 bonus to stay on in. Also some saddle bags would be nice to let your horse carry stuff you don't need, though you don't have anything now, but later you'll maybe want to get some.
Vathelokai

09-25-06, 04:38 AM
Edit: Where do I list how much my horse costs?

Greetings,
--Papapeperoni
Under your past expenditures; or you can just list your horse in the inventory with the price next to it.
UserNamer

09-25-06, 04:40 AM
quick q:

if I take the rapid shot feat and the rapid reload, cna I fire 2 crossbows at the time, twice, for total of 4 shots?
Papapeperoni

09-25-06, 04:53 AM
About the horse; His bite is correct at +4, it is -1 if it is used in conjunction with a hoove attack (probable, but not neccessary).
Abyssal Stalker

09-25-06, 04:55 AM
You need two hands to reload a crossbow, so the answer is no. You can only shoot one-handed.
Papapeperoni

09-25-06, 04:58 AM
All errors fixed :)

And yet another question:
How much does your typical light warhorse weigh? And how high is it?

Edit: Could anyone check out Grakkar Stonefist? Although I can't play him yet, I want him error-free ASAP.

Greetz,
--Papapeperoni
UserNamer

09-25-06, 05:31 AM
700kg
UserNamer

09-25-06, 05:32 AM
1,70m at the head i think
Abyssal Stalker

09-25-06, 05:38 AM
More like 400kg, I think. The height is probably near truth.
Vathelokai

09-25-06, 05:45 AM
Was wondering if a PC can take an exotic weapon feat in a racial weapon, meaning one that is only mentioned in the monster manual. Like the Thri-kreen double polearm, or the kuo-toa pincer staff. I would assume so, but didn't know if it had been done or not.
Sjiggie

09-25-06, 05:47 AM
If I want to buy a riding dog for maglu now does he have to quest for it or not?

I'm new here so I don't know all the rules yet and can't figure it out. Thanks
UserNamer

09-25-06, 06:04 AM
no you dont have to quest, you can but you dont have to, you can just buy, it, ckeck the Rules of Galdisu/Allies section
TheMagister

09-25-06, 06:47 AM
@Vathelokai: Thanks for checking him out. I didn't think of actually giving him paladin levels, more like a paladin type, but now that you mention it, I think I'm going to take 5 levels of soulknife and then continue with the paladin.

Be careful of the paladin restriction of multiclassing! Once you leave the White, you can't go back...

TM
UserNamer

09-25-06, 07:37 AM
can I use two crossbow with rapid shot/rapid reload for a total of 4 hits?


@stalker: your right, its 1000lbs, 450kg
TheMagister

09-25-06, 07:38 AM
Not without 4 hands (one on each crossbow, and one to reload each for that second shot).

A character named Aquin (TelinArtho) (check the Gladius graveyard) tried this with mixed results.

Edit: Even with a repeating crossbow, you need a second hand to pull the reload lever.

TM
Zevox

09-25-06, 07:46 AM
can I use two crossbow with rapid shot/rapid reload for a total of 4 hits?
Nope. As Abyssal said, it takes two hands to reload a crossbow, even with Rapid Reload.

And in any event I suspect Rapid Shot would only work on your primary weapon anyway. Not to mention that the penalties for two-weapon fighting without a light weapon in your off hand and for using those crossbows one-handed (unless they're hand crossbows of course) would be a big problem.

Zevox
Jerrick_QueKiri

09-25-06, 10:10 AM
Ok, my newest character, Caesar (http://boards1.wizards.com/showpost.php?p=10178955&postcount=938), is up. He is my first attempt at a paladin. I plan on getting him a mount when he gets enough money, so I took Mounted Combat as my lvl 1 feat. Should I change that and get it at lvl 3 instead? If so, what should I take at lvl 1? And can I take a heavy warhorse (CR 2) into the arena at ECL 3?

Edit: Fixed my mistake on warhorse CR. Lol, I looked at Light right before, just got confused.
I'm not sure if MindWanderer checked him or not, so could someone please check over my first paladin? Thanks.
TheMagister

09-25-06, 10:25 AM
I'm not sure if MindWanderer checked him or not, so could someone please check over my first paladin? Thanks.

He looks pretty flawless at first glance.

I'm not sure why your jumping into the Mounted Combat feat chain so late in your character's career, though. You might consider swapping that for Leadership: that way you can actually use that Hide skill while coordinating with a companion (I'd go with a rogue for the flanking/sneak attack goodness). Your mount can be simply a secondary combatant that you can use to flush out your enemy. Just a thought.

TM
UserNamer

09-25-06, 10:28 AM
I don't really see any mistakes but you might consider not taking the assimar(unless ofcourse your cahracter is ment for roleplay).

One more paladin or fighter elvel with human race would be better I think, as a human paladin 3, you can drop the int to 10, having only 1 skill points less, and droping dex to 12, then wear fullplate and have 3 feats, go up to spirited charge for example. But then again, a lot of people made that kind of character, so it's pretty standard.
Jerrick_QueKiri

09-25-06, 10:46 AM
He looks pretty flawless at first glance.

I'm not sure why your jumping into the Mounted Combat feat chain so late in your character's career, though. You might consider swapping that for Leadership: that way you can actually use that Hide skill while coordinating with a companion (I'd go with a rogue for the flanking/sneak attack goodness). Your mount can be simply a secondary combatant that you can use to flush out your enemy. Just a thought.

TM
I'm getting into it so late because I need Power Attack, Cleave and Imp. Sunder to get into the Blackguard PrC. And I don't care too much about having an ally. I'd rather have the mount. But thanks for the input.

I don't really see any mistakes but you might consider not taking the assimar(unless ofcourse your cahracter is ment for roleplay).

One more paladin or fighter elvel with human race would be better I think, as a human paladin 3, you can drop the int to 10, having only 1 skill points less, and droping dex to 12, then wear fullplate and have 3 feats, go up to spirited charge for example. But then again, a lot of people made that kind of character, so it's pretty standard.
Yea, I like not being quite the same in everything, but again, thanks for the input.
Caterane

09-25-06, 01:36 PM
@Usernamer: You could use quickdraw to always draw a loaded xbow. Make them darkwood so that they weigh only half lbs. Or use a bow.
UserNamer

09-25-06, 01:43 PM
yes, yes, i see, that's something really good, thanks Caterane
McJarvis

09-25-06, 02:16 PM
Repeating xbow with mage hand to operate the lever? :-)
Vathelokai

09-25-06, 02:21 PM
Repeating xbow with mage hand to operate the lever? :-)
Takes a standard action to redirect mage hand, If i remember right.
McJarvis

09-25-06, 02:30 PM
Takes a standard action to redirect mage hand, If i remember right.

That's right. unseen servant is what I'm thinking of.
Vathelokai

09-25-06, 02:34 PM
An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It cant perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that cant be used untrained. Its speed is 15 feet.20 lbs. of force, eh? That might reload an xbow. It could stand around reloading your stuff for you the whole fight. I'd run it by the elder thread first, but in a home game, I'd allow it.
McJarvis

09-25-06, 02:38 PM
An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can’t perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can’t be used untrained. Its speed is 15 feet.20 lbs. of force, eh? That might reload an xbow. It could stand around reloading your stuff for you the whole fight. I'd run it by the elder thread first, but in a home game, I'd allow it.

At the very least they can pull the level on repeating xbows so you can use them with TWF and get multiple shots with each. Who knows how rapid shot works with that- it seems to imply you get an extra shot with a weapon- _maybe_ you can do it with two weapons at once...maybe..
Hirumajoe

09-25-06, 02:38 PM
Few questions:

1) Is there anything special I need to do to other than update the character sheet for Valen Sky since he leveled with this last win?

2) Would people recommend getting a light warhorse for more mobility as an archer, even if I don't have the mounted combat or mounted archery feats?
McJarvis

09-25-06, 02:42 PM
Few questions:

1) Is there anything special I need to do to other than update the character sheet for Valen Sky since he leveled with this last win?

2) Would people recommend getting a light warhorse for more mobility as an archer, even if I don't have the mounted combat or mounted archery feats?

1) I think updating him is all that is necessary, though I've never actually leveled a character in CoCo before.(wow..I've been here a long time while only doing lvl 3's)

2) Mounted Archery is only necessary if you want to shoot while taking a double move or while taking run actions. There is no penalty for having your horse take a move action, then shooting as a standard action.
Vathelokai

09-25-06, 02:51 PM
1) Is there anything special I need to do to other than update the character sheet for Valen Sky since he leveled with this last win?

2) Would people recommend getting a light warhorse for more mobility as an archer, even if I don't have the mounted combat or mounted archery feats?
1 - just level him up; you might want to put a note in the header (next to 'ready for date') that he leveled.

2 - I recommend it. As an archer, you end up a lot of fights where you have to roll a 19-20 to hit anyway, so why not do it from far away. The odds don't change, and the mobility is a major help. Watch out for wizards (expid retreat) and other mounted characters though.
MindWandererB

09-25-06, 02:52 PM
I found with Aerryl that I rarely used Mounted Combat (of course, dire bats have high ACs anyway), and just used the mount for the added mobility. This was true at low levels when all she had was a horse. Unless you're in close quarters, a light warhorse is a great option for an archer, even without feats. And in close quarters, you can use the horse as a meat shield!
TelinArtho

09-25-06, 02:57 PM
Especially Telin and NiQil are definately missing in the gallery! And King Uther promised me to send a pic a year ago.

This always slips my mind... I'll let it slip a little longer and get one to you later...

:P
McJarvis

09-25-06, 02:58 PM
This always slips my mind... I'll let it slip a little longer and get one to you later...

:P

It's ok. I just envision you as looking like TellishofKet, since I rarely read farther than the first two letters of people's names. :-)
TelinArtho

09-25-06, 03:05 PM
I'm sure my questors are getting ancy to get a better idea on whether multiple damaging hits from the barbazu's glaive give multiple persistent wounds. I have already let my ruling be known (via the quest), but I am not convinced that this is the case.

The only argument I can give is a "logical" one. If a creature attacks and deals a persistant wound, why would its next attack not give one? If it had poison - it would deal poison with each attack like that - but why not the wounding?
Pittbull

09-25-06, 03:20 PM
I'm sure my questors are getting ancy to get a better idea on whether multiple damaging hits from the barbazu's glaive give multiple persistent wounds. I have already let my ruling be known (via the quest), but I am not convinced that this is the case.

The only argument I can give is a "logical" one. If a creature attacks and deals a persistant wound, why would its next attack not give one? If it had poison - it would deal poison with each attack like that - but why not the wounding?
I think, you are right! You get multiple persistent wounds.
Caterane

09-25-06, 04:00 PM
That's how I handled it in Hagrid's miniquest too. Wounds stack.
SauroGrenom

09-25-06, 04:07 PM
I've often wondered about mithral bucklers.

For example NiQil's dwarven tank characters have them Death is a good example. But they don't have any penalties on attack rolls using a bow. I was always under the impression that you suffer a -1 penalty on all attack rolls when you have a buckler strapped on your arm that is involved in the use of a weapon. For a while I assumed that the decreased ACP due to the mithral removed the attack modifier, but I don't know of anyplace this is actually stated in the rules.

So what's the deal? Do you suffer an attack modifier penalty when using a mithral buckler?
TelinArtho

09-25-06, 04:10 PM
Buckler: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you don’t get the buckler’s AC bonus for the rest of the round.

Its not a factor of the mithril - but rather of the shield itself. It specifies no penalties for bows and crossbows.
Pittbull

09-25-06, 04:12 PM
Buckler

This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a -1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you don’t get the buckler’s AC bonus for the rest of the round.

You can’t bash someone with a buckler.

Does it solve the problem?
SauroGrenom

09-25-06, 04:14 PM
Ahh,

I guess I just skimmed over that.

Thanks
Hirumajoe

09-25-06, 04:50 PM
Another dumb question: Am I allowed to put my character on a diet?

Currently Valen is 5'6" and 150lbs... However now that I'm trying to fit him on a light warhorse in the light encumbrance category, along with Leather barding (30lbs) and a saddle (25lbs), I was wondering if I could drop his weight to 140 lbs or is this one of those character changes I have to get approval for?

Thanks,
Hirumajoe
TelinArtho

09-25-06, 05:11 PM
As long as it fits under the calculations for the character's race - it should be fine to post it in the character changes without a credit cost.
False_Keraptis

09-25-06, 08:48 PM
I think I already know the answer to this, but I'd like to confirm it before I spend all my character's hard-earned cash:

Using an arcane spell wand does not require an arcane spell failure check for armor, correct?
MindWandererB

09-25-06, 08:53 PM
Correct.
False_Keraptis

09-25-06, 09:13 PM
One more quick question: what are the costs and benefits of joining a guild? I have read the guild section of the rules, but I can't find anything about this. Just from reading various characters, I've gathered that the characters pay a percentage of their gp income to their guilds, but what do they get in return?
Jerrick_QueKiri

09-25-06, 09:54 PM
One more quick question: what are the costs and benefits of joining a guild? I have read the guild section of the rules, but I can't find anything about this. Just from reading various characters, I've gathered that the characters pay a percentage of their gp income to their guilds, but what do they get in return?
They don't actually pay anything to the guild. Basically, the guild makes a percentage of what each of its members earns in a fight. So if Member A earns 10 gold, and the guild makes 10% off that member, than basically that member earned a net 1 gold; 10 for himself and 1 for his guild. And you get to fight opposing guildmembers and go on missions as a reward, lol.
MindWandererB

09-25-06, 10:47 PM
They don't actually pay anything to the guild. Basically, the guild makes a percentage of what each of its members earns in a fight. So if Member A earns 10 gold, and the guild makes 10% off that member, than basically that member earned a net 1 gold; 10 for himself and 1 for his guild. And you get to fight opposing guildmembers and go on missions as a reward, lol.
Actually, this is the old rule. Guilds no longer make money off of mere members. Basically, the character can go on operations or missions that are basically like normal arena fights or miniquests, but that benefit the guild in some way. For instance, they can go on a quest (credit-free!) and earn money for the guild, or they can assault another guild to sabotage them.
Zevox

09-25-06, 10:55 PM
One more quick question: what are the costs and benefits of joining a guild? I have read the guild section of the rules, but I can't find anything about this. Just from reading various characters, I've gathered that the characters pay a percentage of their gp income to their guilds, but what do they get in return?
Theres no costs whatsoever (unless you count having your Guildmaster asking you to do something to help out the Guild), and the only benefits are the RP (personally thats the big one to me) and the ability to participate in the Guild system game.

Members of Guilds do not pay anything to the Guild. There used to be a Tax system where the Guild would get money every time the character did (a certain percentile based on thier level and how many non-class allies they had), but it did not come out of the character's earnings despite the name "Tax". And it no longer exists anyway.

Members nowadays help the Guilds by going on various Guild-related actions - attacking other Guilds, intercepting attacks from other Guilds, going on missions (which are like quests but don't cost credits), and so on. The only thing they really give up to the Guild is thier time.

Zevox
Jerrick_QueKiri

09-26-06, 12:09 AM
Actually, this is the old rule. Guilds no longer make money off of mere members. Basically, the character can go on operations or missions that are basically like normal arena fights or miniquests, but that benefit the guild in some way. For instance, they can go on a quest (credit-free!) and earn money for the guild, or they can assault another guild to sabotage them.
Ah, well, just goes to show what happens when you think you know a rule because your brother told you about it, but didn't look it up to confirm. Oh well, lol.
Scribelords

09-26-06, 06:04 AM
Ladies and Gentlemen
Presenting, the one and only, TelinArtho, Now performing in Gallery 1 of the Tales of Gladius Thread!
Scribelords

09-26-06, 07:05 AM
Reminder
When you post your questlog to the Questlog of Gladius, please remember to put the title of the quest and the EL in the subject line. For some reason there is now an automatic 'RE: ' whenever you respond to a thread, so I can see how it could be missed. No biggie.
McJarvis

09-26-06, 10:42 AM
Ladies and Gentlemen
Presenting, the one and only, TelinArtho, Now performing in Gallery 1 of the Tales of Gladius Thread!

I don't understand...why does his son look older than he does? Props to him for being a kid-genious, though ;)
lonewolf

09-26-06, 12:26 PM
If Daylight is used to dispel Darkness(or Deeper Darkness), does this usage of the spell change its range of touch?
=> if there is an area of Deeper darkness with an object as its center, does the character trying to to dispel it with Daylight have to touch the object?
lonewolf

09-26-06, 01:32 PM
Completly silly question:

I know that is absolutely unrealistic and I would never try it even if it was allowed, I am curious if there is any rule that prevents a character from giving his bat swarm ally barding. :D
Anyone?
Caterane

09-26-06, 01:40 PM
You'd have to craft 5000 diminuitive bardings.

That reminds me of the discussion with LLMadCow when I had to talk him out of that Halfling/Batswarm-Lycanthrope idea :rolleyes:
TelinArtho

09-26-06, 01:44 PM
Ladies and Gentlemen
Presenting, the one and only, TelinArtho, Now performing in Gallery 1 of the Tales of Gladius Thread!

You didn't have to make such a fanfare about it. A simple trophy next to my name would have sufficed :P
lonewolf

09-26-06, 01:47 PM
You'd have to craft 5000 diminuitive bardings.

That reminds me of the discussion with LLMadCow when I had to talk him out of that Halfling/Batswarm-Lycanthrope idea :rolleyes:
:rofl:
MindWandererB

09-26-06, 04:03 PM
You'd have to craft 5000 diminuitive bardings.

That reminds me of the discussion with LLMadCow when I had to talk him out of that Halfling/Batswarm-Lycanthrope idea :rolleyes:
Oddly enough, I actually did consider this myself. I drew the line pretty early though--I think it's silly enough that a cohesive group of 5000 bats can be trained at all.
Caterane

09-26-06, 04:19 PM
Oddly enough, I actually did consider this myself. I drew the line pretty early though--I think it's silly enough that a cohesive group of 5000 bats can be trained at all. I know someone who has trained "heel" to a swarm of flies so I know it works.
Hirumajoe

09-26-06, 04:53 PM
So I've leveled Valen Sky up to 4.

If people want some easy prison credits, feel free to look him over. I've probably made a mistake somewhere. :)

One question I have is if he's going to be crafting a Deepcrystal Composite Longbow (Mighty +2) and some arrows for his full activity this week, do I need to report that anywhere else other than in the his title line?

Thanks,
Hirumajoe
lonewolf

09-26-06, 05:07 PM
How does Ride-by attack actually work?

you have to charge and afterwards continue to move in a straight line. In 95% of those cases, continuing to move in a straight line after a charge forces you to move through the enemy you just charged, which requires an overrun or something.

Am I missing something?
TheMagister

09-26-06, 05:09 PM
No, you're not. It's a broken mechanic that was addressed in a Rules of the Game article (all about mounts, I think).

IIRC, the DM is supposed to pick "the closest square from which the charging character can hit the target and still maintain a straight-line path past the target".

Or something like that.

TM
TelinArtho

09-26-06, 05:13 PM
This is clarified somewhat in the FAQ - but essentially you need to travel "mostly" in a straight line before and after. So - no taking a 90 degree turn before, during or after the charge.

For some characters though - if they have reach - they can use the ride-by-attack in order to negate the greater reach of the opponent.

Picture a creature with a 20ft all around reach (hill giant with a spiked chain anyone :) ). A paladin with a lance and mounted and the appropriate feats charges in and strikes the giant. If he didn't have Ride-by-attack - he would be interrupted by an AoO from the giant. Since he does however, he makes his attack and then closes the final 5ft to base the giant. Next round he can quickdraw his sword and full attack along with his mount.

This is where I see Ride-by-attack most often used.

However, if you are not doing this and wish to end your movement away from your opponent - you merely make your attack and move along the closest straight line you can make from that point. Its not perfect, but it is good enough.
lonewolf

09-26-06, 05:18 PM
That means that Sir Valkin cannot use Ride-By attack in this situation. Correct?

http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Uilo,M,2,2,7,4 ;b=SirV,L,17,10,11,10,mounted on Overseer;c=Husk,M,8,10;d=Bear,L,8,9



I just want to ask first so that I dont have to make any edits later.
TelinArtho

09-26-06, 05:23 PM
Right. He can just impale :)
TheMagister

09-26-06, 05:28 PM
Right. He can just impale :)

I.e.: use ride-by-attack to charge while avoiding any AoOs.
hogarth

09-26-06, 09:27 PM
Would anyone be willing to do a miniquest for Reginald Molehusband? He would like to acquire 5 bats and an eagle as Handle Animal allies (perhaps by breaking into someone's private aviary).
Jerrick_QueKiri

09-26-06, 09:49 PM
Would anyone be willing to do a miniquest for Reginald Molehusband? He would like to acquire 5 bats and an eagle as Handle Animal allies (perhaps by breaking into someone's private aviary).
I'll do it if you'll let me (I'm new, so this would be my first time running a miniquest). When do you want to do it?
McJarvis

09-26-06, 11:57 PM
So is the CoCo like any of your *real* games at the home shop? I was thinking on it when coming home from a local game I play...I *never* get one or two rounds to buff when I play at the local shop...if I dropped everything and buffed for two-three rounds before fighting in my normal campaigns I would either not be helping the party at all or have half a dead party when I finally got to the point where I could fight.

If I made Mort Noir for a table-top game he would never make it. =\
Jerrick_QueKiri

09-27-06, 12:09 AM
Could I theoretically make a character with the natural lycanthrope template and no class levels? He would just be, say, a human werewolf?
Zevox

09-27-06, 12:18 AM
Could I theoretically make a character with the natural lycanthrope template and no class levels? He would just be, say, a human werewolf?
Nope. You have to have at least one class level if you're not a race that inherently has racial HD, even with a template like Lycanthrope.

Zevox
Jerrick_QueKiri

09-27-06, 12:22 AM
Figures. :rolleyes: Darn...there goes an idea, lol.
McJarvis

09-27-06, 12:53 AM
I present to you Mort Noir version # 2. (http://boards1.wizards.com/showpost.php?p=10063498&postcount=923) Anyone willing to glance him over for errors would be appreciated...any advice on anything I missed would be too :-)
NiQil

09-27-06, 01:09 AM
I present to you Mort Noir version # 2. (http://boards1.wizards.com/showpost.php?p=10063498&postcount=923) Anyone willing to glance him over for errors would be appreciated...any advice on anything I missed would be too :-)
You need a melee weapon in a bad way. If for CDG's if nothing else. You may be able to hide well, but the first time you get caught out in the open and auto-spotted, anyone with decent speed can close to melee and clobber you, with no way to defend yourself very well. As an example, a standard building tactics for me is to get dwarves a speed of 40 by giving them speed of thought and a barbarian level. The first time I had a character like that up against Mort, it would be a question of the map used. A map like the forest would give you all sorts of fun ways to snipe...but a map like the cavern, temple, or plains is going to make you breakfast for any character who is faster than you. Being able to hide that well is great...provided the map and the situation allows it. I have a feeling you are going to find that this character is so focused on hiding that anytime another situation arises, you are going to run into problems.

But it's definitely an original idea.

My 2 pp
TelinArtho

09-27-06, 01:10 AM
So is the CoCo like any of your *real* games at the home shop? I was thinking on it when coming home from a local game I play...I *never* get one or two rounds to buff when I play at the local shop...if I dropped everything and buffed for two-three rounds before fighting in my normal campaigns I would either not be helping the party at all or have half a dead party when I finally got to the point where I could fight.

If I made Mort Noir for a table-top game he would never make it. =\

Most of the characters I've made here are "viable" characters either for my playing as a PC or as an NPC (since I DM a lot). As such - you'll find that very few of my characters have any sory of long buff sequence or rely on multiple expendables with any regularity. The exceptions to this are characters that have since been done away with:

Daeren Stronghammer - my dragon-slayer. He wasn't built particularly well, but he still enjoyed fairly great success at what he did. In the last fight of his - against a young adult blue dragon - he very nearly took it down. What was his failure? Too many rounds needed to buff - and not enough time to get them in.

Delaria - one of my many Denthian summoners. She used a fair number of scrolls and once the expendable cap came in to play - was no longer viable (well - kind of). Added to that - she also used a fair number of diplomacy allies which would also require editing. However, her biggest problem as well was getting the right combination of spells in order to buff up her allies appropriately. Near the end of her career, I had started to resolve some of this - but at level 6 she had already something in the order of 3000gp worth of scrolls...

Darrgon - my one and only pure wizard in the CoCo. He relies on getting 3-4 spells off as a buff for each fight. While he has succeeded in each of them - he didn't prove to me any sort of capability. He's being retired because of this dependance on expendables as well.

Beyond those two - you might see my characters take a round or two of buffing before heading out - but that's pretty much it. In addition to that - very few of them make use of true expendables. Kraegin has a tattoo of Skate that he bought after fight 1... he's never seen a situation where he felt it was needed to make him win.
McJarvis

09-27-06, 01:22 AM
You need a melee weapon in a bad way. If for CDG's if nothing else. You may be able to hide well, but the first time you get caught out in the open and auto-spotted, anyone with decent speed can close to melee and clobber you, with no way to defend yourself very well. As an example, a standard building tactics for me is to get dwarves a speed of 40 by giving them speed of thought and a barbarian level. The first time I had a character like that up against Mort, it would be a question of the map used. A map like the forest would give you all sorts of fun ways to snipe...but a map like the cavern, temple, or plains is going to make you breakfast for any character who is faster than you. Being able to hide that well is great...provided the map and the situation allows it. I have a feeling you are going to find that this character is so focused on hiding that anytime another situation arises, you are going to run into problems.

But it's definitely an original idea.

My 2 pp

I was unsure whether a melee weapon would even be worth it. I can CDG with my longbow & my attack bonus with a melee weapon would only be +3 non-masterwork :( Couple that with my small size & easy grappleableness....

I more or less have to count on not being seen, or using my snake/psi-crystal as a buffer once I am seen.

Beyond that- my normal speed for fights should be 65ft. I'm hoping that is fast enough to keep away from most of those dwarf-barbarian types :-) But then, I'm also counting on having total cover before my first turn....

I dunno that anything can fix that. Small arenas will just be hard for me.
Zelck

09-27-06, 01:24 AM
Um, Protection from Arrows. Or Deflect Arrows. You want that melee weapon. Heck, even a dagger.

Rapid Shot can also get around Deflect Arrows, but you'd have to give up some of that ridiculous hide bonus.

Also, may I ask why you have Empty Mind instead of Chameleon?
McJarvis

09-27-06, 01:25 AM
Um, Protection from Arrows. Or Deflect Arrows. You want that melee weapon. Heck, even a dagger.

deflect arrows won't work against me ;). Protection is a valid point, though...
Zelck

09-27-06, 01:26 AM
deflect arrows won't work against me ;). Protection is a valid point, though...
When you get seen, silly :P. Or in the Temple/Cavern/Plains.
McJarvis

09-27-06, 01:29 AM
When you get seen, silly :P. Or in the Temple/Cavern/Plains.

Me? Get seen? ;)

Temple/Cavern/Plains are a concern, but I can smoke screen for total conceilment and use darkness for regular conceilment to maintain the hide. I just added in metaphysical weapon to bypass pro:arrows...


edit-

empty mind is there instead of chameleon because I have a dorje of cham. felt knowing the power was overkill.
NiQil

09-27-06, 01:34 AM
I was unsure whether a melee weapon would even be worth it. I can CDG with my longbow & my attack bonus with a melee weapon would only be +3 non-masterwork :( Couple that with my small size & easy grappleableness....

I more or less have to count on not being seen, or using my snake/psi-crystal as a buffer once I am seen.

Beyond that- my normal speed for fights should be 65ft. I'm hoping that is fast enough to keep away from most of those dwarf-barbarian types :-) But then, I'm also counting on having total cover before my first turn....

I dunno that anything can fix that. Small arenas will just be hard for me.
To give you something to chew on, take a look at my rogue variant character, Obsidian (link in sig). He uses no expendables whatsoever, can hide fairly well, has some melee options, and has speed in excess. Will he be as good at sniping as Mort? No, because I didn't want to corner him so bad into hide that he had no other options. Will he still be fairly accomplished at sniping? You betcha. And no expendables required. Nor any expendables to gain speed. He will be able to run and gun with just about anyone, especially as he advances and I get him some boots of striding and springing. He will have speed to outrun mounts at that point. He will also have all kinds of archery options as he advances, but is competent enough at melee that he can hold his own if he has to.

I guess basically what I'm trying to show is the difference between being fairly good at several things, vs being pigeon-holed into doing one thing stupendously at the expense of viability in several other areas. Not trying to bash the concept....just to point out where maybe some concessions to survivability could make the character more fun for you.
MindWandererB

09-27-06, 01:43 AM
So is the CoCo like any of your *real* games at the home shop? I was thinking on it when coming home from a local game I play...I *never* get one or two rounds to buff when I play at the local shop...if I dropped everything and buffed for two-three rounds before fighting in my normal campaigns I would either not be helping the party at all or have half a dead party when I finally got to the point where I could fight.

If I made Mort Noir for a table-top game he would never make it. =\
In my games, the PCs will occasionally have some prebuff time, but they can expect to fight something 3-5 CRs above their ECL in those situations. More often, there's a surprise round, a ranged round, and then to melee.

Of course, a lot of that has to do with the fact that the battle mat is only so big....
Zelck

09-27-06, 01:47 AM
In my games, the PCs will occasionally have some prebuff time, but they can expect to fight something 3-5 CRs above their ECL in those situations. More often, there's a surprise round, a ranged round, and then to melee.
Technically, a 1 on 1 fight against an equal ECL creature has a CR of ECL+4...
McJarvis

09-27-06, 01:47 AM
Will he still be fairly accomplished at sniping? You betcha.


That's cool. I had a build similar to that in the works before I decided I wanted to do someone totally dedicated to hiding. If Goblins had Bard as a favored class I probably would have gone with one instead of the forest gnome.

As far as your char is concerned, though: He's accomplished at getting the first shot in: but probably not sniping. +15 check - 20 for sniping = -5. If you're sniping from 110 ft away(big arena) that will afford you a +6 relative bonus...which will give you a slight advantage over the poor spotters.

It's a good alpha-strike concept, but not sniping in the way I wished to express Mort. Mort *won't* be seen by spot checks if he has at least total conceilment on round 1...


If all else fails I can always psychic-reformation the guy and swipe out the hider feats for more useful stuff ;)
NiQil

09-27-06, 01:54 AM
That's cool. I had a build similar to that in the works before I decided I wanted to do someone totally dedicated to hiding. If Goblins had Bard as a favored class I probably would have gone with one instead of the forest gnome.

As far as your char is concerned, though: He's accomplished at getting the first shot in: but probably not sniping. +15 check - 20 for sniping = -5. If you're sniping from 110 ft away(big arena) that will afford you a +6 relative bonus...which will give you a slight advantage over the poor spotters.

It's a good alpha-strike concept, but not sniping in the way I wished to express Mort. Mort *won't* be seen by spot checks if he has at least total conceilment on round 1...


If all else fails I can always psychic-reformation the guy and swipe out the hider feats for more useful stuff ;)
That's a tactical difference, however. You have Mort built to be able to beat the -20 from the same location over and over and over, which is certainly one way to build a sniper. Obsidian is built to be able to snipe, and then if he happens to get spotted, he has the speed to break LOS and rehide without too much risk to himself. Same goal...different approach.
McJarvis

09-27-06, 01:55 AM
That's a tactical difference, however. You have Mort built to be able to beat the -20 from the same location over and over and over, which is certainly one way to build a sniper. Obsidian is built to be able to snipe, and then if he happens to get spotted, he has the speed to break LOS and rehide without too much risk to himself. Same goal...different approach.

I just hope our guys never fight each other.

Or at the very least, that a pittlord with alot of time on his hands does the match ;)
Zelck

09-27-06, 01:56 AM
By the way, I think we should reinterpret the Slayer's Cerebral Blind ability to work only with Divination/Clairsentience powers, and perhaps not with stuff like See Invisibility and True Seeing which only improve your existing senses. Otherwise, there will be much unpleasantness when some sniper reaches level 12 and snags a way to get Greater Invisibility. At that point, your only options for finding him are pretty much going to be Scent and Blindsense/Blindsight. Good luck getting within the radius for those, and good luck getting them without magic/psionics.
NiQil

09-27-06, 01:59 AM
I just hope our guys never fight each other.

Or at the very least, that a pittlord with alot of time on his hands does the match ;)
Agreed...if they fight on a hiding map like the city or forest, that person better clear their day to run that fight LOL.

Maybe as a safeguard when he hits ECL 4 and takes that one ranger level, I will have to give him gnomes as a favored enemy :P
McJarvis

09-27-06, 01:59 AM
By the way, I think we should reinterpret the Slayer's Cerebral Blind ability to work only with Divination/Clairsentience powers, and perhaps not with stuff like See Invisibility and True Seeing which only improve your existing senses. Otherwise, there will be much unpleasantness when some sniper reaches level 12 and snags a way to get Greater Invisibility. At that point, your only options for finding him are pretty much going to be Scent and Blindsense/Blindsight. Good luck getting within the radius for those, and good luck getting them without magic/psionics.

Mort can easily qualify for that class too ;) He even has improved invis on his spell list, so a wand is easily his.
McJarvis

09-27-06, 02:03 AM
Agreed...if they fight on a hiding map like the city or forest, that person better clear their day to run that fight LOL.

Maybe as a safeguard when he hits ECL 4 and takes that one ranger level, I will have to give him gnomes as a favored enemy :P

Key difference I guess is that I have a class-ally that has scent. > : )

now if only I had a class ally with scent that had enough hp to survive more than one good hit...
NiQil

09-27-06, 02:03 AM
I just had a thought...when Mort and Obsidian are of appropriate level (ECL 7 I believe), we should have a 3 way dance with MWB bringing Zero out of retirement....I know Zevox is just dying to run that fight too..especially in the city LOL
MindWandererB

09-27-06, 02:06 AM
By the way, I think we should reinterpret the Slayer's Cerebral Blind ability to work only with Divination/Clairsentience powers, and perhaps not with stuff like See Invisibility and True Seeing which only improve your existing senses. Otherwise, there will be much unpleasantness when some sniper reaches level 12 and snags a way to get Greater Invisibility. At that point, your only options for finding him are pretty much going to be Scent and Blindsense/Blindsight. Good luck getting within the radius for those, and good luck getting them without magic/psionics.
If they can snag Greater Invisibility, they can get Nondetection just as easily, which unequivocally works.
McJarvis

09-27-06, 02:20 AM
Regarding initiative-

It looks like Mort's Animal Companion is going to have a +7 initiative. I know many pittlords just make everyone on one team go at once- can I use my animal companion's initiative score? I feel like improved initiative is an utterly worthless feat otherwise(on an animal companion).(whereas feats like Run are at least in theory useful sometimes
Papapeperoni

09-27-06, 02:57 AM
Aren't Divine feats allowed only for creatures with Divine Ranks, much as Vile feats are only for Evil characters and Exalted only for good? Even if they're not, I think they must have some sort of unlisted requirement, otherwise they'd just be general feats. Perhaps you need levels in a divine spellcasting class?

Edit: Marcus now has expendables, and he's going for a miniquest to join the EYE. If I don't list a Questlord, will I be assigned a random one?

Edit: Do personal tattoos of power level 1 still cost 100 gp instead of 50?

Greets,
--Papapeperoni
hogarth

09-27-06, 05:42 AM
I'll do it if you'll let me (I'm new, so this would be my first time running a miniquest). When do you want to do it?
Miniquests are always run after the pairings are rolled (Wednesday night). If you've read up on how to run a miniquest (especially the "About Questlording" (http://boards1.wizards.com/showpost.php?p=6467294&postcount=19) rules), it should be O.K., I think.

Edit: I marked you down as questlord in Reginald's title line. Good luck, and thanks for doing this!
Dracazar

09-27-06, 05:45 AM
Hi mates,

I write here to ask to retire all my characters from the active roster and also from their respective guild

Yilmaz (ECL3) also from CEF
Dracazar (ECL4) also from TAO
Quesis II (ECL5)
Shaz Greatheart (ECL7) also from CEF
Uilo (ECL8) also from TLT

Thanks a lot you all, see you soon...
TheMagister

09-27-06, 06:56 AM
Aw, man.

And Hood was hoping to go up against Quesis this week...

Enjoy your time off, Drac. I'm sorry the last few weeks have been so difficult for you here.

Recuperate well, sir.

TM
Zevox

09-27-06, 07:37 AM
Aren't Divine feats allowed only for creatures with Divine Ranks, much as Vile feats are only for Evil characters and Exalted only for good? Even if they're not, I think they must have some sort of unlisted requirement, otherwise they'd just be general feats. Perhaps you need levels in a divine spellcasting class?
No, they only have the listed prerequisites. Those prerequisites of course can only be met by someone with levels in a divine casting class - you'll notice that the all of two feats that actually have "Divine" in place of "General" require the ability to Turn or Rebuke Undead, which are Cleric and Paladin only abilities.

Edit: Marcus now has expendables, and he's going for a miniquest to join the EYE. If I don't list a Questlord, will I be assigned a random one?
Not sure what that has to do with expendables, but yes, a random one gets assigned if you don't list a specific one.

Edit: Do personal tattoos of power level 1 still cost 100 gp instead of 50?
Since personal range Tattoos costing double is an SRD rule and no errata has overturned it, yep.

Edit: @ Dracazar - Enjoy your time off man. You'll be missed.

Zevox
Anaconda

09-27-06, 10:55 AM
I want to buy golden teeth of true strike with gather information, it should be 50 gp right?

Spell Effect Single use, use-activated

Base Price: Spell level x caster level x 50 gp
hogarth

09-27-06, 11:02 AM
I want to buy golden teeth of true strike with gather information, it should be 50 gp right?

Spell Effect Single use, use-activated

Base Price: Spell level x caster level x 50 gp
a) Teeth would probably count as a "slotless" item, so the price would double.
b) I think it is unlikely that True Strike will be allowed in a custom item of any type, but you can always ask...
Jerrick_QueKiri

09-27-06, 12:02 PM
Miniquests are always run after the pairings are rolled (Wednesday night). If you've read up on how to run a miniquest (especially the "About Questlording" (http://boards1.wizards.com/showpost.php?p=6467294&postcount=19) rules), it should be O.K., I think.

Edit: I marked you down as questlord in Reginald's title line. Good luck, and thanks for doing this!
No problem.
Zelck

09-27-06, 12:36 PM
If they can snag Greater Invisibility, they can get Nondetection just as easily, which unequivocally works.
Nondetection is worse than Cerebral Blind for many reasons. First, it allows a caster level check to overcome it, while Cerebral Blind always works whenever you have psionic focus (which could be always). Second, Nondetection only works against Divination/Clairsentience spells. Cerebral Blind has been interpreted to work on ALL spells.
UserNamer

09-27-06, 01:35 PM
I am making a pixie now and I had two questions about it:

- The Special Sleep Arrows, do I have to buy them or how can I get em?
- Can I take the Ability Focus feat on those Arrows. I know they are for special abilities, but this is one right?
hogarth

09-27-06, 01:43 PM
I am making a pixie now and I had two questions about it:

- The Special Sleep Arrows, do I have to buy them or how can I get em?
- Can I take the Ability Focus feat on those Arrows. I know they are for special abilities, but this is one right?
The pixie's special arrows are unavailable. See here for details (http://boards1.wizards.com/showpost.php?p=8264312&postcount=10) under "Equipment".
hogarth

09-27-06, 02:45 PM
Here's an odd question:

If a gladiator has an item (like a Necklace of Fireballs or a Helm of Brilliance) which is subject to accidental detonation, is it restored by the Nimbus if it goes kablooey?

What if a gladiator gives such an item to his ally and causes it to explode "accidentally on purpose"? (E.g., Archibald Fishwife puts a Necklace of Fireballs on his quasit familiar, and then targets the quasit with a Flaming Sphere spell.)
TelinArtho

09-27-06, 03:05 PM
It depends on the action making it go kablooey. If the player who owns the item sets things in motion to destroy it - a fireball, flaming sphere or whatever - then yes - it goes away.

If his opponent makes it happen - then it is restored.
Macbrea

09-27-06, 03:14 PM
It should noted that wearing defensive items with charges. The do go away if your opponent breaks them in the method they are meant to be used.

IE if your wearing a 'Brooch of Sheilding' and your opponent hits you with 101 points of magic missile damage. The item is gone.
NedTheDestroyer

09-27-06, 03:40 PM
Ummm I can't get to the post that has my fight in it so that i can update my character. :( This is depressing. WHen I open it up its just blank.
TelinArtho

09-27-06, 03:44 PM
Ummm I can't get to the post that has my fight in it so that i can update my character. :( This is depressing. WHen I open it up its just blank.

This link should do the trick

Unless that's not the fight to which you are referring.

To solve the problem - you'll probably have to fiddle with skins and user settings.
hogarth

09-27-06, 03:46 PM
Ummm I can't get to the post that has my fight in it so that i can update my character. :( This is depressing. WHen I open it up its just blank.
Try going to "Edit Options" and setting your default number of posts displayed per page to less than 50. I set mine to "30 per page" and that fixed a similar problem for me.
MindWandererB

09-27-06, 03:55 PM
Hmm... I just signed Uilo up for a guild action. I guess I'll be writing those tactics, unless someone objects.

@NiQil: Too bad Zero was retired for rules reasons. That would be a very interesting fight, indeed. And I think Zero, with his blindsense, would probably have the advantage.

Hmm... Cerebral Blind...too bad there's no way to get a Pixie to Slayer 6 by ECL 10... but I don't see any room for interpretation there. The wording that includes spells, including ones that don't target the slayer, is pretty explicit.
NedTheDestroyer

09-27-06, 04:02 PM
I'll have to do that later. But I did find a way to the fights i was looking for. My opponent linked one and from their i found the other. IT was really backwards but No harm no foul. Thanks guys!
Zelck

09-27-06, 04:20 PM
Hmm... Cerebral Blind...too bad there's no way to get a Pixie to Slayer 6 by ECL 10... but I don't see any room for interpretation there. The wording that includes spells, including ones that don't target the slayer, is pretty explicit.
If that's the interpretation, we're going to need a house rule. Once someone manages to hit ECL12 with a Rogue or Bard/Psiwar/Slayer, it's over. Greater Invisibility + Cerebral Blind, and you have NO WAY of finding him.

Hmm... Pixie4/Fighter2/PsiWar3/Slayer6... ECL 15? A bit high, but once he gets there he'll be unstoppable. You can't kill something you can't find. Just hope he runs out of arrows before you run out of HP...

Anyway, you can interpret the Cerebral Blind differently. Here's the text:
After reaching 6th level, a slayer is protected from all devices, powers, and spells that reveal location. This ability protects against information gathering by clairsentience powers or effects that reveal location.

The ability even foils bend reality, limited wish, miracle, reality revision, and wish when they are used to gain information about the slayers location (however, metafaculty can pierce this protective barrier). In the case of remote viewing or scrying that scans an area a slayer is in, the effect works, but the slayer simply isnt detected. Remote viewing or scrying attempts that are targeted specifically at a slayer do not work. This ability is active as long as the slayer is psionically focused.
Now, we could argue that the first sentence is merely flavor text, and the second sentence is what the power actually does. Thus, it would only work against Clairsentience (and I guess Divination) powers that reveal location. It can also be argued that See Invisibility and True Seeing don't reveal location, they only allow you to see invisible creatures.
TelinArtho

09-27-06, 04:25 PM
Personally, I've always dealt with invisible characters with a simple method - small maps and widened Unholy Blight :)
MindWandererB

09-27-06, 04:26 PM
The XPH was published before WotC got their big kick over flavor text that doesn't mesh very well with the actual ability. The entire block should be considered rules, not flavor. However, I suppose "...that reveal location" could potentially be argued as you do, but that's a mighty fine distinction.

BTW, Greater Invisibility only has a duration of 1 round/level. It can be fairly easy to avoid--I seem to recall a certain fight involving an invisible gnome a few months ago.
hogarth

09-27-06, 04:36 PM
If that's the interpretation, we're going to need a house rule. Once someone manages to hit ECL12 with a Rogue or Bard/Psiwar/Slayer, it's over. Greater Invisibility + Cerebral Blind, and you have NO WAY of finding him.
You would have no way of finding him with devices, powers or spells, but that doesn't rule out non-magical scent, blindsense, tremorsense, listening really hard, etc.
Zevox

09-27-06, 04:39 PM
You would have no way of finding him with devices, powers or spells, but that doesn't rule out non-magical scent, blindsense, tremorsense, listening really hard, etc.
Dispel Magic/Psionics (area has the same radius as what you hear at min on a successful listen check) or just waiting for the duration of Improved Invis to run out (vs anyone but a Pixie) would work too. :)

Zevox
hogarth

09-27-06, 04:50 PM
Dispel Magic/Psionics (area has the same radius as what you hear at min on a successful listen check) or just waiting for the duration of Improved Invis to run out (vs anyone but a Pixie) would work too. :)

Zevox
Cart: 15 gp
Donkey: 8 gp
Porpoise: +7 Handle Animal and 1 miniquest
----------
Mobile sonar installation: priceless
MindWandererB

09-27-06, 04:53 PM
Go wereporpoise!
Zevox

09-27-06, 05:00 PM
Cart: 15 gp
Donkey: 8 gp
Porpoise: +7 Handle Animal and 1 miniquest
----------
Mobile sonar installation: priceless
:rofl:

Heh, an amusing thought. Though given porpoise's hp (and lack of the ability to speak or move of its own volition out of water), you're probably not going to actually get anywhere using it. Better off with a Dire Bat or Bat Swarm - shorter range, but at least they're good in a fight, and can actually lead you to the target they sense. :)

Zevox
lonewolf

09-27-06, 05:01 PM
Go wereporpoise!

That one might actually be a good idea. The stat boi are ok and the blindsight is just great.
Zelck

09-27-06, 05:02 PM
Cart: 15 gp
Donkey: 8 gp
Porpoise: +7 Handle Animal and 1 miniquest
----------
Mobile sonar installation: priceless
But can we can sue them for installing a high powered sonar device by a porpoise! ;D You might also want a Speak with Animals though... or just be a gnome yourself!

The problem with Listen is Listen will almost always be lower than the MS score. Distance lowers Listen, there are items boosting MS but not Listen (without credits, of course), and stuff like Silence or Sculpt Sound will laugh at your attempts to Listen (but you won't be able to hear it... :D). And how are you going to get within 30' for the scent, or heck, even acquire the scent/blindsense/blindsight/tremorsense?
Zevox

09-27-06, 05:04 PM
But can we can sue them for installing a high powered sonar device by a porpoise! ;D You might also want a Speak with Animals though... or just be a gnome yourself!
Gnomes can only speak with burrowing mamals. Last I checked, a Porpoise didn't qualify ;) .

And how are you going to get within 30' for the scent, or heck, even acquire the scent/blindsense/blindsight/tremorsense?
Horse or other animal ally. (Dire/Swarm) Bat ally. Thoqqua ally. Lycanthrope of such a creature.

Zevox
Zelck

09-27-06, 05:07 PM
Gnomes can only speak with burrowing mamals. Last I checked, a Porpoise didn't qualify ;).
They so burrow in the water!

Horse or other animal ally. (Dire/Swarm) Bat ally. Thoqqua ally. Lycanthrope of such a creature.

Zevox
Horse and Thoqqua are defeated by the Invisible Pixie of doom, or by some other way of flying. And Silence/Sculpt Sound doesn't negate just laughter, you know ;).
Pittbull

09-27-06, 05:42 PM
Hmm... Pixie4/Fighter2/PsiWar3/Slayer6... ECL 15? A bit high, but once he gets there he'll be unstoppable. You can't kill something you can't find. Just hope he runs out of arrows before you run out of HP...


There are still spells or powers which do not reveal location, but negate concealment, like touchsight or faerie fire.
Zelck

09-27-06, 05:56 PM
There are still spells or powers which do not reveal location, but negate concealment, like touchsight or faerie fire.
I think the prior ruling was Cerebral Blind blocks Touchsight as well. Faerie Fire requires you to know where the invisible person is, which is problematic when you don't ;).
Jerrick_QueKiri

09-27-06, 06:03 PM
Dessius still needs a QL for his miniquest to join the EHTC. Anyone up for it?
Pittbull

09-28-06, 04:09 AM
I think the prior ruling was Cerebral Blind blocks Touchsight as well. Faerie Fire requires you to know where the invisible person is, which is problematic when you don't ;).
Why does somebody rule, that CB works against touchsight? It is not a power that reveals location (loacte object or creature) or derives from divination or clairsentience. It just makes autosuccess for listen and spot and neglect concealment.
Vathelokai

09-28-06, 06:02 AM
BTW, Greater Invisibility only has a duration of 1 round/level. It can be fairly easy to avoid--I seem to recall a certain fight involving an invisible gnome a few months ago.
I believe that was Auburn vs Kraknol
link (http://boards1.wizards.com/showthread.php?p=8968160#post8968160)
That's also a great example of a seperate thread battle.



I think the CB ability needs some serious review.
ayyiniwindryder

09-28-06, 09:01 AM
Quick question on allies. Does the druid start with his Animal Companion? What if I want elite array? Custom feats/tricks?

What about purchased allies (via HA)?
Zevox

09-28-06, 09:07 AM
Quick question on allies. Does the druid start with his Animal Companion? What if I want elite array? Custom feats/tricks?

What about purchased allies (via HA)?
Druids do start with thier animal companion. You cannot use the elite array or custom feats on class allies - those just work as the class feature says (though if they gain HD you choose what feats they get at the appropriate HD amounts as normal). Custom tricks we really have no rules for at the moment.

Purchased animal allies simply raise in cost for the customization - its listed next to thier prices in the rules thread (elite array of course raises thier CR still).

Zevox
ayyiniwindryder

09-28-06, 09:13 AM
What happens when an ally dies in a battle? They stay dead until the 3FC is over, right? What about the Companion?
TheMagister

09-28-06, 10:23 AM
ignore please.
Zelck

09-28-06, 10:32 AM
Why does somebody rule, that CB works against touchsight? It is not a power that reveals location (loacte object or creature) or derives from divination or clairsentience. It just makes autosuccess for listen and spot and neglect concealment.
From earlier in this tavern (http://boards1.wizards.com/showthread.php?t=636662&page=59), actually. It wasn't an elder ruling, of course, but it seemed the consensus opinion at the time.

Even so, it might be good to make See Invisibility and True Seeing bypass CB, just in case someone tries to get cute and make a Ghost Slayer.
Vathelokai

09-28-06, 10:37 AM
What happens when an ally dies in a battle? They stay dead until the 3FC is over, right? What about the Companion?
Any ally that dies stays dead until the end of the cycle; animal companion, cohort, familiar, psicrystal, purchased riding dog - all of them.
McJarvis

09-28-06, 11:32 AM
Dispell Magic can take down touchsight, yes?

If so, Anti-magic field and Anti-psionic field supress both magic and psionic effects, yes?
lonewolf

09-28-06, 11:49 AM
Dispell Magic can take down touchsight, yes?

If so, Anti-magic field and Anti-psionic field supress both magic and psionic effects, yes?

correct
McJarvis

09-28-06, 11:55 AM
And lo! a character concept is begun.
Abyssal Stalker

09-28-06, 01:05 PM
Dessius still needs a QL for his miniquest to join the EHTC. Anyone up for it?
Stormwind has taken it. And you probably mean WAR. BTW, Alexander's mq for EHTC is set up.
Jerrick_QueKiri

09-28-06, 02:47 PM
Ah, yes, lol, that's what I meant. Thanks.
Dracazar

09-28-06, 03:34 PM
Hi folks,

I'm looking for two volunteer for an experimental project:

I need two player that will do an ECL3 fight using the thread system to run the fight, I'll be the pitlord.

This challenge will not count as an Arena match (it should be not logged in your fight records), it is just experimental.

Also I would like two people quite active on the board, please reply with a PM or contact me with IM (yahoo)

Thanks
hogarth

09-28-06, 03:48 PM
I presume a Leadership cohort has to follow the 1/3 Rule just as his master does. What about a hired mercenary?
Papapeperoni

09-28-06, 06:17 PM
Has a Savage Species-ish level progression ever been thought about? I know I'm just rambling and this is for core only, but I myself still lack the XPH and UA. In fact, I think it is a matter of time before SS is going to be added to the SRD.

That put aside, would it be plausible? I know updating it to 3.5 would be a pain in the you-know-what, but can't something similiar be thought up? If someone wanted to play some of the (very much) cooler races like celestials, illithids, etc., they would immediately end up being frozen.

I realize this would/will have an enormous impact on the CoCo, put aside the fact that some people do not have access to SS, but is there a chance that anywhere in the near future it will be possible to play a, e.g. lvl 3 mind flayer?

Just some thoughts I've been having for a while.
--Papapeperoni
McJarvis

09-28-06, 09:58 PM
Has a Savage Species-ish level progression ever been thought about? I know I'm just rambling and this is for core only, but I myself still lack the XPH and UA. In fact, I think it is a matter of time before SS is going to be added to the SRD.

That put aside, would it be plausible? I know updating it to 3.5 would be a pain in the you-know-what, but can't something similiar be thought up? If someone wanted to play some of the (very much) cooler races like celestials, illithids, etc., they would immediately end up being frozen.

I realize this would/will have an enormous impact on the CoCo, put aside the fact that some people do not have access to SS, but is there a chance that anywhere in the near future it will be possible to play a, e.g. lvl 3 mind flayer?

Just some thoughts I've been having for a while.
--Papapeperoni

I think there's a policy of "thinking of things when they come to us" rather than conjecturing on game mechanics IF SS goes into the SRD. :-)

XPH & UA stuff are only in CoCo because selections of them are open source...
Augustus1

09-28-06, 10:24 PM
Hello all.

I just recently joined up with a gladiator. Brutus the orc.

I've been playing in the Real-Roleplaying boards for quite some time, I had checked out CoCo (back when Moerjakiwicvz-can't-spell-his-name was running it) but for some reason did not join then and kinda forgot about it.

I took the time recently to read the rules and like what I see, so here I am.

That's all, just to say hello really... :)

Expect stupid newbie questions soon.:P
NiQil

09-28-06, 10:48 PM
Hello all.

I just recently joined up with a gladiator. Brutus the orc.

I've been playing in the Real-Roleplaying boards for quite some time, I had checked out CoCo (back when Moerjakiwicvz-can't-spell-his-name was running it) but for some reason did not join then and kinda forgot about it.

I took the time recently to read the rules and like what I see, so here I am.

That's all, just to say hello really... :)

Expect stupid newbie questions soon.:P
There's no such thing as stupid questions...only stupid newbies...err..answers. :P

Welcome aboard!
McJarvis

09-28-06, 10:51 PM
only stupid newbies


I like to think that CoCo members of all experience levels can be stupid.

I'll just lodge a "no comment" as to which ones are stupid ;)
TheMagister

09-28-06, 11:08 PM
HEY!

Uh...I resemble that remark...

Welcome!

TM
McJarvis

09-29-06, 01:46 AM
I'm kind of bored, so I decided to dig this line of thinking up and see if there's anything to do about it.(I'm as interested for CoCo's sake as I am for my home-games sake) I think this prestige class is unique because it is clear-cut worse than going straight Psion: there is no room for interpretation here until level 10- at which point the capstone ability gives the Metamind some help, but not enough IMO. Other bad classes at least have unique abilities that they offer.(whereas we'll see the power-points gained through "free manifesting" don't add up)


Why we'll never see a Meta-mind in CoCo:

The trade-off for the metamind is that you get _more_ power-points(or "free castings of powers"), but you get less powerful powers.(half progression). Let's look at the math, though:

Power Points earned through full progression of Metamind:

5 manifester levels worth

21 power points worth of free manifestings of various non-augmented powers:

3 power points- 3 first level powers
6 power points- 3 second level powers
3 power points- 1 third level power
4 power points- 1 fourth level power
5 power points- 1 fifth level power


11 powerpoints by treating your psi-crystal as a cognizance crystal

150 Power Points attainable from standard actions used during font of power.
----
total: 182

Power points lost out on:

the last 5 manifester levels of psion:
148
the last 5 manifester levels of bonus power points: (assuming int of 22 by level 20)
15
---

163



--->

For a difference of 19 power points.(Metamind favor). Note that you *could* slant this more in the Metamind's favor and let him manifest fully augmented instant powers during those 10 turns as well(for a 169 point lead), but the problem here consists of flexibility. You *have* to use 11 of the power points(crystal) together & not with other powers. You *have* to use those free augmentations of powers by themselves, so they don't really count. And you *have* to use all 300+ power points offered by font of power(assuming standard actions+immediate actions) at once in a minute period...which means he effectively has 150+ less power points for his other two fights in the 3FC. Plus up until font of power is attained, the regular psion beats the metamind by over a 100 power points available.


Plus the metamind just has less power points to work with period up until 10th level. And less powerful powers.

Other factors involve the same hit die, BAB, saves, & skills per level as the psion. There are no interesting class skills of note(psion list), and thus the only thing you can compare the two classes on are manifesting prowess.

And thus, we will never see a Metamind in CoCo. In regards to balancing for home-game: From character level 15 and on it might be worth it if you could break the Font of Power ability into 10 separate round-long uses per day...but even then, it doesn't address the fact that he doesn't have nearly enough pp until CL 15. Perhaps even removing the times per day on the free manifesting? I'm unsure of whether free manifesting of somewhat low-level powers would be game breaking- but at least it would give the Metamind something to work with.(make it less comparible to the psion)


Again, I understand that CoCo doesn't exist to "balance" things in-game, but I wouldn't mind you guys commenting on how to fix the class in general. (Why do I trust CoCo people more than other forums....? ;) )

As far as CoCo "balancing" is concerned- maybe there is some special priviledge the Metamind could get otherwise(leadership?(already gets it) I dunno..some award for prestige? Listings of all the highest level "fill in the blank" class?)) I really have no clue if it's even possible and/or necessary.



edit-

Somehow after making this post my mind starting turning on various ways to take advantage of font of power. I suppose technically as a level 20 character you could cast Schism(duration 15 rounds). Thus you could get off (15*10)*2+(9*10)*2-7(schism)= 473 power points through the power, or more if you allowed for multiple schisms.(rules don't prohibit minds within-minds, or even creating multiple minds)

But regardless, most of the "Excess" powerpoints would only be used for 1 fight...unless you got inventive with bestow power...but that's yet more cheese that doesn't address pre-font of power lameness.
Pittbull

09-29-06, 06:48 AM
Even Elders can be quite stupid. I'm a good example!
hogarth

09-29-06, 06:51 AM
Yes, the Metamind is useless except for the ability at level 10; theoretically it might be O.K. for an epic character.

If you want to see /really/ useless, check out the Chain Power metapsionic feat. It affects "any power that affects a single target and that deals either acid, cold, electricity, fire, or sonic damage". The funny thing is, I don't think there is such a power in the psionic SRD!
amorax_kaka

09-29-06, 07:08 AM
please forgive me for asking a nebie question, but can you use skill checks on quests, campaigns and miniquests? or is it done automatically? If it's done automatically, does that mean I need to put ranks in any skills other than the ones needed to perform free actions and full actions?
Vathelokai

09-29-06, 07:19 AM
please forgive me for asking a nebie question, but can you use skill checks on quests, campaigns and miniquests? or is it done automatically? If it's done automatically, does that mean I need to put ranks in any skills other than the ones needed to perform free actions and full actions?
Quests, etc. are run just like any other tabletop game. If you find youself in a situation to use a skill, you roll it normally. Some quests are more combat oriented than others; you can request from your Questlord to make a quest that uses some of your more non combat skills. Things like track, diplomacy, and search/disable traps come into play in those types of situations.

If you are making an arena only character, then it can be benificial to only put ranks into combat/free activity skills.
amorax_kaka

09-29-06, 07:38 AM
thanks for that, also, can you not join a guild if your alignment is not theirs, for instance, an evil character joining a good guild and the like.
Vathelokai

09-29-06, 07:52 AM
thanks for that, also, can you not join a guild if your alignment is not theirs, for instance, an evil character joining a good guild and the like.
The guild alignments are based on the characters in the guild. The more evil the characters there, the more evil the guild alignment. Most guilds are thematic; The arcane order cateters to wizards, the Psi consortium to psionic types, etc. Anyone can join any guild. If your alignment clashes, then it will make interesting RP, and will move the guilds total alignment in your direction slightly.
Caterane

09-29-06, 08:46 AM
And of course, the guildmaster can reject you. The CEF won't take in anyone who's evil-aligned.
amorax_kaka

09-29-06, 11:43 AM
OK, one more question, the rules say I can't edit my character after wednesday if I'm applying for a fight, however, if I just want to add stuff like background personality etc. am I allowed to do that?
Zelck

09-29-06, 11:44 AM
@Metamind: McJarvis's calculation isn't exactly correct because the free level X powers can be augmented to 15pp (but they're free). So technically, the free manifesting ability grants an extra 135 pp assuming there's no wastage. I still don't think the metamind is worth it. That's a whopping FIVE manifester levels given up. No level 9 powers at all, and only 1 level 8 power. Not worth it. Besides, those 135 free pps are very inflexible. Normal pps can be used on any powers; those are more like spell slots.

What I find annoying is how there's no good Psion prestige class in Core. No Arch-Psion :(.

OK, one more question, the rules say I can't edit my character after wednesday if I'm applying for a fight, however, if I just want to add stuff like background personality etc. am I allowed to do that?
No. If the edit timestamp is later than the deadline, you forfeit. Just wait until the fight is over before editing. What I do is have a copy of my char sheet saved on my computer, and I edit that. So you could put your background in there, and then update your character when your fight is done.
McJarvis

09-29-06, 11:48 AM
@Metamind: McJarvis's calculation isn't exactly correct because the free level X powers can be augmented to 15pp (but they're free). So technically, the free manifesting ability grants an extra 135 pp assuming there's no wastage. I still don't think the metamind is worth it. That's a whopping FIVE manifester levels given up. No level 9 powers at all, and only 1 level 8 power. Not worth it. Besides, those 135 free pps are very inflexible. Normal pps can be used on any powers; those are more like spell slots.


If only.


Free Manifesting (Ps): At 1st level, a metamind can manifest any 1st-level power he knows for free (without spending power points) three times per day.
At higher levels, a metamind gains the ability to freely manifest additional higher-level powers: three 2nd-level powers per day at 3rd level; one 3rd-level power per day at 5th level; one 4th-level power per day at 7th level; and one 5th-level power per day at 9th level.
This benefit applies only to the power point cost of an unaugmented power. Points spent to augment a power and an experience point cost (if any) must be paid as normal.


So until 10th level, the Metamind STILL has less pp then a psion.
hogarth

09-29-06, 11:49 AM
What I find annoying is how there's no good Psion prestige class in Core. No Arch-Psion :(
Sure there's a good Psion prestige class -- it's called the Slayer. :)

To repeat from above: do spellcasting mercenaries have to follow the 1/3 Rule, or can they cast all their spells every week?
SauroGrenom

09-29-06, 11:50 AM
Yes, the Metamind is useless except for the ability at level 10; theoretically it might be O.K. for an epic character.

If you want to see /really/ useless, check out the Chain Power metapsionic feat. It affects "any power that affects a single target and that deals either acid, cold, electricity, fire, or sonic damage". The funny thing is, I don't think there is such a power in the psionic SRD!
Energy Ray, Dissolving Touch, Energy Missile (when used with one target)... there may be a few more I cannot think of right now.
SauroGrenom

09-29-06, 11:54 AM
What I find annoying is how there's no good Psion prestige class in Core. No Arch-Psion :(.
Cerebremance is usefull as well as Slayer. You surrender 3 ML and two feats for wizard CL13 at ECL16. Not bad.
McJarvis

09-29-06, 11:54 AM
If you want to see /really/ useless, check out the Chain Power metapsionic feat. It affects "any power that affects a single target and that deals either acid, cold, electricity, fire, or sonic damage". The funny thing is, I don't think there is such a power in the psionic SRD!

Energy Missile is capable of targeting one opponent. I'm not sure why you would do it, but you could. ;)
McJarvis

09-29-06, 11:55 AM
Energy Ray.

I think ray effects don't work that way.(doesn't have a single target- the effect is a ray)
Zelck

09-29-06, 11:56 AM
So until 10th level, the Metamind STILL has less pp then a psion.
Lol. That's funny.

Sure there's a good Psion prestige class -- it's called the Slayer. :)
Yea, but even they have to give up a manifester level! Grr...!!! And feats! And the stuff they get isn't /that/ useful to a full psion. Grr!!! :mad:

@Chain Power: Yea, it sucks. Being able to chain Metaphysical Weapon would be nice... but noooooo... :(.

Let's houserule it! :D (jk ;) )
McJarvis

09-29-06, 11:57 AM
What I find annoying is how there's no good Psion prestige class in Core. No Arch-Psion :(.

I think the Thrallherd is one of the best prestige classes in Core. Cerebremancer and Slayer are what they are, and even the Psion Uncarnate has some uses.(I'm actually building one now: the watcher build, as I call it)

Unless you meant no full caster progressions...
Dracazar

09-29-06, 12:03 PM
Hi folks,

I'm looking for two volunteer for an experimental project:

I need two player that will do an ECL3 fight using the thread system to run the fight, I'll be the pitlord.

This challenge will not count as an Arena match (it should be not logged in your fight records), it is just experimental.

Also I would like two people quite active on the board, please reply with a PM or contact me with IM (yahoo)

Thanks

People I got Vathelokai, I need another one...

The fight will run on a separate thread, probably the fight will not resolve within a week but could need more than one.

This run (and eventually other runs) will help me to acquire elements for a new 'magic item' that will help running fights between player with really small intervention by pitlord.

The vision is to create an interface that will act like a chess-board that will be used by players to run their characters and the pitlord will become an arbiter that should resolve only potential rules issues.

More info will follow...
SauroGrenom

09-29-06, 12:04 PM
There is also Energy Push, Energy Retort and Dissolving Touch
SauroGrenom

09-29-06, 12:05 PM
Drac, I've heard about your Magic Item. I'll volunterr for the Beta.
McJarvis

09-29-06, 12:06 PM
There is also Energy Push, Energy Retort and Dissolving Touch

Push & touch are range touch or effect ray, energy retort has two targets(you and the enemy)

Energy Missile is the only one...so if you're a level 8 kineticist and are having problems with hoardes of commoners, but don't want to do property damage....consider chain power for your 9th level feat.
Zelck

09-29-06, 12:12 PM
Feh. What a useless feat. And it could have been SO USEFUL too :(. Just thinking about the potential it has makes me sad :weep:.


WWWWHHHHHYYYYYYYYY??!?!
SauroGrenom

09-29-06, 12:14 PM
Push & touch are range touch or effect ray, energy retort has two targets(you and the enemy)

So? Australia is in the southern hemisphere.

The feat requires a power that targets a single target. Range touch doesn't prevent it from targeting a single target. The feat description doesn't require the power to be a "targeted" power. It only requires it to effect a single target. Realy there are lots of possible powers to use.

Contrast the description of Chain Power to the one for Powerstoring weapon. The powerstoring weapon requires targeted powers. Chain power only requires the power to effect a single target.
McJarvis

09-29-06, 12:17 PM
So? Australia is in the southern hemisphere.

The feat requires a power that targets a single target. Range touch doesn't prevent it from targeting a single target. The feat description doesn't require the power to be a "targeted" power. It only requires it to effect a single target. Realy there are lots of possible powers to use.

Contrast the description of Chain Power to the one for Powerstoring weapon. The powerstoring weapon requires targeted powers. Chain power only requires the power to effect a single target.

Range: touch spells and ray effects don't have a single target already picked out- they happen to effect whatever they hit. By your logic a cone effect or line effect that only hits 1 person would have a single target, and thus could be chained.(the chains, however, wouldn't need single targets...now that WOULD be fun... > = ) )

An interesting interpretation...
McJarvis

09-29-06, 12:21 PM
What does it take to start a guild in gladius?
SauroGrenom

09-29-06, 12:23 PM
Range: touch spells and ray effects don't have a single target already picked out- they happen to effect whatever they hit. By your logic a cone effect or line effect that only hits 1 person would have a single target, and thus could be chained.(the chains, however, wouldn't need single targets...now that WOULD be fun... > = ) )

An interesting interpretation...
CHAIN POWER [METAPSIONIC]
You can manifest powers that arc to hit other targets in addition to the primary target.

Benefit: To use this feat, you must expend your psionic focus. You can chain any power that affects a single target and that deals either acid, cold, electricity, fire, or sonic damage. After the primary target is struck, the power can arc to a number of secondary targets equal to your manifester level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down).

Each target gets to make a saving throw, if one is allowed by the power. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).

Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your manifester level.

As opposed to :Power Storing: A power storing weapon allows a manifester to store a single targeted power of up to 5 power points in the weapon. (The power must have a manifesting time of 1 standard action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately manifest the power on that creature as a swift action if the wielder desires. (This ability is an exception to the rule that manifesting a power from an item takes at least as long as manifesting that power normally.) Once the power is manifested, the weapon is empty, and a manifester can imbed any other targeted power of up to 5 power points into it. The weapon telepathically whispers to the wearer the name of the power currently stored within it. A randomly generated power storing weapon has a 50% chance to have a power stored in it already.
Strong psychokinesis; ML 12th; Craft Psionic Arms and Armor, creator must be a manifester of at least 12th level; Price +1 bonus.

The difference is critical. Yes you could use a well placed cone effect with Chain Power. It would be idiotic to do it except in a few special cases where positioning is unusual, but whatever floats your boat. Using a well placed effect from most of the "Energy ___" powers will qualify.
Zevox

09-29-06, 12:24 PM
What does it take to start a guild in gladius?
Can't happen (at least not until this Guild game is over and we start the next). The Guilds that exist are what you're stuck with.

Zevox
SauroGrenom

09-29-06, 12:25 PM
What does it take to start a guild in gladius?
You cannot start new guilds. Sorry.
McJarvis

09-29-06, 12:25 PM
Can't happen (at least not until this Guild game is over and we start the next). The Guilds that exist are what you're stuck with.

Zevox

How strange. Seem like there should be rules that make it difficult but not impossible. -_-.


edit-

On further thought, I understand the intentions behind not letting them form. It's a fight-to-the-death kind of thing right now, isn't it? If one gets eliminated you wouldn't want the members forming another...
Zelck

09-29-06, 12:35 PM
The difference is critical. Yes you could use a well placed cone effect with Chain Power. It would be idiotic to do it except in a few special cases where positioning is unusual, but whatever floats your boat. Using a well placed effect from most of the "Energy ___" powers will qualify.
Wait, that interpretation doesn't work. For instance, let's suppose we have Alan, Bob, Chad, and Dave. Bob and Chad are standing 30' apart, and Alan can't hit both of them with his Energy Bolt because of his limited movement. So, he decides to Chain Power it and hit only Bob. Unbeknownst to him, Dave is actually standing invisibly between Alan and Chad, and also takes the bolt. Suddenly, it has two targets! The world then explodes due to the illegal metapsionicked power error.

B.....C
||
D
||
A

Not to mention that a ray might miss and affect zero targets.

Clearly, the "affects a single target" power must have "Target: one something" in the descriptor.
McJarvis

09-29-06, 12:37 PM
Unbeknownst to him, Dave is actually standing invisibly between Alan and Chad, and also takes the bolt.

Maybe D&D is an existentialist world. Since he didn't perceive that Dave existed, Dave did not & thus wasn't damaged by the power. ;) Maybe Sauro is saying that if two targets get hit, the chaining function gets negated.

Though that sucks since most CoCo members carry little psi-crystals and whatnot with them.



In all seriousness though- how would you resolve the attack rolls required for ray effects and touch effects?
Zelck

09-29-06, 12:59 PM
Maybe D&D is an existentialist world. Since he didn't perceive that Dave existed, Dave did not & thus wasn't damaged by the power. ;)
*head explodes*
Hmm... I don't think McJarvis exists...

;) :P

Maybe Sauro is saying that if two targets get hit, the chaining function gets negated.
That doesn't work. A metapsionic feat checks for "valid spell" when it's applied. It doesn't make any sense otherwise.
McJarvis

09-29-06, 01:08 PM
. It doesn't make any sense otherwise.

On second thought, you're absolutely right. Otherwise Chain Power would negate itself.(any power used with it, by definition, targets more than one critter.)
Zelck

09-29-06, 01:10 PM
Woohooo! We've discovered the most useless feat ever, even worse than Monkey Grip!
SauroGrenom

09-29-06, 01:15 PM
Wait, that interpretation doesn't work. For instance, let's suppose we have Alan, Bob, Chad, and Dave. Bob and Chad are standing 30' apart, and Alan can't hit both of them with his Energy Bolt because of his limited movement. So, he decides to Chain Power it and hit only Bob. Unbeknownst to him, Dave is actually standing invisibly between Alan and Chad, and also takes the bolt. Suddenly, it has two targets! The world then explodes due to the illegal metapsionicked power error.

B.....C
||
D
||
A

Not to mention that a ray might miss and affect zero targets.

Clearly, the "affects a single target" power must have "Target: one something" in the descriptor.Well no... the metamagic effect fails in your circumstance. No chain power happens. In the case of rays, you take a risk since you could miss and not effect any targets.
SauroGrenom

09-29-06, 01:21 PM
That doesn't work. A metapsionic feat checks for "valid spell" when it's applied. It doesn't make any sense otherwise.Not only does it check for valid spell, it checks for valid circumstance. You cannot use Opportunity Power or Unconditional Power unless the circumstance is right to use it. I recall some kind of epic feat that allows you to manifest through walls, and obviously it cannot be applied unless you have a wall.

In this case the feat description is clear... powers that affect one target and cause energy damage are options for the metapsionic feat.
SauroGrenom

09-29-06, 01:25 PM
On second thought, you're absolutely right. Otherwise Chain Power would negate itself.(any power used with it, by definition, targets more than one critter.)
Well the wording is a bit circular. Certianly the metapsionic feat is applied to the manifestation of a typical power, but it cannot be applied twice. That's the issue. Read the description of the feat carefully. It clearly describes the primary power goes off and effects a single target, then all the others experience the effect of the secondary arcs. The conditions to qualify are applied to the base power, not to the result of the metapsionic effect. Much like quickened spell does not disqualify the spell from being quickened.
Zelck

09-29-06, 01:25 PM
Right, and I'm arguing that the feats check for this when they're applied, not when the power goes off. So, your interpretation that any spell that could potentially affect one target doesn't work because the metapsionic feat wouldn't know how many targets there are when it's applied. So, it has to be based off the descriptor block.

Also something to note is that nowhere in the description of Rays, Lines, etc. is the word "target" used. They don't target, and they don't affect "target(s)". Thus, they don't work with Chain Power.
SauroGrenom

09-29-06, 01:48 PM
How does a metapsionic feat know if there is a wall nearbye when you metapsionic with Burrowing Power, or even if it will apply to the power? The feat is applied with the pp cost when it is manifested, but if the circumstance of the feat don't allo it to function, it simply fails to have an effect.

Obviously you cannot manifest powers with Burrowing Power if there is no wall to burrow through... But if you decide to do that, you just loose some extra pp for no good reason. Same in the case with chain power. If the spell accidentially affects multiple targets, then tough luck, pp wasted.

If you roll an attack roll you have a target. That much is clear. So all rays or touch attacks have targets. Energy Ray, Energy Push, Dissolving touch...

I suppose it's debatable if area's have targets, but there is no wiggle room with respect to rays and touch effects.
Macbrea

09-29-06, 01:49 PM
Actually, in the description of ray it states it hits 1 target. If you chain it you apply the attack to a second target. What you need to do though is apply -4 cover penalty to hit Bob because the ray passed through Daves square. Though, you couldn't see him the mystic nature of 3.5 says he provides cover with no chance of being hit.
UserNamer

09-29-06, 01:51 PM
Can a 1st lvl paladin use Wand of CLW?
hogarth

09-29-06, 01:51 PM
Can a 1st lvl paladin use Wand of CLW?
Yes.
Macbrea

09-29-06, 01:52 PM
Yes



Anyone with a spell on his or her spell list knows how to use a spell trigger item that stores that spell. (This is the case even for a character who can’t actually cast spells, such as a 3rd-level paladin.) The user must still determine what spell is stored in the item before she can activate it.


Assuming you know the spell in the wand.
McJarvis

09-29-06, 01:58 PM
How does a metapsionic feat know if there is a wall nearbye when you metapsionic with Burrowing Power, or even if it will apply to the power? The feat is applied with the pp cost when it is manifested, but if the circumstance of the feat don't allo it to function, it simply fails to have an effect.

Obviously you cannot manifest powers with Burrowing Power if there is no wall to burrow through... But if you decide to do that, you just loose some extra pp for no good reason. Same in the case with chain power. If the spell accidentially affects multiple targets, then tough luck, pp wasted.

If you roll an attack roll you have a target. That much is clear. So all rays or touch attacks have targets. Energy Ray, Energy Push, Dissolving touch...

I suppose it's debatable if area's have targets, but there is no wiggle room with respect to rays and touch effects.

I don't think Burrowing Power is a good correlary to use in this case. If you want to use a feat that is similar to Chain Power, check out Chain Spell.

Except by the time Complete Arcane came out, they were specifying "Any spell that specifies a single target & has a range greater than touch"

I think that safely discounts the use of area powers and touch powers...and the two feats are obviously linked moreso than burrowing power and chain power are.
UserNamer

09-29-06, 02:06 PM
Im creating a pixie, and at the spell-like abilitie section it sais that the DC for Lesser Confusion is 14, for Entangle 14, for Detect Thougs 15 and for Permanent Image 19, this si Cha baes right? so if my build has more than 16, then DC will raise right?
McJarvis

09-29-06, 02:09 PM
Im creating a pixie, and at the spell-like abilitie section it sais that the DC for Lesser Confusion is 14, for Entangle 14, for Detect Thougs 15 and for Permanent Image 19, this si Cha baes right? so if my build has more than 16, then DC will raise right?

Yes.


Spell-Like Abilities: Caster level 8th. The save DCs are Charisma-based.


The Pixie in the SRD has a 16 cha, so take those dc's and subtract 3. That's the base DC that you add your charisma mod to.
Zelck

09-29-06, 02:23 PM
How does a metapsionic feat know if there is a wall nearbye when you metapsionic with Burrowing Power, or even if it will apply to the power? The feat is applied with the pp cost when it is manifested, but if the circumstance of the feat don't allo it to function, it simply fails to have an effect.

Obviously you cannot manifest powers with Burrowing Power if there is no wall to burrow through... But if you decide to do that, you just loose some extra pp for no good reason. Same in the case with chain power. If the spell accidentially affects multiple targets, then tough luck, pp wasted.
Burrowing Power doesn't say it can only be applied on a spell that goes through a wall though.

If you roll an attack roll you have a target. That much is clear. So all rays or touch attacks have targets. Energy Ray, Energy Push, Dissolving touch...
Hmm... you're right. Rays do target. Chain Power's still a worthless feat though.
McJarvis

09-29-06, 02:23 PM
As far as ray spells having targets-

Lets compare all ray spells to Summon Monster I. When I summon a monster, the effect is that monster. If the monster is only around for 1 round(I'm a 1st level character) then it probably only gets to attack one target. Does that mean summon monster has a single target, and thus can be chained? No..that wouldn't make sense.

In the same way, the effect of a ray spell is the ray itself. Then the ray is used to hit a creature. The ray may have a target- but that does not mean the spell itself does.


Touch spells differ from rays in this regard: they get the following text:

Range: Touch
Target: Creature or object touched

Rays get:

Effect: Ray

edit-

furthermore, read the text describing rays in the SRD:


You don’t have to see the creature you’re trying to hit, as you do with a targeted spell


That strongly implies that rays are not targeted spells.
Zelck

09-29-06, 02:46 PM
Right, but it's like a ranged touch attack which does target.
SauroGrenom

09-29-06, 02:53 PM
That strongly implies that rays are not targeted spells.True. Ray spells are not "targeted spells" but they clearly have a target. Any time you roll an attack roll it affects a target. That's all that is required to qualify for the chain power metapsionic feat.

I do not disagree with what is a "targeted power". I think you are hung up on the idea that only "targeted powers" can "affect a target". This is simply not the case. Losts of powers "affect a target" even if they are not "targeted powers". Energy Ray is an example. All touch and ranged touch spells/powers are examples of spells/powers that "affect a target". The wording is important here. Look at Power Storing and Spell Storing. Those require that the stored effect be "targeted". That means that the spell must have a "Target:___" entry. But that applies to Power/Spell Storing not to Chain Power. Chain Power is more permissive, it allows spells that "affect a target".
SauroGrenom

09-29-06, 03:00 PM
The Pixie in the SRD has a 16 cha, so take those dc's and subtract 3. That's the base DC that you add your charisma mod to.
It's also interesting to know that supernatural abilities often use HD in the calculation of DC as well as a base stat. So your advanced diplomacy allies supernatural special attacks/abilities often improve DC with increased HD.

I don't think HD factors in with spell like abilities. But the stats certianly do and they are usually (but not necessarily) based on the base DC of the underlying spell.
Caterane

09-29-06, 03:03 PM
I want to ask for some volunteers for Dracazar's new project. I don't want to give anything away but if he succeeds it will rock the CoCo more than the mapmaker or his online roller. I offer anyone who is participating as a test person in his test fights one credit. Since when do you get credits for playing ;) So write him a PM and be part of something huge!
Macbrea

09-29-06, 03:04 PM
The question comes up is a ray an area effect that can only strike one target or a targeted spell? It has to be one or the other for this FAQ answer to make sense.


If my wizard applies Energy Admixture (Complete
Arcane, page 78) and Maximize Spell to the same spell, does
he get a spell that deals double its maximized damage
(maximum normal damage in two different energy types)?
If he also applied the Twin Spell feat (Complete Arcane,
page 84) to the same spell would it duplicate the entire
effect?
Yes and yes. Assuming your character can cast 13th-level
spells—the slot required by a 2nd-level spell affected by these
metamagic feats—a scorching ray so affected would create two
sets of three rays each, with each ray dealing 24 points of fire
damage (4d6, maximized) and 24 points of a second energy
type (as appropriate for your Energy Substitution feat), for a
grand total of 288 points of damage . . . assuming all six rays
hit their target.


As the rules don't say it's an area effect. I would assume it is a single target spell. Which are the only two valid applications for Twin spell feat.
hogarth

09-29-06, 04:16 PM
I think the Thrallherd is one of the best prestige classes in Core.
For the Core Coliseum, I don't think that Thrallherd is a great improvement on the Leadership feat since your allies are capped at (level-2) by CoCo rules. The other stuff is fairly mediocre, considering that you're missing out on psicrystal advancement, psion bonus feats, etc. -- Psionic Charm/Dominate is easily countered by a bargain-basement Protection from Evil potion.

Good luck with your Psion Uncarnate build. You lose a whole bunch of manifester levels in exchange for a fairly lousy ability useable once or twice a day for one minute?! :yuck: :thumbsdow
Caterane

09-29-06, 04:28 PM
Does anyone know why the EMAIL tags don't work anymore? Or if there's an alternative?
Jerrick_QueKiri

09-29-06, 05:26 PM
If I made a character with levels in druid and cleric, would my spells per day from each add together, and I would just have to choose which spells to cast?
Zevox

09-29-06, 05:27 PM
If I made a character with levels in druid and cleric, would my spells per day from each add together, and I would just have to choose which spells to cast?
Nope. You'd get 1/3 of each. For an example of such a character, check out TelinArtho's ECL 6 Faelto, who is a Druid 3/Wizard 3.

Zevox
SauroGrenom

09-29-06, 06:03 PM
The Monk's Abundant Step ability... what kind of action does it take to use the ability? A standard action?
Vathelokai

09-29-06, 06:07 PM
Im creating a pixie, and at the spell-like abilitie section it sais that the DC for Lesser Confusion is 14, for Entangle 14, for Detect Thougs 15 and for Permanent Image 19, this si Cha baes right? so if my build has more than 16, then DC will raise right?
The DC for creature spell like abilities is always 10 + 1/2 HD + stat mod. It's in the monster section of the SRD.
Erithmu

09-29-06, 06:23 PM
The Monk's Abundant Step ability... what kind of action does it take to use the ability? A standard action?

I would go with standard. SU ability that mimics a spell
Jerrick_QueKiri

09-29-06, 09:14 PM
Nope. You'd get 1/3 of each. For an example of such a character, check out TelinArtho's ECL 6 Faelto, who is a Druid 3/Wizard 3.

Zevox
Lol, sorry, my wording wasn't clear. I'm not talking about spells available per fight, but total spell levels. Say I have 4 1 lvl spells and 2 2 lvl spells from druid, plus 3 1 lvl spells and 1 2 lvl spell from a cleric. Would I have separate total spell levels (8 spell levels for druid and 5 spell levels for cleric), or would I add the spell levels from both classes (totaling 13 spell levels (which would then be broken down into 4/4/3 per day))?
Zevox

09-29-06, 09:17 PM
Lol, sorry, my wording wasn't clear. I'm not talking about spells available per fight, but total spell levels. Say I have 4 1 lvl spells and 2 2 lvl spells from druid, plus 3 1 lvl spells and 1 2 lvl spell from a cleric. Would I have separate total spell levels (8 spell levels for druid and 5 spell levels for cleric), or would I add the spell levels from both classes (totaling 13 spell levels (which would then be broken down into 4/4/3 per day))?
Thats exactly what I thought you meant, and my answer is exactly the answer to that. You get 1/3 of each, seperately. Using your breakdown its 8 for Druid (1/3 of which is 3) and 5 for cleric (1/3 of which is 2), applied to thier appropriate types of spells only.

Edit: Wait, did you mean the two classes would combine into one set of prepared spells? No no no - they're seperate, always.

Zevox
Jerrick_QueKiri

09-29-06, 09:19 PM
Thats exactly what I thought you meant, and my answer is exactly the answer to that. You get 1/3 of each, seperately. Using your breakdown its 8 for Druid (1/3 of which is 3) and 5 for cleric (1/3 of which is 2), applied to thier appropriate types of spells only.

Zevox
Oh, ok. Why is that? Not trying to sound disrespectful or anything, just curious.
Zevox

09-29-06, 09:21 PM
Oh, ok. Why is that? Not trying to sound disrespectful or anything, just curious.
*shrugs* Because theres no reason for an overlap between them. Two different classes, two different sets of spells, ergo two different sets of spell levels for our purposes.

Now, if you were talking about Psions, that'd be different, since pp from several classes all goes into one pool, but thier mechanic is entirely different from spellcasters' anyway.

Zevox
Jerrick_QueKiri

09-29-06, 09:27 PM
Oh, lol, ok, I understand now. I got a little confuzzled at first by your comment. So then basically I'd need to double post the Divine Spells bit on the character sheet, right? One for Druid spells and one for Cleric.
Zevox

09-29-06, 09:39 PM
Oh, lol, ok, I understand now. I got a little confuzzled at first by your comment. So then basically I'd need to double post the Divine Spells bit on the character sheet, right? One for Druid spells and one for Cleric.
Yup.

Zevox
Dr. Funk

09-29-06, 11:23 PM
Vivi wants to change his familiar to a small air elemental and i can now but do i just change it now cause im at the end of my 3FC, or do i have to MQ
Zevox

09-29-06, 11:39 PM
Vivi wants to change his familiar to a small air elemental and i can now but do i just change it now cause im at the end of my 3FC, or do i have to MQ
You can't, unless you intend to lose some xp and wait a year (literally):

If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
Sucks I know (particularly for those who want to use Improved Familiar), but thats the way it works, and since CoCo time is the same as real world time, theres no way to switch familiars without waiting a full year without one.

Edit: In any event, you wouldn't need to miniquest if you could make the change. Familiars are summoned with a short ritual, so no quest is required (else you would have been required to quest for the first one too).

Zevox
Zelck

09-29-06, 11:45 PM
The more interesting question is, can you switch psicrystals?

And we may want to allow 5 credits to ignore the 1 year requirement...
Zevox

09-29-06, 11:50 PM
The more interesting question is, can you switch psicrystals?
Since nowhere among the Psicrystal rules (incomplete as they are...) is it indicated that you can, I'd say no. Besides, those are all statistically identical, so the only reason for doing such a swap would be to get a different personality for it, in which case you may as well just cough up 5o in the character changes thread or take an Improved Psicrystal feat.

Zevox
Vathelokai

09-29-06, 11:54 PM
I know it's house ruley, but why not say that imp. familiar dosn't count as a dismissal and replacement. It could be considered more of an upgrade.

Then, I'm not opposed to the credit list either.

And a couple of us are working on a new list of improved familiars, so Vivi might want to wait a week or two before making that switch (it came up in the council a while back.)
Zevox

09-30-06, 12:00 AM
I know it's house ruley, but why not say that imp. familiar dosn't count as a dismissal and replacement. It could be considered more of an upgrade.
I'd like that myself. Its pretty obvious that with the current rules Improved Familiar is of little use at all - you can either take just a Celestial or Fiendish version of a regular familiar immediately, or go until whatever level you need to be for what you want without one; neither of which is very appealing unless you actually want the Celestial/Fiendish familiar; and the other alternative is worse than either option. The only way I've found to use it realistically is on Asran's cohort, and thats because she starts at level 7 (ECL 8 - Tiefling), which is just enough for the Imp familiar I wanted for her.

Zevox
Jerrick_QueKiri

09-30-06, 01:01 AM
Ok, if my Druid 2/Barb 1 wanted to cast a lvl 2 spell from a scroll, what would need to be done, if anything?
MindWandererB

09-30-06, 01:03 AM
Ok, if my Druid 2/Barb 1 wanted to cast a lvl 2 spell from a scroll, what would need to be done, if anything?
Assuming the spell is a CL3 spell on the druid list, that would be a DC 4 caster level check (1d20+2, so you fail only on a 1). If you fail, it's a DC 5 Wisdom check to avoid a mishap; otherwise, you can try again next round.
Jerrick_QueKiri

09-30-06, 01:15 AM
Ok, cool. Thanks.
McJarvis

09-30-06, 01:52 AM
For the Core Coliseum, I don't think that Thrallherd is a great improvement on the Leadership feat since your allies are capped at (level-2) by CoCo rules. The other stuff is fairly mediocre, considering that you're missing out on psicrystal advancement, psion bonus feats, etc. -- Psionic Charm/Dominate is easily countered by a bargain-basement Protection from Evil potion.


How strange...I thought class abilities overrode that. For instance, a level 3 Druid can get a 4hd animal companion easily.(which is definately more than level-2 in CR or ECL) I know that animal levels are not quite the same as class levels, but I think CoCo rules shouldn't nerf class abilities in such a heavy handed way...


Good luck with your Psion Uncarnate build. You lose a whole bunch of manifester levels in exchange for a fairly lousy ability useable once or twice a day for one minute?! :yuck: :thumbsdow

Heh...there's actually a nasty little trick you can do with the uncarnate that will be the end result of everything. You only lose 4 manifester levels anyway, so it's not too bad.
Zevox

09-30-06, 08:28 AM
How strange...I thought class abilities overrode that.
Typically, yes, class allies ignore the cap on allies ECL/CR (partially because theres no way to tell what thier CR would be given that they gain a number of special abilities from being a class ally). The Thrallherd is different though - because its class allies work much like the Leadership feat, they count towards your ally limit per fight, though they don't change the rewards in it.

Zevox
hogarth

09-30-06, 08:44 AM
Heh...there's actually a nasty little trick you can do with the uncarnate that will be the end result of everything. You only lose 4 manifester levels anyway, so it's not too bad.
Of course, by the time you lose those 4 manifester levels, you'll be way, waaay into the frozen leagues anyway so it's pretty moot. Until you reach level eleven (currently frozen), you'll be restricted to 1 minute of body shedding once every three fights. Or maybe I'm missing the evil possibilities behind a 2d6 touch attack usable once per fight?
McJarvis

09-30-06, 12:45 PM
Typically, yes, class allies ignore the cap on allies ECL/CR (partially because theres no way to tell what thier CR would be given that they gain a number of special abilities from being a class ally). The Thrallherd is different though - because its class allies work much like the Leadership feat, they count towards your ally limit per fight, though they don't change the rewards in it.

Zevox

That's dumb. Both thrallherd & leadership cost 1 feat(inquisitor is NOT useful), both can be taken at 6th level, but thrallherd costs you a level of progression & a couple feats since you're not going psion anymore.(and, of course, Leadership can be used by anyone...)

I see no reason why you guys should have ruled it like that. :P Especially since it doesn't even need a house rule...the rules are clear....gah.
McJarvis

09-30-06, 12:46 PM
Of course, by the time you lose those 4 manifester levels, you'll be way, waaay into the frozen leagues anyway so it's pretty moot. Until you reach level eleven (currently frozen), you'll be restricted to 1 minute of body shedding once every three fights. Or maybe I'm missing the evil possibilities behind a 2d6 touch attack usable once per fight?

The 2d6 touch attack can be used as often as you want while you're incorporeal, but that's not really why I'm doing the class.

Incorporealness is just too cool to pass up...and who wants to be a ghost? I want to be ascended ;)
TheMagister

09-30-06, 01:13 PM
This at least rates #3 on the Cuteness Top-Ten list:

Allow your two toddlers (almost 3 yrs and newly 4 yrs) to play outside and get completely grimy (potting soil, barbeque pit ash [don't ask], sidewalk chalk, and assorted other outside niceties) with your consent (they play much harder when they know that Momma and Daddy don't mind).

Strip 'em nekkid (South Texas terminology) and hose 'em down (more of the same) with the water hose, chasing their screaming little bodies from one side of the backyard to the other with the spray. Follow with a brisk scrubbing with bar soap and rough washcloth, paying special attention to tickle spots like ribs, trapezius muscles, underarms, and soles of the feet. Get completely soaked by your 4 year old little girl who sneakily steals the waterhose while your attention is diverted by scrubbing the boy.

Have sneaking suspicion that Wife with Camera had something to do with that little idea.

Towel them off and bring their freshly scrubbed bodies inside. Slap 'em into P.J.s and put 'em down for an afternoon nap.

Life is truly excellent. God is good.

TM
Zevox

09-30-06, 01:17 PM
Quick question that may soon become an issue in my fight:

If a rider is mounted on a creature that is squeezing through an area, is the rider considered squeezing too (since (s)he shares the mount's space)?

Zevox
ayyiniwindryder

09-30-06, 06:28 PM
I cannot view the battles thread. Anyone else having a problem with this as well?
MindWandererB

09-30-06, 06:30 PM
I cannot view the battles thread. Anyone else having a problem with this as well?
Not I. Works fine here.
SauroGrenom

09-30-06, 07:06 PM
I cannot view the battles thread. Anyone else having a problem with this as well?
I had problems when I set the forum settings to show the max number of posts. That caused the error. It looks normal now that I set the number down to 30.
SauroGrenom

09-30-06, 07:09 PM
Zevox,

Yep when your mount squeezes, so do you...

Magister,
That's about an 8.6 on the Cuteness scale (much like the Richter scale).
Zelck

09-30-06, 08:15 PM
@SauroGrenom: I don't think you can divide up your attack rolls with Telekinetic Thrust.
Maraxus

09-30-06, 08:17 PM
Hi guys. I'm back. :)

Noko is updated on the new character layout. Overall I like it very much.

Durin will step at her side and be a new second character. Funny, at ECL 3 he allready has more Hit Points then Noko at 8.

If you could check him specially.

The new (for me) 3 Fight Circle rules look threatening to me. Will definitly be interesting.
The worked out skill rules are simply great. I can awaik Noko's next level-up.


PS: And there is allready a little simple rule question: During a 3 Fight Cycle, I'm not allowed to buy stuff. But am I allowed to take items from home? I mean, if you are an archer and the opponent is a heavy tank, you can effortlessly fire 7 or 8 pounts of arrows, and if you are a poor little pixie and your light load is only 19.5 lbs, this get's critical at 3 fight a day (Hey, if Noko rapid-shotted every turn, she would be able to shoot her own body-weigth in arrows within 20 minutes. :D)
Zevox

09-30-06, 08:40 PM
Hi guys. I'm back. :)
And welcome back! Been quite a while since you've been around. Good to see an old face returning. :)

Durin will step at her side and be a new second character. Funny, at ECL 3 he allready has more Hit Points then Noko at 8.

If you could check him specially.
Heh, LA+4 and Rogue levels will do that to you ;) .

As for Durin, no problems that I can see.

The worked out skill rules are simply great. I can awaik Noko's next level-up.
Guess you came back at the right time - those just got added either yesterday or the day before :) . Though I have the feeling I should be very scared of a Pixie Rogue with those in hand... do level her up before I get a character to ECL 8, eh? ;)

Zevox
Zelck

09-30-06, 08:59 PM
Does anyone know how custom traps can be acquired?
hogarth

09-30-06, 09:00 PM
Does anyone know how custom traps can be acquired?
I was wondering the same thing myself...
Zevox

09-30-06, 09:19 PM
Does anyone know how custom traps can be acquired?
At the moment, they can't, since we have no rules for such (and since every other custom thing costs credits, you can rule out just being able to buy them normally). You'd have to bring it up in the council and/or ask Cat to see if you can get them as an option.

Zevox
Maraxus

09-30-06, 09:34 PM
Guess you came back at the right time - those just got added either yesterday or the day before :) . Though I have the feeling I should be very scared of a Pixie Rogue with those in hand... do level her up before I get a character to ECL 8, eh? ;)

Zevox
Sure, in just 1 level, I can get 5 ranks each in bluff and sense motive. And because I have Charisma like a naked Nymph and some Wisdom on top of this, this mean, I can have them at +9 imeadieatly. And there is exactly no Level 9 character that can beat this. :) Hide +19 and Move Silently +14 are masterful anyway. Ambush + Ini 8 ... Sounds good. But who will clean the mushrooms, if I'm only about setting up ambushes each week? ... too much free activities ...


PS: I asked on the other page: Can I get items from "at home" between 2 fights of the same circle?
Zevox

09-30-06, 09:44 PM
And there is exactly no Level 9 character that can beat this. :)
Actually, there is one. Aerryl Naladar's listen of +20 beats your move silently of +14, so the activity won't work on her.

PS: I asked on the other page: Can I get items from "at home" between 2 fights of the same circle?
Yep. Though you'll need to transfer them to your inventory when editing your sheet - no changes made in tactics anymore.

Zevox
Zelck

09-30-06, 09:48 PM
I think Cat said in the Council thread that he wanted to use the rules for creating custom traps. So, I'm trying to figure out how it'll work :).

To be quite frank, I don't actually want to use traps. My goal, plain and simple, is to show they're too good and get rid of them. If someone else wants to do this, I'll pass :).

As a last ditch attempt to get traps reconsidered before I mess up my character, I'll show you what I'm going after:

Moving Wall (1000 gp, CR0 base)
Location Trigger
9d4 damage (average 22.5, +3 CR)
Automatic Reset (+500 gp)
Never Miss (+1000 gp)
Multiple Target (+0 CR: Never Miss)
Disable Device DC 20
Search DC 0 (-1 CR, -2000 gp)

Totals: CR2, 500*2 = 1000 gp, 2000 gp on the market

Note that I could have reduced the CR down to 0 and gotten it for free, but that's easy to get around simply by setting a floor CR of 1. I could also raise the Search DC to 15 and pay 4,000 gp by crafting this myself.

Anyway, for illustrative purposes, this trap deals an average of 22.5 damage, and I'll be getting it in the 6th level league. Let's compare that to the HPs of those in the 6th level league right now. Number in parenthesis is what percent of max HP 22.5 damage is.

Four Horsemen: 55 HP (40.9%)
Saeandithas: 25 HP (90%)
Bleargh: 24 HP (93.75%)
Faelto: 24 HP (93.75%); Heavy Warhorse: 32 HP (70.31%)
Hassan: 14 HP (100%)
Destra: 44 HP (51.14%); Carcaruva: 26 HP (86.5%); Carcalce: 13 HP (100%)

If custom traps are disallowed, I'll just wait until CR 14 and grab that CR10 Crushing Walls trap. 18d6, never miss, 25,000 gp. Average damage of 63 damage to all opponents.
Zevox

09-30-06, 09:55 PM
I think Cat said in the Council thread that he wanted to use the rules for creating custom traps.
Really? I don't remember that. Though if he did, again, he'll have to be the one to implement them, so speculating on how they'll work isn't going to get anywhere.

Zevox
Zelck

09-30-06, 10:06 PM
Really? I don't remember that. Though if he did, again, he'll have to be the one to implement them, so speculating on how they'll work isn't going to get anywhere.

Zevox
This is what he said on the subject:
CR 10 traps are for ECL 12 characters but you have a point here. The suggested traps have the problem of having highlevel spells and poison included. We should rather use the create your own trap table and any spell must be bought normally. We should also exclude the option to spend credits to buy higher-level spells for a single investment of 10 can get you that prismatic spray trap. That way we're always having traps that are ok for their level. The CR is another factor to balance it.

...and we should definately forbid multiple spells or multitraps. Which rules out the Gatling Gun MM trap above too.
So, it seems like he wants us to use the trap creation tables, which I did to produce the above trap which allows my opponents to begin the fight with no more than 60% of their HP at ECL6. Pretty good investment.
NiQil

09-30-06, 10:09 PM
Also remember that if traps are allowed, there is no guarantee that all types of traps will be allowed, even if they are in the DMG.

I personally don't like the idea of having traps around either, because I don't think they work in an environment like this. I guess we'll have to wait and see what Cat does. No one is going to change his mind and make them go away though. Anyone who has seen my battles with him over additions in the past can attest to that. While I may be able to get him to modify an idea, once he decides that something is going to be implemented, it *will be implemented, come hell or high water. The only thing that I can think of that was ever overturned after Cat decided we should have it was mandatory online rollers....and that only got overturned because half the board declared they would either stop pitlording or leave the forum altogether.
NedTheDestroyer

10-01-06, 01:18 AM
Crazy little question what qualifies as an "area" spell for the 2nd lvl imbue arrow ability of the arcane archer? Like would darkness? or sleep? or what? what is an "area" spell exactly?
Vathelokai

10-01-06, 02:54 AM
Crazy little question what qualifies as an "area" spell for the 2nd lvl imbue arrow ability of the arcane archer? Like would darkness? or sleep? or what? what is an "area" spell exactly?
Check here - SRD: Magic Overview (look for the aiming a spell line)
http://www.systemreferencedocuments.org/35/sovelior_sage/magicOverview.html

Basicly, the target of a spell can be a creature, an area, or an effect.

'Area' spells are anything that is a Burst, Emanation, Spread, Cone, Cylinder, Line, or Sphere
lonewolf

10-01-06, 03:40 AM
@Maraxus:
welcome back
You should note that there was an errata of the Monster Manual: No more Polymorph for Pixies.
greets
lonewolf
Caterane

10-01-06, 05:08 AM
moved to council
TelinArtho

10-01-06, 09:33 AM
BTW - Dr. Funk checked with Cat about the Imp. Familiar issue and his response was essentially that it was okay to change the familiar without a character change post and without having to wait a whole year.

I told him he should post here about it - but apparently he didn't get the chance.
Anaconda

10-01-06, 10:06 AM
I'm looking for a QL for my Captain http://boards1.wizards.com/showpost.php?p=10201226&postcount=940.
to get a small air elemental.
Papapeperoni

10-01-06, 04:49 PM
I was wondering, since the player does not know his enemy, could a QuestLord or CampaignLord use non-core monsters, or make up a new one? If the player does not know the monster, meta-gaming will be impossible and it will add to the flavor too.

Greetings,
--Papapeperoni
Zevox

10-01-06, 04:54 PM
Quick question:

The Leadership score of a character doesn't count its LA, correct? Just actual levels/HD?

Zevox
hogarth

10-01-06, 05:17 PM
Quick question:

The Leadership score of a character doesn't count its LA, correct? Just actual levels/HD?

Zevox
Ordinarily I would say that's correct, but I don't know about in the Core Coliseum -- it seems like they base more things off of ECL.
Zevox

10-01-06, 06:27 PM
Ordinarily I would say that's correct, but I don't know about in the Core Coliseum -- it seems like they base more things off of ECL.
Which is why I'm asking. I noticed that Archangel Ixenthor seems to base his score off his ECL rather than character levels, yet I have Archdevil Asran's as his character levels. If Ixenthor's is correct, Asran's score should be significantly higher (enough that he'll have followers worth stating out). If Asran's is correct, I get to report Ixenthor :D .

Zevox
lonewolf

10-01-06, 06:36 PM
RAW they are based on Character Level, and until there is a house-rule that says it is calculated of ECL, I say throw the angel into prison!
;)
Caterane

10-01-06, 06:48 PM
Age old Elder decision that it's based off of ECL in the coco. Should probably go into the houserule section.
Zevox

10-01-06, 06:50 PM
Age old Elder decision that it's based off of ECL in the coco.
Works for me :) . Now, to go see what I can think up for followers for Asran...

Zevox
lonewolf

10-01-06, 06:52 PM
Age old Elder decision that it's based off of ECL in the coco.
Does this also mean that an ECL >=6 character qualifies for the feat, even if he doesnt have 6 character levels?
Caterane

10-01-06, 07:01 PM
Right, that requirement stays in place. Ixenthor had to wait till ECL 10 (level 6) to get his cohort but the cohort is now based on ECL 10.
lonewolf

10-01-06, 07:07 PM
Right, that requirement stays in place. Ixenthor had to wait till ECL 10 (level 6) to get his cohort but the cohort is now based on ECL 10.
That means Samuel has to wait until ECL12 to get his Cohort.

;)
Erithmu

10-01-06, 07:16 PM
That means Samuel has to wait until ECL12 to get his Cohort.

;)

ECL 13 ....
TheMagister

10-01-06, 08:32 PM
{This is Joking-type Sarcasm}

"Allies are too powerful in the CoCo!"

"I agree!"

"Hey, they're basing the Leadership score off of ECL instead of character level? Isn't that making cohorts too powerful?"

{All} "..."

"I didn't see nothin'..."
"Fine by me!"
"Sounds good."

:rolleyes:
MotherBast

10-01-06, 08:53 PM
Hey Cat, are you the only one left from the old days? Haven't seen a post I recognized that wasen't made by you! Been a while since I checked in. I actually haven't played D&D since I left the boards here, but I recently went to a game, and it made me remember the old COCO and I thought I'd check in and see what was up, and my characters are STILL on the roster!!!

So, any exciting new combos discoverd while I've been gone? Any broken spell combos like empowerd fireseeds + quickened SNA? I miss being amazed by the combos people could come up with.

Ah, that was the day. You young devients wouldn't understand. Back in my day, we only had 1 map... thats right, 1. And it was up hill both ways. Back in my day, casters didn't premem spells, or prebuff, and they always killed fighters on the first turn. Back in my day, Clerics won every fight they were in, even some of the ones they weren't in... I would guess that really hasen't chaged that much. Back in my day, Harvester 2 was still climbing the ladder, and Harvy 1 was rideing his giant dragon victorys, but not the untouchable record 2 seems to have put together. Back in my day characters could do one thing, fight in the areana.

That was when the CoCo was pure, without the influence of all the moder day religious affileations and guildhalls buying out addspace and paying off fighters... errrr... well, I mean, I assume that sort of stuff goes on, I haven't actually read a fight....

Well, fight on I say, may the best assorment of stats win.
NiQil

10-01-06, 09:09 PM
{This is Joking-type Sarcasm}

"Allies are too powerful in the CoCo!"

"I agree!"

"Hey, they're basing the Leadership score off of ECL instead of character level? Isn't that making cohorts too powerful?"

{All} "..."

"I didn't see nothin'..."
"Fine by me!"
"Sounds good."

:rolleyes:
Heh...someone had to say what I am sure many were thinking. Sure explains how our allies got too powerful...methinks this one needs to be repealed. I would LOVE to hear the logic behind using ECL instead of character level. Thinks like racial HD and LA's are *supposed to be a detriment.
Zevox

10-01-06, 09:13 PM
Heh...someone had to say what I am sure many were thinking. Sure explains how our allies got too powerful...methinks this one needs to be repealed. I would LOVE to hear the logic behind using ECL instead of character level. Thinks like racial HD and LA's are *supposed to be a detriment.
*shrugs* If that gets repealed, fine by me. Asran, Ixenthor, and pretty much everyone else with an LA and Leadership I've looked at have a high enough score even without that to keep thier cohorts. All it'd do is lower what level thier toughest follower can be.

Edit: And given that none of them currently even use those...

Zevox
SauroGrenom

10-01-06, 09:58 PM
It was my understanding that class levels were necessary to qualify for the Leadership feat and that class levels (not racial HD or LA) figured into the leadership score. But Max ECL of the cohort is limited by ECL-2 regardless of what that is. So if your ECL10, you can have an ECL8 cohort even if you have only 7 class levels as long as your leadership score is at least 12.

I guess I was wrong...
Zevox

10-01-06, 10:19 PM
It was my understanding that class levels were necessary to qualify for the Leadership feat and that class levels (not racial HD or LA) figured into the leadership score. But Max ECL of the cohort is limited by ECL-2 regardless of what that is. So if your ECL10, you can have an ECL8 cohort even if you have only 7 class levels as long as your leadership score is at least 12.

I guess I was wrong...
Actually, thats mostly correct. Its just how the score is calculated thats being talked about here - Cat says an old Elder ruling lets it be calculated by ECL rather than character level.

Zevox
Papapeperoni

10-02-06, 01:38 AM
Are pitlords allowed to throw offline dices? It really shaves off some time.

Greets,
--Papapeperoni
Jerrick_QueKiri

10-02-06, 02:00 AM
Are pitlords allowed to throw offline dices? It really shaves off some time.

Greets,
--Papapeperoni
IIRC, I believe they are, but its recommended they use an online roller.
Jerrick_QueKiri

10-02-06, 02:41 AM
Got a question on animal companions. How do you calculate their HP? Or do you use what's in the animal's entry? For instance, my druid will be taking a wolf as his animal companion. It will have 2 HD, so its HP looks like 2d8+4, and is listed as having 13 HP.
TheMagister

10-02-06, 02:43 AM
Are pitlords allowed to throw offline dices? It really shaves off some time.

Greets,
--Papapeperoni

Save time? Well, yes and no.

If you roll dice manually (which I have no problem with) I would want you to spell out each and every modifier that you are using in that roll each time you make it. I would require this because with an online roller, the base die roll is always kept, and the "hey, you forgot Point Blank Shot!" remark can always be editted in.

If you roll at home, all we get is "You missed.", and we can't check it for errors.

I used to use something like this:

Tessero makes a touch attack {12}+2(bab)+2(str)+1(feat)+2(charging)+1 (higherground)=20. HIT!

They make opposed grapple checks:
Tessero: {19}+2(bab)+2(str)+4(feat)=27
vs.
War: {10}+3(str)+5(bab)=18.

Tessero wins!
Damage: 1d3 {3}+2(str)=5 subdual.

As you can see, it's really time consuming (it took me about 4 minutes to spell all that out, and that was with made up numbers (I didn't roll dice). The online rollers are really faster.

Actually (technically), pitlords are supposed to give a numeric breakdown of modifiers with every roll. We've gotten lazy and let the online rollers catalogue all of 'em for us, but it used to be required in the description of each combat round.

TM
TheMagister

10-02-06, 02:45 AM
Got a question on animal companions. How do you calculate their HP? Or do you use what's in the animal's entry? For instance, my druid will be taking a wolf as his animal companion. It will have 2 HD, so its HP looks like 2d8+4, and is listed as having 13 HP.

Pretty much straight outta the book. Class allies don't get full HP on the first HD like characters do, so 2d8+4 = 4.5 + 4.5 + 4 = 13.
Jerrick_QueKiri

10-02-06, 02:53 AM
Pretty much straight outta the book. Class allies don't get full HP on the first HD like characters do, so 2d8+4 = 4.5 + 4.5 + 4 = 13.
Ok, thanks.
Vathelokai

10-02-06, 03:41 AM
the Psi power Offensive Precience gives a +2 to all damage rolls. Does this include the turning damage roll?
Jerrick_QueKiri

10-02-06, 03:47 AM
Would you guys please check over my druid (http://boards1.wizards.com/showpost.php?p=10227525&postcount=944) to make sure everything is correct? Thanks.
Anaconda

10-02-06, 04:01 AM
I am looking for a QL for captain barbo for a small air elemental.
Vathelokai

10-02-06, 04:11 AM
Would you guys please check over my druid (http://boards1.wizards.com/showpost.php?p=10227525&postcount=944) to make sure everything is correct? Thanks.
Your str and int mods should be +4, instead of +2.
You have one too many barbarian skill points listed, and are one short on the druid points listed. The total is right, but you will have to shift around a point somewhere to make the progression work. You could, instead, say that you took your barbarian lv between your two druid levels and the ranks per class per skill numbers would work out fine.

Those were the only errors I found. I think that a regular bow is generally superior to the xbow/rapid reload combo. But that's kind of a flavor thing; unless your building to something that I'm not seeing.

I'd rethink the memorized spells; you have them on scroll, so picking something else for memory is advised.

The dragonhide chain shirt has been debated before. I don't know if there was a ruling, but it's a good idea to go check into it.
Jerrick_QueKiri

10-02-06, 04:25 AM
Your str and int mods should be +4, instead of +2.
You have one too many barbarian skill points listed, and are one short on the druid points listed. The total is right, but you will have to shift around a point somewhere to make the progression work. You could, instead, say that you took your barbarian lv between your two druid levels and the ranks per class per skill numbers would work out fine.

Those were the only errors I found. I think that a regular bow is generally superior to the xbow/rapid reload combo. But that's kind of a flavor thing; unless your building to something that I'm not seeing.

I'd rethink the memorized spells; you have them on scroll, so picking something else for memory is advised.

The dragonhide chain shirt has been debated before. I don't know if there was a ruling, but it's a good idea to go check into it.
How should my Str and Int mods be +4 if they're only 14's?

For skill points it goes:
Druid 1 = (4+2) x 4 + 4 = 28
Druid 2 = (4+2) + 1 = 7 (totaling 35 from Druid)
Barbarian 1 = (4+2) +1 = 7 (totaling 7 for Barbarian)

And it wouldn't really matter when I took Barbarian after Druid 1, as all the skills I put points into come from being a Druid anyways.

As for memorized spells, there really aren't anymore useful lvl 1 Druid spells.

And yes, the crossbow is more of a flavor thing.
Vathelokai

10-02-06, 05:21 AM
Sorry, misread the sheet; your dex mod is +4, but the score is 14.

Missed the human skill points - a bit late in the day for the basic arithmatic.

Spells: faerie fire, produce flame
Vathelokai

10-02-06, 05:29 AM
Got bored and made another merc.
Glittershell
I figured that since turning was such a nitch thing here, no one would ever make a turning build. So I made an undead hunter for hire. Not quite finished. Any input appreciated. She's more flavor than min/max. I'd play it in a home game.
Jerrick_QueKiri

10-02-06, 05:41 AM
Sorry, misread the sheet; your dex mod is +4, but the score is 14.

Missed the human skill points - a bit late in the day for the basic arithmatic.

Spells: faerie fire, produce flame
Ok, thanks.
Zelck

10-02-06, 08:20 AM
the Psi power Offensive Precience gives a +2 to all damage rolls. Does this include the turning damage roll?
Uh... That's a really odd interpretation of Offensive Prescience. I'm not an elder, but I'd say no.
hogarth

10-02-06, 12:29 PM
1) Do spellcasting mercenaries have to obey the 1/3 Rule with respect to the number of spells they can cast?

2) Is there an upper limit on the number of Handle Animal and purchased animal allies a gladiator has listed on his sheet?
TelinArtho

10-02-06, 12:31 PM
1. Yes - this is addressed in the rules - if it isn't - mention that to Cat to update it.

2. Technically - no. However, since you have to prebuff, have a limited number of gold pieces with which to buy things and a limited space to list them - you have a theoretical limit. Regardless, you are limited on the amount you can bring into a fight. I would suggest for like-creatures to list them in the same block so that it reduces on repeated information.
Abyssal Stalker

10-02-06, 12:53 PM
I'm on the mood to present some stupid questions, so here goes. I know that this has been asked previously, but I haven't heard a satisfying answer.

How does the Nimbus work in conduct with the remains of the recipient. Is there somewhere around the town a NimbusTM -portal, that pops out the fixed people who have recently died? Or do we need someone to gather the earthly remains in to cart and drive them all the way to the nearest church where they are resurrected? Or something else?

I remember someone answering that all that the Nimbus really does is to let you cast true resurrection free. This raises some really interesting questions: Who takes care of these resurrections, is it some organization? Who adresses the need to these resurrections? Say, a lonely fellow dies on a back alley and the corpse is "taken care of", no one knowing what happened to the guy. Does he pop up somewhere? How about someone who has been turned into an undead? Is there going to be a rotten duplicate of the person wandering some dungeon below Gladius or does the undead corpse prevent the resurrection? After all, it says in the spell description that "You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed".

This is quite important in an RP perspective. I have a situation in my hands where a character could meet his former, now undead, duplicate. I'd really like this clarified and posted somewhere official with cat-sized letters (not meaning our precious GM :)).
Abyssal Stalker

10-02-06, 01:00 PM
OK, my next stupid question goes here:

Hold person allows a saving throw on the character's turn. Let's take characters Arska and Pena. Arska is a cleric and Pena is a barbarian. Arska casts hold on Pena and Pena fails the saving throw. Arska moves to base Pena. Pena gets a saving throw and this time succeeds. It takes a full round to break free from the spell. Arska starts to perform a CDG at his turn, but this takes also a full round. Pena breaks free before Arska can finish the CDG, so what is the outcome of the CDG? Failure? Something else? This is how the rules seem to be written, but I can't find an answer to my question. This is quite important, especially when there are only two fighters involved and the other one uses Hold Person.
TelinArtho

10-02-06, 01:08 PM
I'll not address the 1st, but the second is quite easy.

First, we need to identify that a full round action takes place entirely during your initiative. Some spells (most notable Enlarge Person and SMx and SNAx) take 1 round to cast. These start to be cast on your initiative and finish just before your next action.

So - Arska moves to base in one round. In the next initiative order, Pena uses a full round action to break the hold person. He succeeds. Arska now cannot CDG because Pena is no longer helpless.

So - a full round action is started and finished in your action.

However, there is the possibility of something like this happening:

Arska moves up to Pena and on his standard action "starts a full-round action" to CDG. Pena then breaks free and then Arska tries to "finish" the full round action with his next standard action. Unfortunately, since Pena is no longer helpless, a CDG is no longer possible.

In other words - the result is the same.
Abyssal Stalker

10-02-06, 01:18 PM
I'm not quite sure about that Arska can't CDG. Does Arska know that Pena is breaking free? His action begins before Pena has finsihed his, so effectively Pena is still helpless before his next action. Just like you lose your dex bonus to AC when running until your next action or the -2 to AC when charging. All full-round action related conditions seem to last until your next turn. That would mean it is possible to Arska to start the CDG but not finish it also in the first example. Now the important question is if he knows that Pena has succeeded. I guess the answer is yes in this case, because he is the caster of the spell. But what if there is a third character involved?
TelinArtho

10-02-06, 01:32 PM
His action begins before Pena has finsihed his, so effectively Pena is still helpless before his next action.
Well, like I said - full-round actions take place during your initiative in its entirety. The only exception is if you start one with a standard action and finish it with a standard action on your following action.

Just like you lose your dex bonus to AC when running until your next action or the -2 to AC when charging. All full-round action related conditions seem to last until your next turn.

Not usually a good idea to state a generality as fact without full consideration. Running is a full-round action that denies you your dex bonus until your next action (unless you have the run feat) - this is specified in the rules. Charging is a full-round action that gives a -2 penalty to your AC until your next action and a +2 bonus to your attack for the charge. Note however, that the +2 bonus to your attack - does not carry over until your next action (so AoO wouldn't benefit from the charge).

Like I said - there is a difference between 1 round actions (some spells as mentioned in my original post) and full round actions. You seem to be hung up that CDG and breaking a hold person spells take 1 round, but they actually take a full round action.

Regardless, a CDG can only be performed on someone when they are helpless. If that condition no longer applies - then the action cannot be performed or finished.
hogarth

10-02-06, 01:33 PM
1. Yes - this is addressed in the rules - if it isn't - mention that to Cat to update it.
I couldn't find any place that specifically mentioned it, but spellcasting mercenaries certainly seem to fall under the general heading of "all spellcasters". The only confusion I had is that mercenaries don't have a 3-Fight Cycle (as far as I know).

2. Technically - no. However, since you have to prebuff, have a limited number of gold pieces with which to buy things and a limited space to list them - you have a theoretical limit. Regardless, you are limited on the amount you can bring into a fight. I would suggest for like-creatures to list them in the same block so that it reduces on repeated information.
My specific thought process was that it's nice to go up a level with a miniquest outside of the 3FC (since you can equip yourself with your new level's worth of expendables for your next 3FC fight). It seemed to me that it's slightly more advantageous to miniquest for Handle Animals allies rather than miniquesting "for fun" or to join a guild (since you get access to some more allies at the end of the HA miniquest vs. no special advantage for other miniquests). I just wasn't sure if there was some maximum number of animal allies a single gladiator can own delineated in the rules somewhere.
Abyssal Stalker

10-02-06, 01:43 PM
OK, that would clarify things. I have thought that a full-round action takes 1 round to complete but now I know better. Thanks!

EDIT: This confuses me a bit more.
A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.

A spell that takes 1 minute to cast comes into effect just before your turn 1 minute later (and for each of those 10 rounds, you are casting a spell as a full-round action, just as noted above for 1-round casting times). These actions must be consecutive and uninterrupted, or the spell automatically fails.

When you begin a spell that takes 1 round or longer to cast, you must continue the concentration from the current round to just before your turn in the next round (at least). If you lose concentration before the casting is complete, you lose the spell.
TelinArtho

10-02-06, 01:49 PM
That's still great for the explanation I gave you. A spell that has a casting time of 1 round is a full-round action with the specific condition that it takes effect at the moment before your next action. So you start to cast enlarge - which takes that full round (so no move and casting - barring the start a full round action standard action). Someone fires at you while you are casting - you are still medium size. Then, just before your next action - you grow to double size. If someone tries to interrupt you during the casting - you are still treated as medium size and you still have your current dex score.
McJarvis

10-02-06, 01:58 PM
Crazy little question what qualifies as an "area" spell for the 2nd lvl imbue arrow ability of the arcane archer? Like would darkness? or sleep? or what? what is an "area" spell exactly?


I was just thinking about this question again...the Arcane Archer's ability to imbue an arrow specifically says it takes a standard action to cast the area spell & fire the arrow. Does this reduce the casting time of sleep & deep slumber? It seems to, at the very least. Advantage of Imbue Arrow that I hadn't thought of before...
MindWandererB

10-02-06, 02:03 PM
Yeah... 1-round casting time spells are almost the only full-round actions you can take that actually occur during other people's turns. Everything else begins and ends on your turn.

@hogarth and Telin: Yes. You can't have any more allies on your sheet than it's theoretically possible to bring into one fight (including Forgery). So their total CR must be no higher than your ECL-2. Class allies don't count, of course.

@Vath: I agree, the turning "damage" roll isn't actually damage.

@AS: I don't think we have official rules on the subject. In the case of liches and vampires, it would probably not work for their living and undead versions to co-exist. So I would probably say that this is impossible for all undead--the living version can't be resurrected until the undead one dies. If they both get resurrected, it's first come, first served.
hogarth

10-02-06, 02:06 PM
I was just thinking about this question again...the Arcane Archer's ability to imbue an arrow specifically says it takes a standard action to cast the area spell & fire the arrow. Does this reduce the casting time of sleep & deep slumber? It seems to, at the very least. Advantage of Imbue Arrow that I hadn't thought of before...
If you think that's speeding things up, you might want to take a look at Shadow Conjuration.
Phantom Steed --> casting time goes from 10 minutes to 1 std action
Sepia Snake Sigil --> casting time goes from 10 minutes to 1 std action; also, material component goes from 500 gp value to nothing! Duration: permanent (until discharged); make as many as you want!
hogarth

10-02-06, 02:08 PM
@hogarth and Telin: Yes. You can't have any more allies on your sheet than it's theoretically possible to bring into one fight (including Forgery). So their total CR must be no higher than your ECL-2. Class allies don't count, of course.
I would consider that quite sensible. Could show me where this ruling is?

EDIT: I can only find this quote:
You may have any number of cohorts or allies. However, there is a limit to how many you can have helping you in any given battle.
There's also a separate limit for Diplomacy allies saying you must have a high enough Diplomacy modifier to cover all of them. I can't find a similar limit for Handle Animal allies, though.

EDIT2: Also note this comment:
If you have the sufficient Handle Animal bonus but are not high enough in ECL, then you can still quest for the ally and train it, but it may not be of any assistance until you meet all requirements.
MindWandererB

10-02-06, 02:29 PM
@hogarth1: Except none of those are area effects....

@hogarth2: Yeah, the HA rules failed to get updated when the Diplomacy ones were. I don't think you're allowed to "double up" like that; however, since that would seem to call for a correction, Cat would have to address it. I doubt the discrepancy was intentional.
hogarth

10-02-06, 02:32 PM
@hogarth1: Except none of those are area effects....
I just meant that Shadow Conjuration has a casting time of 1 std action, same as the Arcane Archer ability, so you can speed up spells with it, too. Sorry for the confusion!
Abyssal Stalker

10-02-06, 03:00 PM
@AS: I don't think we have official rules on the subject. In the case of liches and vampires, it would probably not work for their living and undead versions to co-exist. So I would probably say that this is impossible for all undead--the living version can't be resurrected until the undead one dies. If they both get resurrected, it's first come, first served.
This could create some serious problems. If someone gets killed by an undead creature that creates spawn, it would mean that the spawn needs to be destroyed. I understand that this doesn't seem a big deal, but it's something that at least I wish to be solved. We can't just restrict people from getting their characaters resurrected, and that's basically what we would need to do in the case I've presented. And there are also the other problems I presented with the current explanation, like who addresses the need to resurrect certain individuals...
McJarvis

10-02-06, 03:06 PM
I just meant that Shadow Conjuration has a casting time of 1 std action, same as the Arcane Archer ability, so you can speed up spells with it, too. Sorry for the confusion!

I got what ya meant, at least. That makes me want to create one of those killer gnome illusionists in RL. :-)
TelinArtho

10-02-06, 03:13 PM
@hogarth1: Except none of those are area effects....

@hogarth2: Yeah, the HA rules failed to get updated when the Diplomacy ones were. I don't think you're allowed to "double up" like that; however, since that would seem to call for a correction, Cat would have to address it. I doubt the discrepancy was intentional.

Actually in talking with Cat about this - this is intentional. The diplomacy ones were the ones that were being restricted while handled animals were not - he did say he was keeping an eye on it however and reserves the option to change this in the future.
McJarvis

10-02-06, 03:54 PM
With all the talk of allies being too powerful, why does forgery not have a requirement of at least 5 ranks in the skill? Any 20 int Grey-elf wizard can use forgery at first level to get a "Free" cr 1 ally into the arena.
hogarth

10-02-06, 04:01 PM
With all the talk of allies being too powerful, why does forgery not have a requirement of at least 5 ranks in the skill? Any 20 int Grey-elf wizard can use forgery at first level to get a "Free" cr 1 ally into the arena.
I've wondered that myself. I don't think I've ever seen a gladiator use Forgery who has it as a class skill!
lonewolf

10-02-06, 06:30 PM
Kitty just leveld to ECL8 and while he was very successfull, I really have no idea where to go with the character. After the 2 additional racial hitdice(maximum) and the level of babarian(for rage which increases Poison DC) I just have no idea how to improve him.

At the moment he has a very good, rounded defense:
good hp, good AC, good chances to hide, acceptable saves, High SR.

The problem area is the offense. Until now, the combination of Bag of tricks and the sleep poison worked good enough, but the bag becomes less useful each level. The Poison DC is still good, and will continue to increase over time thus staying a good offensive option, but Duergars and starting next level Druids require an additional new offensive option.

I thought about buying a second bag of tricks, but that only delays the inevitable uselessness of those items, which also dont help me at all against flyers.

Any ideas are welcome.
SauroGrenom

10-02-06, 07:12 PM
Your hide skill is off the chart. I'd maximize that with a few items and expendibles then think about going for a sniping build with your high dex. Your tiny size hurts for the damage output, but if you focus on bonuses that are not tied to the base damage dice, you can get very far. Levels in Rogue could help. Also things like psionic classes and deep crystal could give you a damage boost. Also a magical bow with flaming or some such could be usefull. Effects like the oathbow are a bit expensive, but they could dramaticially increase your damage output along with psionic shot. Bracers of archery, gloves of dex, and boots of speed are dream items for any archer. Yea, I suggest the psionic archer road. Get a few items to put your hide skill through the roof in those battles where the enemy has a good spot check. That's stuff like tattoo of Chamelion, Elixer of Hiding and you can get a cloak of elven kind.
Zelck

10-02-06, 08:07 PM
Your hide skill is off the chart. I'd maximize that with a few items and expendibles then think about going for a sniping build with your high dex.
Problem: He's a dragon, he can't use bows.

Solution: Use a crossbow.
Advantages: Bolts are cheap, and you have great range.
Problem: I'm not sure dragons can use those either...

Solution: Use a Wand of Acid Splash or Dorje of Crystal Shard
Advantages: You'll be making ranged touch attacks, ignoring their armor. Since they're probably flat-footed, you ignore their dex too...
Problem: Short range

Solution: Use a Dorje of Energy Push
Advantages: Medium range, can push people back
Problem: Allows a save, high cost

You'll need to take a level of Psion, probably. I'd take a level of PsiWar first so you can get Point Blank Shot, then grab Psionic Shot (Psion1) and Greater Psionic Shot (PsiWar2). For discipline, you can do Shaper for the UPD. See if you can scrounge up a point of Int somehow.

And then Kitty can defect and join PSI.

;) :P :D
Erithmu

10-02-06, 08:29 PM
My initial reaction is to go wiz or psion as well. However you don't have the int to support it. I would say go sorc and pick spells that are touch with no save DC. You can get a cloak of charisma to up your levels of casting, that also opens up the slew of wands. I have heard that if your flying and have a MM9 wand it causes some considerable damage.

*shrugs*
Sjiggie

10-02-06, 08:37 PM
I need a Questlord for Maglu (http://boards1.wizards.com/showpost.php?p=9989241&postcount=911) for a miniquest to join EHTC anyone up for it?

Thanks Sjiggie
MindWandererB

10-02-06, 09:17 PM
Kitty just leveld to ECL8 ....One large problem, at least when the higher leagues open, is multiclass XP penalties. You can't take more than a couple of levels of any other class without going back to Barbarian or taking a PrC.

1 level of fighter and one of something that gets you the right class skills (rogue, bard) could set you up for Duelist, although that doesn't do much for you until higher levels. Psiwar->Slayer could work (psiwar works great for folks that lack useful hands).

Remember that sniping is a special full-round action, so you can't do it with spells. So that's pretty much out unless you can pull off the fancy melee snipe described in the PHB (theoretically possible with Shadowdancer... might be very effective for you, though a long-term strategy).
Jerrick_QueKiri

10-02-06, 09:28 PM
I need a Questlord for Maglu (http://boards1.wizards.com/showpost.php?p=9989241&postcount=911) for a miniquest to join EHTC anyone up for it?

Thanks Sjiggie
I can do it if you'd like. This week, right?
Zevox

10-02-06, 11:06 PM
Any ideas are welcome.
Well, obviously physical attacks aren't going to do him any good, between his small size and the ruling against Dragons using weapons. That means you'll need some magic or psionics. With your stats though those aren't easily done... with a Sorcerer level you could pick up a wand of acid arrow and a wand of magic missiles and have some nice ranged damage output. The problem is that someone with resist acid and a brooch of shielding or the ability to cast Shield would ruin that.

With a Wilder level theres augmented and enlarged Dorje of energy ray or crystal shard (enlarge is free :) ) for xd6 damage per shot. And of course the ability to use a wild surged vigor for even more hp :D . Problem is that even with enlarging it the range isn't anything to brag about.

You could do as Sauro says and try maxing that big hide skill's advantage, but without the ability to use ranged weapons or magic that would mean needing Hide in Plain Sight, which with your LA isn't obtainable for some time (heck, normally the earliest its available is ECL 8 anyway). You could try a spellcasting/manifesting level for wands/dorjes and snipe with those until then, but that carries the same problems as just using the wands/dorjes straight up (with perhaps the advantage that the dorjes' shorter range isn't so bad if you can sneak in close unseen), plus the problem of the map dictating whether it can even be done.

Remember that sniping is a special full-round action, so you can't do it with spells.
Um, no, sniping is a standard action to shoot and a move action to hide with a -20 penalty immediately thereafter. Unless they errata'd that and I never noticed, or the hide skill description is for some other reason wrong, that is.

Zevox
McJarvis

10-02-06, 11:16 PM
Um, no, sniping is a standard action to shoot and a move action to hide with a -20 penalty immediately thereafter. Unless they errata'd that and I never noticed, or the hide skill description is for some other reason wrong, that is.


Yes and no I suppose. It requires a full-round action(or rather, a standard+move) to do, but it is not a "full-round action" :-) I wonder what the limitations on that are, though. Certainly Produce Flame wouldn't go over well(what kind of - to hide is having flames in your hands?)


edit-

Of course, the main reason it's important to think of sniping as a full round action is that it is different than merely attacking and then re-hiding(which would require that you break LOS, which sniping does not)
NiQil

10-02-06, 11:16 PM
MWB is both correct and incorrect. It is not a specifically stated full round action like charging or something similar. However:

Action: Usually none. Normally, you make a Hide check as part of movement, so it doesn’t take a separate action. However, hiding immediately after a ranged attack (see Sniping, above) is a move action.

What this means is that the act of firing is a standard action, with the action of rehiding being a move action. So, it is, in effect, a full round action, though it is not called a full round action...it is broken up into its individual parts.

So as long as the ranged attack you are making is only a standard action, you can snipe, regardless of whether your ranged attack is with a bow, a crossbow, a ranged touch attack, a wand or a dorje.
McJarvis

10-02-06, 11:19 PM
Nice to know that NiQil has spyware on my computer...he so intercepted my message and made it sound better...
Jerrick_QueKiri

10-02-06, 11:23 PM
If a player MQ's for some HA Allies, does he get those plus full monetary rewards?
Zevox

10-02-06, 11:33 PM
If a player MQ's for some HA Allies, does he get those plus full monetary rewards?
Yep. Its only Diplomacy ones that reduce your rewards - a side of effect of them being more powerful than handle animal allies.

Re: Sniping - *shrugs* The important thing I meant to say is that, since its not actually considered a full-round action, it can be done with magic as well as physical attacks, contrary to what MWB said.

Zevox
MindWandererB

10-03-06, 01:45 AM
MWB is both correct and incorrect. It is not a specifically stated full round action like charging or something similar. However:



What this means is that the act of firing is a standard action, with the action of rehiding being a move action. So, it is, in effect, a full round action, though it is not called a full round action...it is broken up into its individual parts.

So as long as the ranged attack you are making is only a standard action, you can snipe, regardless of whether your ranged attack is with a bow, a crossbow, a ranged touch attack, a wand or a dorje.
Hm. Could have sworn I saw this somewhere, but I can't find it now. My bad. Yeah, some sorc-age (Magic Missiles among other things) would be pretty good. Or Wilder; matter of preference.
lonewolf

10-03-06, 05:52 AM
Thanks for the ideas guys. I think I will go the Sorcerer + Wand of MM(CL9) route. That also lets me change most of my expendables from potions to scrolls.
Vathelokai

10-03-06, 06:43 AM
Thanks for the ideas guys. I think I will go the Sorcerer + Wand of MM(CL9) route. That also lets me change most of my expendables from potions to scrolls.
Possible problem
A pseudodragon can communicate telepathically and can also vocalize animal noises.Can we rule that that is sufficient to perform the verbal components of spells? I'd allow it, but I'm not sure if it's allowed by the Rules As Written.
Traevanon

10-03-06, 08:21 AM
One large problem, at least when the higher leagues open, is multiclass XP penalties. You can't take more than a couple of levels of any other class without going back to Barbarian or taking a PrC.

I thought all the multi-class penalty really did was slow your progression by 20%. Since its an XP and GP penalty, its pretty much like having an ally right?

If that's the case, to me, that's no big problem then. Unless you are thinking in terms of a real TT party, in which case you have to convince your friends to take a multi-classing penalty also so that you all progress more slowly. ;)
hogarth

10-03-06, 08:30 AM
I thought all the multi-class penalty really did was slow your progression by 20%. Since its an XP and GP penalty, its pretty much like having an ally right?

If that's the case, to me, that's no big problem then.
In fact, it can almost be an advantage since you can play that character for longer before getting frozen. The only issue is that many builds use a certain amount of expendables per fight: more fights to get to level 10 means more expendables used along the way.
SauroGrenom

10-03-06, 08:38 AM
In fact, it can almost be an advantage since you can play that character for longer before getting frozen. The only issue is that many builds use a certain amount of expendables per fight: more fights to get to level 10 means more expendables used along the way.
More fights also means more chances to use free actions that could earn extra gp. That helps limit the expendables effect on total wealth.
Highfire

10-03-06, 09:10 AM
Hey guys, I'm new to the CoCo, I am running a game and playing in a few in another section. But I thought I'd take a crack at this. Unfortunately the way I've always played, (And my DM always played.) Is strong role play versus some of the rules, as a result we never worried much about weight and such.

My character Kyst Depthice (http://boards1.wizards.com/showpost.php?p=10248113&postcount=947) Is a Githzerai Monk. Now I know how I made him is incredibly risky and most likely suicidal, but that's not the bit I care about, I'm keeping him that way.

I have two questions(The Rules of Gladius Thread is very long and I think I forgot some things when I read through it.), One I don't think I did my weight adding right. As it is I have a load of 7.7 lbs. Could someone check my addition for me? Also, My two Items Brooch of Sheilding, and Cloak of Resistance +1, are they allowed for me? I think I might have read something about Max CL versus your ECL...

Any help will be great thanks :)


~Justin
lonewolf

10-03-06, 09:39 AM
Does DR help against the attacks of a bat swarm?

@Highfire:
Welcome to CoCo!

IMHO a githzerai monk is not suicidal in CoCo, I have thought about building one myself just yesterday.

I have only time for a quick glance, but these are the things I noticed:
- You have a typo at you flatfooted AC. Also note that you retain the Wis bonus to AC while flatfooted.
- There are a couple of skills that you have to list on your sheet, even if you have no skillpoints in them: Balance, Climb, Jump, Swim, Move Silently, Listen, Hide Spot.
- I would suggest not investing that much points into Con. If you lower that Attribute to 16 you can increase your Dex to 20 and Strenght to 14, giving you better AC and much better offensive capabilities.

greets
hogarth

10-03-06, 09:46 AM
Does DR help against the attacks of a bat swarm?
Of course! (Depending on the type of DR.)
Highfire

10-03-06, 09:47 AM
DR helps against the damage of anything that does not come after the / . Except for Magic nothing but the type after the slash will hurt you as bad.

~Justin
Erithmu

10-03-06, 09:47 AM
Does DR help against the attacks of a bat swarm?

Yes, If the swarm doesn't do damage it will stop the bleeding as well.
lonewolf

10-03-06, 09:51 AM
ok

I just wasnt sure if DR applies generally because it usually applies to weapon damage, and wasnt sure if it counts as that.

@Highfire: note that I edited some remarks about your character in my post above.
Highfire

10-03-06, 10:42 AM
Thanks lonewolf. Yes in fact that was my first idea at stat placement however. I find this more interesting. I also had a version with 20 in both Dex and Wis.

I'll have to reread up on the Wis to AC, I could have sworn the book said if you lose dex you lose wis too. I don't doubt your claims though, so I'll just double check. I will also fix my typo shortly.

~Justin


Edit: Looked over the AC bonuses and you were right. Hmm, not sure but maybe I read it like that in the 3.0 version which I was taught on. Heh, Iced was right, you play here you'll be an expert at 3.5 in no time :D.

Edit2: Made the changes thanks ^.^ I could be reading a book sitting down and still people would find it hard to hit him :D.
hogarth

10-03-06, 01:38 PM
I think I've seen this answered somewhere, but I can't find the ruling.

Does Protection from Evil defend against block a Hold Person spell?

(I think the answer is "no". Hold Person is a compulsion, but I don't think it "grant[s] the caster ongoing control over the subject".)
TelinArtho

10-03-06, 01:51 PM
"Defend" is a difficult word to answer... Protection from Evil will aid in your will saves versus Hold Person cast by Evil casters, but will not make you immune to them.
McJarvis

10-03-06, 01:53 PM
Are there any arcane tricksters in-house?
lonewolf

10-03-06, 01:57 PM
nope
McJarvis

10-03-06, 01:59 PM
nope

Good. I think I'm gonna mess with a rogue 1/wizard 5/assassin 1/atX build.
Zevox

10-03-06, 02:20 PM
Are there any arcane tricksters in-house?
MindWandererB's Silis Lueria is going to be one. Hes on campaign right now (The Liberation of Achos).

Zevox
Highfire

10-03-06, 02:31 PM
I know it says in the Rules that you can send a picture of yourself and your birthday for credits on the picture and credits on your brithday.

But...errr who do I send these to?


~Justin
Macbrea

10-03-06, 02:32 PM
I believe those go to the account Scribelords
McJarvis

10-03-06, 02:34 PM
MindWandererB's Silis Lueria is going to be one. Hes on campaign right now (The Liberation of Achos).

Zevox

Hum...is that char listed under ECL 3 chars for a reason?

edit-

Kind of funny that we picked almost the exact same starting race/stats/class levels/feats. Though I guess Grey Elves are kind of a shoe-in for the arcane trickster...and everything else is really needed too...
Hirumajoe

10-03-06, 03:01 PM
Couple questions about the new Skill packages available:

Scout
Survival or Search (vs Track DC)
Use Rope (vs Escape artist)
Knowledge Geography
.
Task: You have to pass the Track DC (Indoor: Dc15; Outdoor: Dc10; plus modifiers on PHB p101). Your Use Rope value must be higher than your opponent's escape artist.
.
Effect: You gain one free prebuff round just before the fight for every 5 points in Knowledge Geography.
.
Note: Without the track feat, you can only find tracks up to DC 10.

Is there a minimum requirement of 5 or 1 ranks in these skills to use this package? Secondly, where it says for every 5 points in Geography is that ranks of skill or just the final value, including int and magic? Thirdly, do you roll or take ten on the track check? Lastly do you gain Favored Enemy bonuses on these comparisons (or say the Bluff/Sense Motive/Spot/Listen of the Ambush package)?

Thanks.
Scribelords

10-03-06, 04:31 PM
I know it says in the Rules that you can send a picture of yourself and your birthday for credits on the picture and credits on your brithday.

But...errr who do I send these to?


~JustinSend them to this account, and I'll get you set up. Welcome to CoCo.
hogarth

10-03-06, 04:43 PM
Is it safe to assume that any NPC spellcaster imaginable is available in Gladius? I was looking at possible pre-buffs for Reginald Molehusband and I noticed that an 18-hour Delay Poison would cost 180 gp, provided he could find a 36th-level ranger to cast it on him!
Erithmu

10-03-06, 04:47 PM
Is it safe to assume that any NPC spellcaster imaginable is available in Gladius? I was looking at possible pre-buffs for Reginald Molehusband and I noticed that an 18-hour Delay Poison would cost 180 gp, provided he could find a 36th-level ranger to cast it on him!

I think the general rule is that you use the most common form, which would be an 18th lvl cleric. This is similar to scroll purchases.
Erithmu

10-03-06, 04:54 PM
Hum...is that char listed under ECL 3 chars for a reason?

edit-

Kind of funny that we picked almost the exact same starting race/stats/class levels/feats. Though I guess Grey Elves are kind of a shoe-in for the arcane trickster...and everything else is really needed too...

Cat doesn't keep track of moving characters up in level. It is the responsibility of the player to inform Cat when the character levels up. Most of the time, the first fight that a character does will adjust to the new level.
TelinArtho

10-03-06, 04:57 PM
The real question is why not get a CL9 Extended Delay Poison (9*3*10 = 270gp vs 18*2*10 = 360gp) for the cleric then. Not sure about getting the CL18 Delay from a 36th level Ranger though... since you'd be using credits (and gather information) - I suppose its legal though.

Limited usage though (unless you are using the poison yourself and don't want to risk getting poisoned).
Zevox

10-03-06, 05:36 PM
Hum...is that char listed under ECL 3 chars for a reason?
Cat tends not to pay close enough attention to campaigns to know when the players have leveled up. Understandably, given that campaigns tend to be a lot of posts to sift through for things like that.

Zevox
MindWandererB

10-03-06, 07:34 PM
Cat doesn't keep track of moving characters up in level. It is the responsibility of the player to inform Cat when the character levels up. Most of the time, the first fight that a character does will adjust to the new level.
Actually, Cat does do this most of the time, by checking through completed fights and quests to see if you got enout XP to level up. Obviously that doesn't work for campaigns. He'll probably go through the campaign log when it's all done and update the roster then.

Feel free to try a Trickster of your own, though! There are plenty of ways to make it work, at least in theory. In practice... we'll see. Although I'm very much looking forward to some sneak attack spellage.
Caterane

10-03-06, 07:58 PM
I always level characters myself (compare rewards to pasted sheets) but I don't track campaigns. If someone on a campaign levels up it would be nice to inform me.

That excludes my own campaigns, of course :)
McJarvis

10-04-06, 12:13 AM
Sigh. Not Co-Co related, but it is all at the same time.

I went out and met with a new gaming group tonight. I brough along a Rogue 1/Wizard 5 build and when I got there found out I could only start out as a 5th level character. Everyone was paying lip service to a guy who was there that had a 8th level red-wizard evoker type build, and all the guy did all night was cast fireball. He never cast one defensive spell the entire night, and he never once tried to stay out of combat. The DM came at him every once and a while with some spell attacks.(1 fort save and 1 will save out of two encounters)...but in the end the guy pretty much had 100% assurance that he would be ok.

We faced multiple creatures that were immune to critical hits/flanking, but none that were immune to fire or electricity.

I'm tired of bad games that don't have to be bad. There are not enough good DM's out there...sigh. The entire night I was just wishing the game was more like CoCo- which is sad....

To recap: *sigh*
Erithmu

10-04-06, 12:25 AM
Sigh. Not Co-Co related, but it is all at the same time.

I went out and met with a new gaming group tonight. I brough along a Rogue 1/Wizard 5 build and when I got there found out I could only start out as a 5th level character. Everyone was paying lip service to a guy who was there that had a 8th level red-wizard evoker type build, and all the guy did all night was cast fireball. He never cast one defensive spell the entire night, and he never once tried to stay out of combat. The DM came at him every once and a while with some spell attacks.(1 fort save and 1 will save out of two encounters)...but in the end the guy pretty much had 100% assurance that he would be ok.

We faced multiple creatures that were immune to critical hits/flanking, but none that were immune to fire or electricity.

I'm tired of bad games that don't have to be bad. There are not enough good DM's out there...sigh. The entire night I was just wishing the game was more like CoCo- which is sad....

To recap: *sigh*

Evil aligned campaign or good aligned. The fun part about evil is that you can probably Scorching ray sneak attack him and kill him in his sleep. Granted then you get to run away, and probably won't be invited to the table again. From a more RP perspective just RP that you want to learn from him (maybe take a tattoo focus) then when you can keep up with him stab him in the back. That is how it always happens.

"Your overconfidence is your weakness."

On the other hand talk to the DM, ask him about that stuff. Heck even SR stuff would be interesting. Even a Golem would be a good change of pace. It can go both ways, If you visit the 'Save my game' stuff on the DnD main page they adress this stuff all the time. It might be harder since you are new to the table, then again just get in a good scorching ray sneak attack that does more damage than the fireball and the tide could turn.
Highfire

10-04-06, 12:25 AM
Ugh I feel your pain McJarvis. One of the worst DMs I had 'balanced' his campaign with way too many super high levcel NPCs you can never hope to beat. Instead of coming up with a creative story way why you couldn't do something...


*Clears throat.* Ahem, I could sell my campaign to you, in the Reall Adventers Setup Thread. The Crossroads. I actually require the CoCo Character Sheet. It's my first online run game, so 'good DM' may not be best suited to me, yet anyway :D But the chances have to be better than how your night went.

Unfortunately for this idea is the deadline is up fast. On the 6th I choose characters.

Maybe they'll let me Campaignlord here...I have a few more einteresting ideas. I just need to read the rules on it.

~Justin
McJarvis

10-04-06, 12:47 AM
then again just get in a good scorching ray sneak attack that does more damage than the fireball and the tide could turn.

This is ultimately my plan, but the problem is the level gap. If I was level 8 I would surely be doing more damage than he, but with three levels behind and cross-classing as a rogue, I'm just plain SOL.

I think I'll stick with the group as a supporting character for now...the impromtu rules the group uses go in my favor every once and a while...I used a silent image at the end of the night to try and soak a hit for a dying melee character and the DM let the image flank for the party rogue. :-O
Scribelords

10-04-06, 05:36 AM
Announcement
This month's writing contest will be held on the traditional date of the 20th. It will be remarbably similar to previous writing contests. As always, the rules are open an flexible. Any length and style is approved. Help us flesh out our world and characters, and win credits for it.
Vathelokai

10-04-06, 05:45 AM
Hey, is that Gonbow? Where you been buddy!
UserNamer

10-04-06, 08:52 AM
when one uses two weapon fighting, does he/she get full strength on off hand or 1/2?
Pittbull

10-04-06, 09:10 AM
when one uses two weapon fighting, does he/she get full strength on off hand or 1/2?
I'm not sure but I think, it's halfed.
Abyssal Stalker

10-04-06, 09:20 AM
1/2 is correct.
Macbrea

10-04-06, 09:22 AM
Here is the quote from the SRD under the damage section.


Off-Hand Weapon

When you deal damage with a weapon in your off hand, you add only your Strength bonus.
Erithmu

10-04-06, 10:00 AM
This is ultimately my plan, but the problem is the level gap. If I was level 8 I would surely be doing more damage than he, but with three levels behind and cross-classing as a rogue, I'm just plain SOL.

I think I'll stick with the group as a supporting character for now...the impromtu rules the group uses go in my favor every once and a while...I used a silent image at the end of the night to try and soak a hit for a dying melee character and the DM let the image flank for the party rogue. :-O

If there is one thing that the CoCo teaches you ... its how to use the system. You should sort of catch up to him. You are hitting the level where DD spells start to kilter off. Granted you won't be pulling out any save or dies but you will start to show your strenght in your flexibility.
McJarvis

10-04-06, 12:50 PM
you won't be pulling out any save or dies but you will start to show your strenght in your flexibility.

Yeah. I think what peeved me the most about him is he called me worthless when he found out I was a divinist. I tried to tell him the reasons why divination is better than evocation, but he just wouldn't listen. >=O

So time to start doing battlefield control....
Zelck

10-04-06, 01:06 PM
Yeah. I think what peeved me the most about him is he called me worthless when he found out I was a divinist. I tried to tell him the reasons why divination is better than evocation, but he just wouldn't listen. >=O

So time to start doing battlefield control....
Let's put it this way: he's a Wizard in a party setting that a) specialized in Evocation and b) uses mostly direct damage spells. That's like cutting off one hand and fighting with the other behind your back. Just use battlefield control, buffs like Enlarge Person, and save-or-die spells and show him how a Wizard is really played.
Papapeperoni

10-04-06, 01:08 PM
Could anyone please check out Grakkar? My first strong build (hopefully) :D.

Greetings,
--Papapeperoni
Abyssal Stalker

10-04-06, 01:13 PM
It's not nice to steel other people's ideas... I've been thinking about creating a 32 STR orc half-dragon for a while...
hogarth

10-04-06, 01:16 PM
It's not nice to steel other people's ideas... I've been thinking about creating a 32 STR orc half-dragon for a while...
Hmm...just today I had been thinking about a high-Str orc paragon.

Personally, I wouldn't take more LA than hit dice; you're like an eggshell armed with a hammer. My other comment is that as a pitlord I would prefer if you didn't just list "Splicer" as a ranged attack without mentioning it's a composite longbow; I had to hunt around for a few seconds to figure out what "Splicer" was.
Zelck

10-04-06, 01:18 PM
Could anyone please check out Grakkar? My first strong build (hopefully) :D.

Greetings,
--Papapeperoni
Well, his strength score is certainly high enough ;). However, his HP is awfully low. I'd take out a couple points in Cha and maybe a couple out of either Int or Wis and bump it up to a 14 base, 16 modded.

By the way, you may want to consider being a Spiked Chain fighter instead. That allows you to use your very nice strength score to trip people like no tomorrow, or take a level of Monk and grapple. Of course, tripping requires 13 int which is tough, and you really want another feat to set that up.
McJarvis

10-04-06, 01:18 PM
Hmm...just today I had been thinking about a high-Str orc paragon.

Personally, I wouldn't take more LA than hit dice; you're like an eggshell armed with a hammer.

There was a hald-dragon barbarian 1 build I remember pittlording for over a year ago. He was pretty effective, as I recall.
False_Keraptis

10-04-06, 02:35 PM
Yeah. I think what peeved me the most about him is he called me worthless when he found out I was a divinist. I tried to tell him the reasons why divination is better than evocation, but he just wouldn't listen.


Calling a diviner worthless? This guy doesn't have a clue! It's clearly the best specialist wizard, especially in table top play. My first CoCo character is an evoker, but only because I wanted to be different and unique more than I wanted to be effective.
Zelck

10-04-06, 02:48 PM
Calling a diviner worthless? This guy doesn't have a clue! It's clearly the best specialist wizard, especially in table top play. My first CoCo character is an evoker, but only because I wanted to be different and unique more than I wanted to be effective.
Well, a transmuter or a conjurer might give a diviner a run for his money, but yea, a diviner is one of the best specializations. Evoker, on the other hand, is probably the worst in a party setting. If you want to deal damage as a Wizard, you either a) buff the fighters and have them kill stuff, b) debuff the enemies so your fighters can kill them, c) use save-or-die spells, basically dealing damage equal to their HP + 10 in one spell, or d) (ab)use Telekinesis. You don't throw out a 20' radius burst that deals 10d6 damage (average 35...), reflex half. So, to make you feel better, that Wizard doesn't have a clue.

Now, in CoCo, I'll grant that Evokers are better, especially at low levels. There aren't a whole lot of reliable save-or-die spells at level 4, nor are there a lot of good non-Evocation damage spells.
Papapeperoni

10-04-06, 02:52 PM
Edit: No blackguard for Grakkar. He ain't got the Wisdom to cast spells, nor the charisma for dark blessing. I'll just continue on with barbarian. Just need to choose his last skill. On ECL 6 it's gonna get scary, because I'll take Rapid Shot :devil:


I've posted Grakkar three months ago, but I finished him just recently because of credit lack. So the idea is all mine :D

The monk and fighter are all effective builds, but due to my lack of hp, I chose to go ranged, and the barbarian's rage might prove useful against an enemy with Deflect Arrows, so I can go into melee. I might take fighter levels, but the extra hp every level also helps too, plus the speed bonus is a nifty feature to have.

HP is probably the only weakness of the build. I'm thinking about making him blackguard later on (hence the fact that I'm giving him Knowledge (religion)). When this beast hits you, he hits you hard.

We'll see how he fares in the arena :D

Greetings,
--Papapeperoni
lonewolf

10-04-06, 03:12 PM
Can I apply silversheen to a natural weapon?
hogarth

10-04-06, 03:15 PM
Can I apply silversheen to a natural weapon?
I would say no (because the wording used is "melee weapon"), but you could probably make an argument for it and I don't think it would be unbalancing to allow it. It would certainly work for a monk's unarmed strike, though.
Zevox

10-04-06, 03:19 PM
I'm thinking about making him blackguard later on (hence the fact that I'm giving him Knowledge (religion)).
With his charisma and wisdom? You'll miss out on most of that PrC's abilities - spells, Dark Blessing, Rebuke Undead, and the attack bonus to Smite Good. Might want to look into a different class - Horizon Walker, maybe, or get a better wisdom score and a level or two of Psychic Warrior and go War Mind or Slayer.

Zevox
Maraxus

10-04-06, 03:19 PM
Could anyone please check out Grakkar? My first strong build (hopefully) :D.

Greetings,
--Papapeperoni
If I got everything, then the Bow-damage should be 1d8+11, not 1d8+10, because you also made it magical+1

You should also say, what kind of breath weapon you have (and half-dragon variant you are). From the fire imunity and the alignment, one can derive, that you are red, and this would mean it's a 30ft cone. Furthermore, you should note the save DC (of 11), if nothing else.

I think, these are the only points.
NiQil

10-04-06, 03:22 PM
Silversheen: This substance can be applied to a weapon as a standard action. It will give the weapon the properties of alchemical silver for 1 hour, replacing the properties of any other special material it might have. One vial will coat a single melee weapon or 20 units of ammunition.

It can be applied to any weapon, of which natural attacks always count as light weapons. The line at the end is merely giving a reference for how much is needed for what type of weapon.

You also have to be at least ECL 5 to use this wondrous item, as per our expendable rules.
lonewolf

10-04-06, 03:24 PM
I would say no (because the wording used is "melee weapon"), but you could probably make an argument for it and I don't think it would be unbalancing to allow it. It would certainly work for a monk's unarmed strike, though.

Im thinking about Kittys Sting. There are too many Lycanthropes running around...
NiQil

10-04-06, 03:27 PM
Could anyone please check out Grakkar? My first strong build (hopefully) :D.

Greetings,
--Papapeperoni
A +0 Will save at any level is a death sentence vs any caster/manifester worth his salt. You might wanna seriously consider boosting that some, even if only by taking Iron Will as a feat instead of PBS.
hogarth

10-04-06, 03:29 PM
It can be applied to any weapon, of which natural attacks always count as light weapons. The line at the end is merely giving a reference for how much is needed for what type of weapon.
So...by your logic, how much silversheen is needed for a natural weapon (considering it's neither a melee weapon or ammunition)? None?

My point is that while it's harmless to say that "weapon includes natural weapon" in this case, you shouldn't assume so in general. Consider this quote from the SRD:
It is possible to throw a weapon that isn't designed to be thrown (that is, a melee weapon that doesn't have a numeric entry in the Range Increment column on Table: Weapons), but a character who does so takes a -4 penalty on the attack roll.
Do you really want see a golem throwing slam attacks at you? ;) (Note: I also found examples where "melee weapon" in such a sense that I would allow natural weapons to qualify, e.g. "you can use a melee weapon to perform a coup de grace".)

Honestly, I don't have a strong opinion but my gut reaction is to say it would be a custom item.
Papapeperoni

10-04-06, 03:33 PM
@Maraxus: Damage and breath fixed. The Red type is listed with the race at the top of the sheet.

@NiQil: Does it help any bit that I'm immune to sleep and paralysis?

@Zevox: You just missed my post. I'll give him Rapid Shot and continue on with barbarian. I don't really like psionics (except for the soulknife).

Greetings,
--Papapeperoni
Maraxus

10-04-06, 03:37 PM
A +0 Will save at any level is a death sentence vs any caster/manifester worth his salt. You might wanna seriously consider boosting that some, even if only by taking Iron Will as a feat instead of PBS.
I don't think that would be worth it. A +2 Will save is not enough better. You still loose almost certainly, if the opponent can focus on this weakness. But getting rapid shot at level 3 can really help, especially in the cases where this weak point is not exploited.

And yes, resistence vs. Paralysis and sleep helps a bit. Not being humanoid helps even more. At level 4, you should be quite save.

Hideous Laughter is bad for you, but you get +4 on the save.
Suggestion will be dangerous by level 5. Prot(evil) potions help here and are extreamly cheap.
Confusion and rainbow pattern are a danger from level 7 on. If you can also find some way against fascination and confusion, you are quite save for a while
MindWandererB

10-04-06, 03:52 PM
It can be applied to any weapon, of which natural attacks always count as light weapons. The line at the end is merely giving a reference for how much is needed for what type of weapon.This is simply not true. There are a large number of ways in which natural attacks don't count as weapons: Magic Weapon and many other spells and powers, Psionic Weapon, iterative attacks... I certainly wouldn't allow it.
Zelck

10-04-06, 03:58 PM
I don't think that would be worth it. A +2 Will save is not enough better. You still loose almost certainly, if the opponent can focus on this weakness. But getting rapid shot at level 3 can really help, especially in the cases where this weak point is not exploited.
Agreed. If someone can exploit your will save, they will, and a +2 feat won't do anything to stop that.

I just can't wait to Death Urge him :D :D
hogarth

10-04-06, 04:00 PM
I just can't wait to Death Urge him :D :D
If he can't afford a simple potion of Protection from Evil, then he's got bigger problems than a bad Will save...
lonewolf

10-04-06, 04:04 PM
I did a bit reading:
PHB page 112 clearly states that every weapon is either a melee weapon or a ranged weapon => all natural weapons should be counted as melee weapons.

The Spell Magic weapon specifically disallows the usage onto natural weapons, but that shouldnt imply anything else.
hogarth

10-04-06, 04:07 PM
I did a bit reading:
PHB page 112 clearly states that every weapon is either a melee weapon or a ranged weapon => all natural weapons should be counted as melee weapons.

The Spell Magic weapon specifically disallows the usage onto natural weapons, but that shouldnt imply anything else.
The problem is that the rules aren't consistent. For instance, the rules for throwing a melee weapon as I quoted above. Or, for another example, the power Weapon of Energy. It has a target of "weapon touched"; so why would anyone take the power Claw of Energy?

Anyways, this is something that would have to get an Elder's ruling, so you might as well post it there.
NiQil

10-04-06, 04:54 PM
The problem is that the rules aren't consistent. For instance, the rules for throwing a melee weapon as I quoted above. Or, for another example, the power Weapon of Energy. It has a target of "weapon touched"; so why would anyone take the power Claw of Energy?

Anyways, this is something that would have to get an Elder's ruling, so you might as well post it there.
As has been shown in the past with the Psionic Weapon/Psionic Fist issue, the psionic system does not do a good job differentiating between normal melee weapons and natural melee weapons. So using psionic powers for this discussion doesn't really carry that much weight, in my eyes.

As for the throwing rules...you are more than welcome to throw your natural melee weapon using those rules....you just have to figure out a way to detach it first LOL.
MindWandererB

10-04-06, 05:35 PM
As has been shown in the past with the Psionic Weapon/Psionic Fist issue, the psionic system does not do a good job differentiating between normal melee weapons and natural melee weapons. So using psionic powers for this discussion doesn't really carry that much weight, in my eyes.

As for the throwing rules...you are more than welcome to throw your natural melee weapon using those rules....you just have to figure out a way to detach it first LOL.
I never thought there was a problem with Psionic Weapon/Psionic Fist. The language is identical to Magic Weapon/Magic Fang, so it works the same way.
McJarvis

10-04-06, 05:51 PM
As for the throwing rules...you are more than welcome to throw your natural melee weapon using those rules....you just have to figure out a way to detach it first LOL.

You could always use telekinesis to throw yourself or something...
False_Keraptis

10-04-06, 05:52 PM
If a character wields a defending weapon in each hand and sets both entirely to defense, do the AC bonuses stack?
lonewolf

10-04-06, 05:52 PM
I never thought there was a problem with Psionic Weapon/Psionic Fist. The language is identical to Magic Weapon/Magic Fang, so it works the same way.

Actually thats not true. You can deliver Psionic Weapon with a natural weapon. This Discussion is a few months old if I remember correctly. (Yes I know that that makes Psionic Fist inferior to Psionic Weapon in all cases.)
McJarvis

10-04-06, 05:55 PM
If a character wields a defending weapon in each hand and sets both entirely to defense, do the AC bonuses stack?

Yes, but if you want AC that badly I would suggest getting other items to boost AC. Weapon bonuses are some of the most expensive in the game, especially considering you needing to waste a +1 enhancement worth on the defending attribute itself.

For more fun, put defending on your armor spikes. :-O
MindWandererB

10-04-06, 05:56 PM
Actually thats not true. You can deliver Psionic Weapon with a natural weapon. This Discussion is a few months old if I remember correctly. (Yes I know that that makes Psionic Fist inferior to Psionic Weapon in all cases.)
Sorry, but no. I was pretty central to that discussion.
Q: Can the Psionic Weapon feat be used to charge an unarmed strike for unarmed damage?
A: Normally no, however monks are an exception to this rule, as their unarmed strikes are counted as manufactured weapons for the purposes of spells and effects.
NiQil

10-04-06, 05:57 PM
Actually thats not true. You can deliver Psionic Weapon with a natural weapon. This Discussion is a few months old if I remember correctly. (Yes I know that that makes Psionic Fist inferior to Psionic Weapon in all cases.)
This is the exact discussion I am referring to.
NiQil

10-04-06, 05:59 PM
Sorry, but no. I was pretty central to that discussion.
This was the ruling we made based on the intent of the two feats. But my point remains the same. Psionics does a poor job differentiating between normal and natural weapons, because Psionic Weapon can very easily be read to include natural weapons. We simply ruled that it was not allowed so as to not make Psionic Fist useless.
MindWandererB

10-04-06, 06:02 PM
This was the ruling we made based on the intent of the two feats. But my point remains the same. Psionics does a poor job differentiating between normal and natural weapons, because Psionic Weapon can very easily be read to include natural weapons. We simply ruled that it was not allowed so as to not make Psionic Fist useless.
All right, so it doesn't say. The point is, natural weapons are treated like weapons in some cases, but not in others. I would ask, does it make sense to use Silversheen on a slam (especially, say, that of a Gelatinous Cube)? Or a bite? My answer would be no. I don't think there's an extremely clear answer, except that I don't know of a single ability that targets a "weapon" that can also be used on a natural attack (except for monks).
False_Keraptis

10-04-06, 06:08 PM
Yes, but if you want AC that badly I would suggest getting other items to boost AC. Weapon bonuses are some of the most expensive in the game, especially considering you needing to waste a +1 enhancement worth on the defending attribute itself.

For more fun, put defending on your armor spikes. :-O

Follow-up question: would it work to add a magic buckler on the off hand on top of all this (provided the off hand isn't used to make attacks in the round)?
McJarvis

10-04-06, 06:11 PM
Follow-up question: would it work to add a magic buckler on the off hand on top of all this (provided the off hand isn't used to make attacks in the round)?

I believe this is legal, but I'm getting less certain of what I said the more I think about it. Confirmation from another CoCo member would be appreciated. :-)

Again, though, I should stress that this is NOT a financially feasible option. Getting +1 AC from a defending item is a 8,000 gp investment(2,000 for +1 enhancement, 6,000 for the additional +1 defending enhancement), and it only increases exponentially from there. Amulets of Natural Armor, Gloves of Dex, and Armor enhancements are all much cheaper alternatives....you would have to be really dedicated to AC boosting to reach a point at which defending would be better. The Character with two defending swords, defending armor spikes, and a buckler with defending spikes sounds neat out loud- but on paper the gp cost is astronomical.
MindWandererB

10-04-06, 06:11 PM
Follow-up question: would it work to add a magic buckler on the off hand on top of all this (provided the off hand isn't used to make attacks in the round)?
Sure. It's not a Shield bonus. You could even get Improved Shield Bash and get a +1 Light Shield of Bashing with +X Defending Spikes for maximum defense.
Gonbow

10-04-06, 08:25 PM
Hey, is that Gonbow? Where you been buddy!

Ah, I was spotted I see. School, mostly. Out and about dancing (Mexican Folk dancing.... I'm not sure why I am doing it, given I am neither Mexican, nor particularly fond of 'Folk' of any variety) the rest of the time.

Actually, MindwandererB sent me a PM asking why I never came back to CoCo, so after responding I thought I would check out the boards again, see what is happening. Mildly surprised to see some of the Unearthed Arcana stuff has been pseudo-accepted.
McJarvis

10-04-06, 08:27 PM
Ah, I was spotted I see. School, mostly. Out and about dancing (Mexican Folk dancing.... I'm not sure why I am doing it, given I am neither Mexican, nor particularly fond of 'Folk' of any variety) the rest of the time.

Actually, MindwandererB sent me a PM asking why I never came back to CoCo, so after responding I thought I would check out the boards again, see what is happening. Mildly surprised to see some of the Unearthed Arcana stuff has been pseudo-accepted.

Gonbow's coming back! It says it in his sig..."currently playing Core Colliseum". yay :)
McJarvis

10-04-06, 09:11 PM
As addressed in a PM conversation I just had with NiQil...this isn't important to my fight this week vs Ned, but I'd like it re-thought out anyway...

Q: Can psionic energy powers (such as Energy Missile, Energy Ball, etc) be used to sunder attended objects/equipment on a character?
A: No, it can only target unattended objects such as a dropped sword or a chair.

I agree that Energy Ball is likely meant to be dealt with the same way Fireball is(Fireball can do damage to objects and creatures, but not attended objects on creatures), but I think the reading on Energy Missile is wrong.

The "Spirit" of the missile should be that you can only direct 1 missile at any particular character. The missile can be directed at the character himself, or 1 of his items(that you have LOS on, of course). This removes "cheese tactics" that the spell was obviously trying to avoid(targets a creature, his armor, his weapon, his shield, etc, etc) but allows the spell to do something it was obviously supposed to do(destroy objects)

At least, let it destroy them usefully in combat.
Book5

10-04-06, 09:37 PM
Hey Gonbow!

200k for a +12 "stacks with everything" (swords and spikes)
42k for a +24 Armor and Shield w/enhance (fullplate and tower)
50k for a +5 Prot ring (deflection)
50k for a +5 Nat armor amulet

thats ~350k for a +46 AC.. and I think you could squeez another +4/+8 in there somewhere.. Iun stones? Psi? but right there your looking at.. what 12th level? minimum?

In other news!

I got promoted at work! (this is totaly coincidentally true..) I was a "level 1" and am now a .. "level 2" :rofl: (thats mostly why I am never here - I don't get "free actions" at work anymore).

I am decided to do this thing on the CO boards (the preCOCO relm) that anyone should throw their :twocents: into!

A CO to CO challenge.. (http://boards1.wizards.com/showthread.php?p=10271233) or something .. :blush:

And someone tell Cat about the PwnPwn (http://boards1.wizards.com/showthread.php?t=688580) hack... oh wait .. thats why we don't let ninja in here!
:rimshot:
Book5

10-04-06, 09:38 PM
Since.. I think I know whats happening.. Um, I do think that a "missile" is not an appropriate sunder item.. but I will go check and be right back.

Yep, "melee slashing and bludge" not even piercing weapons.. really? wow..

And nothing in the Energy Missle stats say anything to contrary.
McJarvis

10-04-06, 09:44 PM
Since.. I think I know whats happening.. Um, I do think that a "missile" is not an appropriate sunder item.. but I will go check and be right back.

Yep, "melee slashing and bludge" not even piercing weapons.. really? wow..

And nothing in the Energy Missle stats say anything to contrary.

Since it's an auto-hit magical effect that specifies it can hit any creature or object & specifically has a sonic version that ignores hardness...

Yeah. I think it was made to sunder sometimes. Just it isn't "sundering", since there is no attack roll or anything. It's just "dealing damage to an object".

Normal sundering rules need not apply, just like normal attack action rules need not apply. It's a spell, not a weapon.
Book5

10-04-06, 09:53 PM
Yes, however - I do believe that held, worn, and carried items cannot be targeted seperatly from the carrier for spell purposes.

Honestly - in my games I would allow it - but by RAW I think its forbidden. As far as my reading of the rules. If someone could find a refrence for the spell targeting issue, that would be nice.
McJarvis

10-04-06, 09:58 PM
Yes, however - I do believe that held, worn, and carried items cannot be targeted seperatly from the carrier for spell purposes.

Honestly - in my games I would allow it - but by RAW I think its forbidden. As far as my reading of the rules. If someone could find a refrence for the spell targeting issue, that would be nice.

I don't have a quote from the rules, but I do have a spell that suggests you can target items worn/weilded.

From the Spell Compendium: (originally printed in Complete Arcane? I forget)


....
Range: Close
Target: One Weapon
Duration: 1 round/level or until discharged
....
You cast this spell on any melee weapon. The next time that weapon is used to make a melee attack its shaft twists around so that the weapon strikes the weilder instead. The weapon hits automatica....blah blah blah.

Magic weapons targeted by this spell receive a Will Save. An item in a creature's possession uses its own Will save bonus or its wielder's bonus, whichever is higher


The target isn't "One weapon that isn't attended", and it doesn't say "you can target a weapon that is attended, contrary to normal", and it doesn't say "One Weapon or one creature weilding a weapon". It does specify a situation in which the weapon in question would be attended, and how to deal with the save in that situation, though...

Furthermore, under "targets" in the magic section of the SRD I don't see any reference to excluding attended objects.
Gonbow

10-04-06, 10:01 PM
As one of the few people to use Energy Missile when it was ruled RAW; it's terribly, terribly powerful. It's current interpretation is a power-level fix, nothing more, nothing less. (Of course held items can be targeted. How else does Disarming and Sundering work then? (Better example, how does Dispel Magic on a wand/sword work?) I haven't seen a new line of argument on the matter for awhile and anyone that hashes it out thoroughly comes to the conclusion that, RAW, it can destroy alot of gear per shot)

The problem with allowing Energy Missile to hit items that are held is... how do you define items as 1 per character? Lets say you have a character on a horse, he's got armor, saddlebags, saddle and the horse has armor. How many of those can the missile hit? In what combinations?

Not to say it couldn't be done, but it's messy and simply disallowing the targeting of attended items entirely keeps the matter from getting accidently broken.
McJarvis

10-04-06, 10:04 PM
As one of the few people to use Energy Missile when it was ruled RAW; it's terribly, terribly powerful. It's current interpretation is a power-level fix, nothing more, nothing less. (Of course held items can be targeted. How else does Disarming and Sundering work then? (Better example, how does Dispel Magic on a wand/sword work?) I haven't seen a new line of argument on the matter for awhile and anyone that hashes it out thoroughly comes to the conclusion that, RAW, it can destroy alot of gear per shot)

The problem with allowing Energy Missile to hit items that are held is... how do you define items as 1 per character? Lets say you have a character on a horse, he's got armor, saddlebags, saddle and the horse has armor. How many of those can the missile hit? In what combinations?

Not to say it couldn't be done, but it's messy and simply disallowing the targeting of attended items entirely keeps the matter from getting accidently broken.

Even when a character is riding a horse I think it's pretty simple. The horse is wearing the saddle and saddlebags. The character is wearing his own armor. If two characters are holding up an object together somehow, then if you target the object then you can't target the other two characters.

edit-

I think I see what you meant- technically the horse is carrying the rider. But I don't think you would ever write "me" under carried equipment on the horse description. You would just include your own weight into the horses carrying capacity because you are currently riding the mount. Under the current rules I wouldn't expect a psi-crystal riding on a psychic warrior's shoulder an attended item, even though it's technically an item that the character is weilding. In the same way common sense can be applied to the horse-rider situation.
Traevanon

10-04-06, 10:32 PM
Did I read somewhere that Unconsciousness is not the same as Sleep, as in Drow Poison affects Elves?
Zelck

10-04-06, 10:50 PM
Yup, unconsciousness isn't the same as sleep.
Zevox

10-04-06, 11:15 PM
You did indeed, and it does indeed. After all, if unconsciousness and sleep were the same thing, Elves wouldn't fall until at -10 hp ;) .

Zevox
Book5

10-04-06, 11:42 PM
hell, let him do it McJarvis, I won't holler. I think mah boy can stand up, and Tan has numerous back up weapons.
McJarvis

10-04-06, 11:47 PM
hell, let him do it McJarvis, I won't holler. I think mah boy can stand up, and Tan has numerous back up weapons.

huh? lol...I'm asking for my own character :-) I haven't even looked at your opponents sheet yet, muchless received tactics :)
Zelck

10-05-06, 12:04 AM
Like I said, I could be a bit late in sending tactics. Mind giving me an extension to Friday, say 9PM EST?
McJarvis

10-05-06, 12:04 AM
Like I said, I could be a bit late in sending tactics. Mind giving me an extension to Friday, say 9PM EST?

No problem.

edit-

I'll be running the fight Sunday, so just get them in by Saterday.
Jerrick_QueKiri

10-05-06, 12:25 AM
If a character has pp, but not the ability to manifest powers, can he still gain a psionic focus?
SauroGrenom

10-05-06, 12:26 AM
If a character has pp, but not the ability to manifest powers, can he still gain a psionic focus?
Yep, as long as he has PP remaining. There are a few effects that drain pp, and if you loose all your pp, then you also loose the ability to gain and use psionic focus.
McJarvis

10-05-06, 12:26 AM
If a character has pp, but not the ability to manifest powers, can he still gain a psionic focus?

yes
Jerrick_QueKiri

10-05-06, 12:29 AM
Yep, as long as he has PP remaining. There are a few effects that drain pp, and if you loose all your pp, then you also loose the ability to gain and use psionic focus.
Ok, thanks.

Also, if a character has a Psi-like ability whose ML is 1/2 HD and said character has 3 HD, is his ML 2 (rounded up) or 1 (rounded down)?
SauroGrenom

10-05-06, 12:30 AM
Gonbow,

Good to see you are checking in again. Gaston is a serious PSI powerhouse, and we haven't seen him be active recently. That's too bad. Anyway, good to see your still hanging around. Those of us who's characters have hit ECL10 are all waiting around for the higher leagues to open up. Perhapse you can get back into the fray when that happens.

Cheers,
Sauro
SauroGrenom

10-05-06, 12:30 AM
Ok, thanks.

Also, if a character has a Psi-like ability whose ML is 1/2 HD and said character has 3 HD, is his ML 2 (rounded up) or 1 (rounded down)?
Round down.
Jerrick_QueKiri

10-05-06, 12:34 AM
Dang you guys respond so fast I don't have time to edit my previous posts, lol. Ok, one last question in regards to the above mentioned ability. How do you determine its DC (Charisma-based)? Is it 10 + ML + Cha?

And one question about powerstones if a character hasn't taken levels in a class that allows him to manifest powers; what is required? A Psicraft check, a UPD check, both...?
McJarvis

10-05-06, 01:30 AM
And one question about powerstones if a character hasn't taken levels in a class that allows him to manifest powers; what is required? A Psicraft check, a UPD check, both...?

UPD check dc 20+CL of powerstone.
You need to address the powerstone with a DC 25 UPD check on which you can take a 20.(so you need +5 to your UPD check)

Alternatively you can use Psicraft to address the stone, but if you don't have more than +5 to your UPD check then why are you trying to use a powerstone with it? :-)
McJarvis

10-05-06, 01:41 AM
On ghosts and incorporeality:

1) Can a ghost wizard craft incorporeal items using the existing rules?(with the item being inside the current cost)
2) Can a ghost craft an incorporeal item that costs more than 7,000gp?

Give me the example:

Suppose a ghost wizard(of high level) wants to craft an incoporeal item that costs 40,000 gp normally. Is it possible? If so, how long would it take? My best estimation is:

40,000gp/2=20,000gp

Time to buy materials:
3 weeks of full actions. 7,000 gp x 3 = 21,000gp of materials
Time to craft item:
40,000 gp marketprice.
6 weeks of full actions to craft. 7,000 x 6 = 42,000.

==
9 week total...?
Zevox

10-05-06, 08:30 AM
Dang you guys respond so fast I don't have time to edit my previous posts, lol. Ok, one last question in regards to the above mentioned ability. How do you determine its DC (Charisma-based)? Is it 10 + ML + Cha?
10 + charisma modifier + level of the power it duplicates. Also add any augmentation bonus to its DC (Psi-like abilities are presumed to be fully augmented for thier ML).

Zevox
waywreth

10-05-06, 08:49 AM
Gonbow,
Good to see you are checking in again. Gaston is a serious PSI powerhouse, and we haven't seen him be active recently. That's too bad. Anyway, good to see your still hanging around. Those of us who's characters have hit ECL10 are all waiting around for the higher leagues to open up. Perhapse you can get back into the fray when that happens.
Cheers,
Sauro

Gaston is my character Sauro, and I'm more than willing to active him for guild operations, just drop me a PM when you need me to.
waywreth

10-05-06, 09:58 AM
Two questions on golems:

1. If a character was to buy either Flesh Golem Manual or Clay Golem Manual, besides the listed costs of said items, they would also need to purchase what's listed as the cost for the golem bodies. Is there anything else they need to buy?

2. The manual's are spell trigger items, meaning any spellcaster can activate them. Does this include Psions, and if not, how much would it cost to hire someone to do this?

Thanks,
hogarth

10-05-06, 10:24 AM
Two questions on golems:

1. If a character was to buy either Flesh Golem Manual or Clay Golem Manual, besides the listed costs of said items, they would also need to purchase what's listed as the cost for the golem bodies. Is there anything else they need to buy?
You might need to hire an artisan to create the body.

2. The manual's are spell trigger items, meaning any spellcaster can activate them. Does this include Psions, and if not, how much would it cost to hire someone to do this?
A psion does not have any golem-creating spells on his power list. As far as buying a golem manual and hiring a spellcaster to use it goes, I imagine it would cost the same as buying a golem outright on the open market (e.g. 20,000 gp for a flesh golem).
waywreth

10-05-06, 10:39 AM
You might need to hire an artisan to create the body.

A psion does not have any golem-creating spells on his power list. As far as buying a golem manual and hiring a spellcaster to use it goes, I imagine it would cost the same as buying a golem outright on the open market (e.g. 20,000 gp for a flesh golem).

The creation of the body part is easy - by taking "10" can make the necessary check. However, the whole point of having the manual is that it serves the purpose of all the spells and XP.

Each manual also holds the prerequisite spells needed for a specific golem, effectively grants the builder use of the Craft Construct feat during the construction of the golem, and grants the character an increase to her caster level for the purpose of crafting a golem. Any golem built using a golem manual does not cost the creator any XP, since the requisite XP are "contained" in the book and "expended" by the book during the creation process.

The spells included in a golem manual require a spell trigger activation and can be activated only to assist in the construction of a golem. The cost of the book does not include the cost of constructing the golems body. Once the golem is finished, the writing in the manual fades and the book is consumed in flames. When the books ashes are sprinkled upon the golem, it becomes fully animated.

Basically you need to hire an 8th level or so spellcaster to trigger it. They can even be of any class that can cast spells. They don't have to know or be able to use any of the spells in the book normally.
Jerrick_QueKiri

10-05-06, 10:41 AM
Also add any augmentation bonus to its DC (Psi-like abilities are presumed to be fully augmented for thier ML).

Zevox
Max pp that can be used on a spell is 1 per ML, correct?
McJarvis

10-05-06, 10:47 AM
Max pp that can be used on a spellpower is 1 per ML, correct?

yeah. :)
hogarth

10-05-06, 10:54 AM
Basically you need to hire an 8th level or so spellcaster to trigger it. They can even be of any class that can cast spells. They don't have to know or be able to use any of the spells in the book normally.
No -- it's a spell trigger item (like a wand), so the spells to be triggered must be on the character's class list. For example, a cleric has animate dead, bull's strength and geas/quest on her spell list but not limited wish so she can't quite use a Flesh Golem Manual.

The market price of a golem created with a manual or without a manual would be the same in a no-arbitrage system, naturally. You can't get a better price on golems by buying a manual and hiring someone else to use it for you any more than you can get a better price on magic items by buying the raw materials and hiring someone else to make the item for you.
McJarvis

10-05-06, 10:57 AM
The market price of a golem created with a manual or without a manual would be the same in a no-arbitrage system, naturally.

And like the good Black-Scholes followers that we are, we don't believe in arbitrage opportunities. :)

edit- sorry for the non-DnD joke that most of the board won't get. I couldn't resist.
Jerrick_QueKiri

10-05-06, 11:07 AM
yeah. :)
Haha, thanks for the correction, and for the answer. I always seem to do that, lol.
waywreth

10-05-06, 11:27 AM
The market price of a golem created with a manual or without a manual would be the same in a no-arbitrage system, naturally. You can't get a better price on golems by buying a manual and hiring someone else to use it for you any more than you can get a better price on magic items by buying the raw materials and hiring someone else to make the item for you.

That makes sense. I guess the book provides the XP and material components for the spells, and allows those who have the spells on their class lists (whether that particular person knows the spell or not) to create a golem. That, and providing the Craft Construct Feat.

Thanks for the input (even if you shattered my dreams of affording a golem) :weep:
Papapeperoni

10-05-06, 11:29 AM
I see my birthday has been added to the roster, but it's one day off. It's 10 May 1991.

I also assume my credit balance is 0 again, due to my lost credits for my birthday.

Looking at the looks of it, everybody can expect my picture to be up soon (and yet another 2* (how do you make the O-ish tingy?) in my wallet) :D

Greetings,
--Papapeperoni
McJarvis

10-05-06, 12:56 PM
On ghosts and incorporeality:

1) Can a ghost wizard craft incorporeal items using the existing rules?(with the item being inside the current cost)
2) Can a ghost craft an incorporeal item that costs more than 7,000gp?

Give me the example:

Suppose a ghost wizard(of high level) wants to craft an incoporeal item that costs 40,000 gp normally. Is it possible? If so, how long would it take? My best estimation is:

40,000gp/2=20,000gp

Time to buy materials:
3 weeks of full actions. 7,000 gp x 3 = 21,000gp of materials
Time to craft item:
40,000 gp marketprice.
6 weeks of full actions to craft. 7,000 x 6 = 42,000.

==
9 week total...?

bump
Zelck

10-05-06, 05:54 PM
What do you guys use to make maps? I have Dungeonforge, but I can't seem to find any good tiles and objects for it.
MindWandererB

10-05-06, 06:09 PM
The one in vogue right now is Dundjinni. It's pretty nice, although you have to buy the full version in order to save your maps (I just do a screen capture). Cat has a very large collection of tiles which he has been induced to share in the past.
False_Keraptis

10-05-06, 07:25 PM
And like the good Black-Scholes followers that we are, we don't believe in arbitrage opportunities. :)

edit- sorry for the non-DnD joke that most of the board won't get. I couldn't resist.

Hey man, I was a trading clerk a the CBOE for a year. I always thought it would be cool to put a trading floor in an appropriate D&D setting, like Eberron or Spelljammer.
McJarvis

10-05-06, 07:26 PM
Hey man, I was a trading clerk a the CBOE for a year. I always thought it would be cool to put a trading floor in an appropriate D&D setting, like Eberron or Spelljammer.

Knowing that someone got the reference makes me smile. Thanks bro. :)
False_Keraptis

10-05-06, 07:41 PM
Quick question: suppose a character is mounted on a horse that's double-moving; can he cast spells from a wand, and if so is there a concentration check involved?
MindWandererB

10-05-06, 07:51 PM
Quick question: suppose a character is mounted on a horse that's double-moving; can he cast spells from a wand, and if so is there a concentration check involved?
Yes and no, respectively. You can do anything you want from a double-moving (or running) mount that doesn't depend on your location (like a melee attack), and wands never require concentration checks.
hogarth

10-05-06, 08:17 PM
Knowing that someone got the reference makes me smile. Thanks bro. :)
I was going to come up with a witty rejoinder involving Ito's Lemma or Hull-White interest rate processes, but I get enough of that stuff at work. ;)
False_Keraptis

10-05-06, 08:56 PM
Another mounted combat question: when exactly do you have to make the roll to stay in the saddle?
Zevox

10-05-06, 09:23 PM
Another mounted combat question: when exactly do you have to make the roll to stay in the saddle?
Since thats only a DC 5 check, most mounted combatants never need to make it - they auto-succeed with a ride modifier of +4 or higher. If for some reason you do need to make it, it happens whenever you get hit in combat.

Zevox
hogarth

10-05-06, 09:37 PM
Since thats only a DC 5 check, most mounted combatants never need to make it - they auto-succeed with a ride modifier of +4 or higher. If for some reason you do need to make it, it happens whenever you get hit in combat.

Zevox
Kilpquabjeg happens to suck at riding, so I'm sure it'll come up. :)

I have an unrelated question:
Grakkar is a half-dragon orc. What is his type: "Dragon (Augmented Orc)", or just "Dragon"? (I don't have the MM, and the SRD doesn't have a character example.) Does a dwarf's racial +1 bonus against orcs apply against him (if he has the Augmented Orc subtype)?
Jerrick_QueKiri

10-05-06, 09:52 PM
UPD check dc 20+CL of powerstone.
You need to address the powerstone with a DC 25 UPD check on which you can take a 20.(so you need +5 to your UPD check)

Alternatively you can use Psicraft to address the stone, but if you don't have more than +5 to your UPD check then why are you trying to use a powerstone with it? :-)
So basically if I have at least a +5 for UPD, then that's all I need? Also, for the Perform skill, can you buy MW tools for something other than musical performances?
Jerrick_QueKiri

10-05-06, 11:01 PM
If I make a set of Adamantine armor, would its DR stack with the DR from Biofeedback, or what would happen?

Sorry for asking so many questions, but I can't seem to find answers in the SRD or my books.
Zevox

10-05-06, 11:14 PM
If I make a set of Adamantine armor, would its DR stack with the DR from Biofeedback, or what would happen?

Sorry for asking so many questions, but I can't seem to find answers in the SRD or my books.
No. The higher of the two would count - so if it were light armor, Biofeedback's DR 2/- would take precedence; if it were heavy, the armor's DR 3/- would; if it were medium it wouldn't matter because they're the same.

Zevox
Jerrick_QueKiri

10-05-06, 11:49 PM
Thanks, Zevox.

Ok, for any of you who've been wondering who all these questions are for, here's (http://boards1.wizards.com/showpost.php?p=10272881&postcount=952) As'dani Kanalath, a Dromite Rogue/Soulknife. Any suggestions/corrections are appreciated. Thanks.
MindWandererB

10-06-06, 02:07 AM
Kilpquabjeg happens to suck at riding, so I'm sure it'll come up. :)

I have an unrelated question:
Grakkar is a half-dragon orc. What is his type: "Dragon (Augmented Orc)", or just "Dragon"? (I don't have the MM, and the SRD doesn't have a character example.) Does a dwarf's racial +1 bonus against orcs apply against him (if he has the Augmented Orc subtype)?
That would be Dragon (augmented humanoid). As to the latter, it's unclear (since the dwarf's ability isn't like the ranger's, that specifies type as well as subtype).
Highfire

10-06-06, 10:26 AM
I have an unrelated question:
Grakkar is a half-dragon orc. What is his type: "Dragon (Augmented Orc)", or just "Dragon"? (I don't have the MM, and the SRD doesn't have a character example.) Does a dwarf's racial +1 bonus against orcs apply against him (if he has the Augmented Orc subtype)?

Actually this has come up before in a campaign of mine.

Not sure how it would apply in CoCo.

The type would be Dragon(Augmented Humanoid).

This is how I thought it out.

A dwarf's ability says 'Orc' Meaning anything with the Humanoid(Orc) type.

The Dragon's nature is so domanant it requires a change over to the Dragon type. So though you are half-dragon, that half is largely dominant. You no longer have the Orc type and therefor Greater Slaying Arrows Humanoid(Orc) won't work on you so neither will a racial bonus the dwarves have.


*Sigh* Silly tweakage ;)
hogarth

10-06-06, 10:27 AM
That would be Dragon (augmented humanoid). As to the latter, it's unclear (since the dwarf's ability isn't like the ranger's, that specifies type as well as subtype).
Dragon (augmented humanoid) != Orc as far as I'm concerned. Thanks for the clarification.
lonewolf

10-06-06, 02:31 PM
Ive been thinking:

Since shadows are allowed to keep their spawns during a 3FC, is there any way a ghost could continue to use an enemies body via Malevolence during the 3FC?

At the moment, I see no reason why a ghost shouldnt be able to prebuff controling an enemy body.
SauroGrenom

10-06-06, 04:10 PM
Do the UA elemental races act like templates that stack on top of a base race, or does it replace the base race?
Zevox

10-06-06, 04:13 PM
Do the UA elemental races act like templates that stack on top of a base race, or does it replace the base race?
Replaces. Its mentioned in the general overview of them, IIRC, rather than with any individual race.

Zevox
hogarth

10-06-06, 04:13 PM
Do the UA elemental races act like templates that stack on top of a base race, or does it replace the base race?
It's just a modified version of the parent race; it's nothing like a template, as far as I know. What are you specifically wondering about?
SauroGrenom

10-06-06, 05:00 PM
Could I have a Grey-Elf-Fire-Elf and get +4 Int?

It was kind of a streach, but you know... that's me trying to make a psion that kicks everyone's butt.
hogarth

10-06-06, 05:06 PM
Could I have a Grey-Elf-Fire-Elf and get +4 Int?

It was kind of a streach, but you know... that's me trying to make a psion that kicks everyone's butt.
I don't think so, since they're both elf subraces (IMO). It'd be like having a gray drow elf.
SauroGrenom

10-06-06, 05:10 PM
This is an excerpt from a messge I recently sent to the Design and Development column. I like how they walked readers through a redevelopment of the Rust Monster and the Ogre Mage. I asked for a simular redevelopment of my favorite but most dissapointing class. The Monk. I thought I'd reproduce it here so that you all can comment and tell me if I'm nuts.

First off, let me say that I think the Monk is a really cool class. Infact with respect to flavor it's my favorite. I prefer the Psion's pure blasting power in a fight, but nothing screams cool like the abilities of the monk. So as you can guess, I've played a few monks in a couple different settings. In each case I'm really satisfied with how cool mycharacter is, but the character's effectiveness in a battle is always disappointing. I think this really comes from the fact that the monk is aclass that straddles various roles in the party and does none of them better than anyone else. When I think about this problem, I wish that a few changes could be made to the class to help further define the roll of the character in the party.

I start this by thinking… What is the Monk suppose to do in combat? Clearly the monk’s abilities are about melee fighting. There are no spell casting abilities, no abilities to boost allies, mediocre skill points and rather weak ranged combat abilities. The monk is a melee warrior first with range combat as a last resort. So then think about what a melee warrior needs to be successful. You look at the other PHB warrior types, namely fighters, rangers, barbarians and paladins to see that these melee types have great HP, AC, BAB and martial weapon use. The Monk has none of them. The monk has no armor and no shield, so his AC is low relative to other melee types at his level. More importantly it is woefully low compared to the attack modifiers of the monsters at his level. No armor means the monk can push his dex as high as possible, but he also needs wisdom for his stunning attack or AC. Also the monk wants Con to compensate for his low HP, and the Monk wants strength to improve his attack and damage like any melee warrior. So the monk suffers from terrible MAD (multi-ability dependency). Next you have the fact that the monk typically has no weapon (except the unarmed strike) and that means he cannot get masterwork versions of his weapon. Furthermore he cannot get special enhancements on his unarmed strike like flaming or holy. To top it off, the monk must spend far greater money to get enhancement bonuses on his unarmed strikes by buying an amulet of mighty fists (+5 amulet costs way more than a +5 sword and eats of that neck slot for the wisdom amulet). The same story happens with respect to armor. A monk can get an armor bonus, but he must buy bracers of AC and that costs far more than equivalent armor bonus from actual armor. Also consider that bracers of AC will never grant fortification of similar special abilities placed on armor. The monk may have Stunning Fist or Improved Grapple, and some other cool maneuvers like Improved Disarm and Improved Trip. But even so a fighter is better at disarm because he has a medium or two-handed weapon and a higher BAB and a better strength. Also a high strength fighter can be better at tripping than a monk as well becaue he can focus on strength for a great trip mod. In in the workd of grappling fighters and barbarians with armor spikes can be better grapplers than a monk, and they retain a higher AC against other enemies while grappling.

That sounds all bad, but there are a number of defining abilities for the monk that are really cool. There are a few special abilities that are rather medium, but I’ll get to them in a bit. The best of the monk is characterized by great saves, high movement speed, and at high levels spell resistance and a few cool special abilities. The problem is that how do you string these abilities together to make a great character that works in a battle? The main roll that a monk fills is being immune to things and able to move around the battlefield with tumble and high speed. The monk can penetrate into the back of the enemy lines and grapple with wizards (it’s sad that monks at high levels can only grapple with non melee types). Once he’s back there he opens himself up to being rapidly slain because he’s surrounded by enemies, and he is grappling so his dex and dodge bonuses to AC are lost (All the more important when you don’t have an armor bonus). With the medium HP and AC of a monk this strategy is a fast way to end up as a dead monk.

Looking at the long list of class abilities, I can easily see that several of them are fluff. They can be highly useful in very specific circumstances, but they are of no great value in almost every adventure. For example Purity of Body grants immunity to non-magical disease. Since when is an adventurer catching the flue? This hardly ever happens in a game. The only threatening diseases in a game are magical ones like lycanthropy and mummy rot. Wholeness of body is a weakened version of Lay Hands. It heals fewer HP (assuming your paladin has a decent Cha) and can only be used on the monk instead of allies. Quivering Palm is cool except that it’s a fort save, and the monk fighting on the front line in melee with other melee types. So the most common targets of this ability have good fort saves anyway. Slow Fall comes in handy if you spend a lot of time climbing or on the edge of a cliff, but that’s situational. Tongue of the Sun and Moon is a cool ability, but language barriers are seldom used in games. Timeless Body is cool, but I’ve never played a character long enough to increase an age category, and I have trouble thinking up a good example of magical aging. Perfect Self is great sometimes, but by the time you hit 20th level, there are few opponents who cannot defeat the DR by having a magical attack or massive damage output. Finally look at the skill list, what a mixture. Maybe the monk is a scout with hide, move silently, spot, listen, tumble, swim, climb and balance so that the monk can get into strange places the rest of the party cannot enter. But then there is also knowledge, diplomacy and sense motive so I guess the monk is a conversationalist. What is the monk doing with perform? Concentration has no in game utility for the non spell casting class, but it’s flavorful.

Looking at the class, I’m not sure what the core concept of the monk is intended to be. Looking at the history I think the monk grew out of the cleric class, but now it’s more like a rogue crippled with no fewer weapons, no armor, no buckler, no bow ranged attack, no sneak attack and fewer skill points in exchange for 1 extra hp/level, extra movement speed, better saves, flurry of blows, spell resistance and a few abilities that are useful in special situations. The rogue cannot survive up front for long, but at least the rogue has a role in the party as the skills guy and the sneak attacker. In any case, when I try to play a monk, the experience falls a little short of what I hoped. I go in looking for unarmed fighter, and end up with a modified rogue who’s hard to hurt with spells and terrible for getting equipment.
Zelck

10-06-06, 05:16 PM
Yup, the Monk is underpowered in much the same way as the Soulknife: they both kind of straddle multiple roles, leaving them awful at all of them. Pretty commonly agreed on.
MindWandererB

10-06-06, 05:17 PM
Grammatical errors aside, I totally agree. The monk is often considered to be the party gimp, and the fighter not far behind. Both are useful dips, but little more. PHB II helped the fighter a bit, but the real "response" to this issue was Tome of Battle. Swordsages, Warblades, and even Crusaders are now so much more popular than monks, fighters, and paladins (respectively), that the corresponding core classes see virtually no use at all in games where they're allowed. Barbarians and the occasional ranger are the only core-warriors I ever see anymore.

Could the monk be fixed without a whole new system? Yes. Would it require a new edition of the rules? Unfortunately, yes. Monsters can be fixed on a line-item basis, but core classes are a bit harder.
Zelck

10-06-06, 05:19 PM
Grammatical errors aside, I totally agree. The monk is often considered to be the party gimp, and the fighter not far behind.
Actually, taking Fighter 20's are pretty good for very feat-intensive builds like supertrippers. They don't match up to a full caster obviously, but nothing does, and a supertripper is certainly on par with a Barbarian. A Monk 20 really has very few roles they can adequately fill, same with the Soulknife 20.
False_Keraptis

10-06-06, 05:25 PM
OK, here's a dumb question: Is there any way aside from campaigns for multiple CoCo characters to adventure together? Are multi-player quests or miniquests allowed? If so, does anyone ever do them?
TelinArtho

10-06-06, 05:30 PM
Yes - multiplayer quests happen quite frequently (I have run 4 or 5 myself). In fact - Sdentch and Auburn are on one right now (Taking Down the Temple part II) and I believe Raskos and someone from CEF are on another.
SauroGrenom

10-06-06, 05:31 PM
OK, here's a dumb question: Is there any way aside from campaigns for multiple CoCo characters to adventure together? Are multi-player quests or miniquests allowed? If so, does anyone ever do them?
Multi-player quests do happen. They are harder to run for logistical reasons. The time constraint is tight, and you are required to get more people to check in frequently and advance the plot in time to finish the quest.

But all that aside, Raskos is on a multi-player guild mission with Hagrid right now. I think WAR is starting up a simular mission with TAO soon.
Hirumajoe

10-06-06, 11:16 PM
So I've convinced my wife to create a character. Whether she actually ever runs it is another question.

Anyways, for long term planning purposes, we were wondering if for a leadership cohort you could get a Half-Celestial Warhorse?

If yes, the next question is do ride checks then apply since it would have an Int of 4 or higher? Or would you be able to use the Mounted Combat or Spirited Charge feats with it?

Thanks,
Hirumajoe and company
Zevox

10-06-06, 11:49 PM
Anyways, for long term planning purposes, we were wondering if for a leadership cohort you could get a Half-Celestial Warhorse?
No. Leadership cohorts can come out of any race, class, and template available for PCs, or from the few NPC cohorts listed here. Warhorses are neither, so with or without templates they're not available as leadership cohorts. Though the Unicorn is on that list, which is kind of close, if you're playing as a female Human, Elf, or Half-Elf (albeit that it isn't available until ECL 10+ due to its LA).

Edit: So actually its conceivable that an ECL 14 character could have a Half-Celestial Unicorn for a leadership cohort, which would accomplish that more or less. It would just take quite a while to get.

If yes, the next question is do ride checks then apply since it would have an Int of 4 or higher? Or would you be able to use the Mounted Combat or Spirited Charge feats with it?
I certainly don't see why they couldn't. You can use them on mounts like Pegasi, after all, and they have an int of 10. Paladins can get special mounts with above-animal intelligence, and theres no indication that they can't use those feats on them.

Zevox
Traevanon

10-06-06, 11:51 PM
When riding an intelligent mount everything works differently. You go on different initiatives, take separate actions etc. Effectively it is the same as a Familiar riding on a Wizard's shoulder or a character riding in a wagon. You no longer have to "ride" the mount in the same way, you just have to direct it.

Most of what is available regarding this option is covered in the articles "All About Mounted Combat"
MindWandererB

10-06-06, 11:53 PM
To be effective in this case, you pretty much have to delay your actions so that you move simultaneously. Otherwise, performing actions while moving (like a mounted charge) are impossible.

As for your wife, a pegasus isn't that far removed, and is much easier to get.
Hirumajoe

10-07-06, 12:14 AM
Thanks for the info. I'll take a look at the mounted combat articles.

Looking at it, the pegasus really is the better option in game mechanics terms than a half-celestial horse. Although the Paladin on a Half-Celestial mount has more flavor. But I guess you can just note to treat it as something like that for RP purposes.
MindWandererB

10-07-06, 12:19 AM
Thanks for the info. I'll take a look at the mounted combat articles.

Looking at it, the pegasus really is the better option in game mechanics terms than a half-celestial horse. Although the Paladin on a Half-Celestial mount has more flavor. But I guess you can just note to treat it as something like that for RP purposes.
Whoa, a half-celestial paladin mount? That's a horse of a different color. (White, I suppose. :rimshot:)

Aren't there rules in the 3.5 DMG about this? I only own the 3.0. That's a very different story than a Leadership cohort.
Zevox

10-07-06, 12:40 AM
Whoa, a half-celestial paladin mount? That's a horse of a different color. (White, I suppose. :rimshot:)

Aren't there rules in the 3.5 DMG about this? I only own the 3.0. That's a very different story than a Leadership cohort.
3.5 DMG page 204-205 has the rules for alternate Paladin special mounts. No Half-Celestial ones though - the closest thing is the Celestial Heavy Warhorse or Celestial Warpony available at 6th level, or the Pegasus at 7th.

Simply put, the only way I can see to get a Half-Celestial mount is to go leadership with a Half-Celestial Unicorn or Pegasus.

Zevox
Hirumajoe

10-07-06, 07:37 AM
Actually I do mean leadership feat. The character progression would look something like Paladin 4 to either Sorcerer or Wilder. Hence the need to get a mount as a cohort rather than through the usual paladin mount you get at Paladin level 5. I figure that's a better way than just continually paying more gold and/or credits to get either new higher level mounts or advancing your current.

I presume a leadership cohort of a pegasus can have class levels added to it to increase its effective character level? I know the Unicorn can. I'm thinking a mount with monk levels might be nice after awhile (increased speed, evasion, unarmored AC boosts, etc).
Zevox

10-07-06, 09:04 AM
I presume a leadership cohort of a pegasus can have class levels added to it to increase its effective character level? I know the Unicorn can. I'm thinking a mount with monk levels might be nice after awhile (increased speed, evasion, unarmored AC boosts, etc).
Huh - never heard that one before. Well, it does have mental stats all at 10+, so I suppose theres no reason it couldn't learn things like that. Note that the speed boost would probably only affect its land speed though.

Zevox
Hirumajoe

10-07-06, 09:54 AM
Actually I don't see why it would only affect land speed.

Quote from SRD:

Fast Movement (Ex)

At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Although looking at that does mean one would have to watch the weight limits very carefully. Or invest in some strength boosting items for the mount so that it remains at light encumbrance.
Vathelokai

10-07-06, 10:28 AM
Compare to the barbarian fast movement, which specificly says land speed. I've always assumed that the monk move is for all types. Problem is, it's an enhancement bonus, so it dosn't stack with boots of striding or boots of speed or expid retreat, etc.
Abyssal Stalker

10-08-06, 08:20 AM
Is there anything that prevents a familiar from delivering a ranged touch spell using the deliver touch spell method? Or don't rays count as touch spells for that purpose?
Pittbull

10-08-06, 08:35 AM
Is there anything that prevents a familiar from delivering a ranged touch spell using the deliver touch spell method? Or don't rays count as touch spells for that purpose?
I'm not sure, but I believe, that the familiar can only deliver "touch attacks" and not "ranged touch attacks".

Therfor a ray doens't count for that pupose, in my opinion.
SauroGrenom

10-08-06, 10:11 AM
I'm not sure, but I believe, that the familiar can only deliver "touch attacks" and not "ranged touch attacks".

Therfor a ray doens't count for that pupose, in my opinion.
I concur.
Abyssal Stalker

10-08-06, 11:07 AM
I don't think that the reasoning behind your statements is waterproof. (Don't mean to step on your elder toes :)) If it doesn't work with ranged touch attacks, then why doesn't the description say "melee touch attacks"? The text doesn't say what kind of touch attack it should be.

Deliver Touch Spells (Su)
If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

I think that the real question is what actually is a touch spell. IMO "touch spell" could mean a spell with a range of touch or a spell that requires a touch attack to have an effect on the target. The more I think about this, the more I start to think that still the answer should be no. A spell should probably have a range of touch to qualify for a touch spell. And I recall that with Improved Familiar one could get a beholderkin eyeball as a familiar and it had the special ability to also deliver ranged touch spells, allthough this was in a 3.0 source. Why else would it have this kind of special ability if they could be delivered by ordinary familiars?
Caterane

10-08-06, 11:40 AM
I changed the name of the Character Changes thread to Character Changes of Gladius. There's a simple reason for that: when they prune the board I can just tell them to not delete anything with "of Gladius" in the title.

That makes the name a mix of ingame and offgame though. Do you have a better name for this thread? Traininghall of Gladius?
Zelck

10-08-06, 11:50 AM
Maybe we could borrow some concepts from the retraining section of the PHBII?
Highfire

10-08-06, 11:54 AM
Hmmm, How long is a normal wait time for a response when you send a PM to a guild avatar?

I read the guild thread and it said that to apply to join send a PM to the guild avatar. I beleive this was about a week ago, maybe sooner though.

~Justin
Zelck

10-08-06, 11:56 AM
It's probably easier if you just post in here which guild you're interested in joining with a link to your character.
Zevox

10-08-06, 12:18 PM
Hmmm, How long is a normal wait time for a response when you send a PM to a guild avatar?

I read the guild thread and it said that to apply to join send a PM to the guild avatar. I beleive this was about a week ago, maybe sooner though.

~Justin
Depends on the Guildmaster. Some log onto thier respective Guildmaster accounts less often than others, so it may be better to post in the thread or PM the actual player who is the Guildmaster. Which one were you looking at?

Zevox
Hirumajoe

10-08-06, 12:42 PM
Anyone know roughly how many credits it would cost to move a skill point from Spot to Survival and a point from Listen to Use Rope? These would be two points he just spent from a level up last week, before the new rules were unveiled.

Thanks,
Hirumajoe
Zevox

10-08-06, 12:57 PM
Anyone know roughly how many credits it would cost to move a skill point from Spot to Survival and a point from Listen to Use Rope? These would be two points he just spent from a level up last week, before the new rules were unveiled.

Thanks,
Hirumajoe
Your in luck - changes made as a result of recent rule changes/additions are totally free :) . Just post in the character changes thread and mention that you want to make the changes to use those new skill packages and you're good.

Zevox
Highfire

10-08-06, 01:07 PM
Depends on the Guildmaster. Some log onto thier respective Guildmaster accounts less often than others, so it may be better to post in the thread or PM the actual player who is the Guildmaster. Which one were you looking at?

Zevox


I looked at a few to see where my character would fit in the most.

Looked at yours btw ;) I liked it, but my character isn't evil :( It appeals to my natural rogue sensibilities, lol.

I was thinking of joining PSI. Since my character Kyst Depthice (http://boards1.wizards.com/showpost.php?p=10248113) is a Githzerai.

Also it is difficult to post in thread, as it must be in character and My character is low on intellegence and only know Githzerai, lol.



~Justin
Zelck

10-08-06, 01:54 PM
What kind of action would it be to turn a Bag of Holding inside out?
Highfire

10-08-06, 01:58 PM
>.> I assume a move action, but last time one of my player's did that in a campaign after finding one they got buried under random objects and almost died from crushing damage...

~Justin
hogarth

10-08-06, 03:33 PM
That makes the name a mix of ingame and offgame though. Do you have a better name for this thread? Traininghall of Gladius?
Psychic Reformation of Gladius? :D
Erithmu

10-08-06, 03:43 PM
AHEM!

Loddick Saffrion challenges The Harvester (3rd Avatar) for the week of Oct 11th.

Notes/Conditions:
- Sauro has agreed to run the fight
- Random map
- I'll pay credits (if you won't pay yours), but you know you never use them and I consider you the lesser man for it.
- No blackmarket purchases between now and then. (I'm finishing fight cycle, and will be making some purchases before the fight.)
NiQil

10-08-06, 05:08 PM
I changed the name of the Character Changes thread to Character Changes of Gladius. There's a simple reason for that: when they prune the board I can just tell them to not delete anything with "of Gladius" in the title.

That makes the name a mix of ingame and offgame though. Do you have a better name for this thread? Traininghall of Gladius?
If this is your intent, then the Tavern thread, the Ask an Elder thread, and all of the guild threads also need to be renamed.

As to your question, maybe something like "The Academy of Gladius"
Caterane

10-08-06, 05:27 PM
@NiQil: Why would we need the Tavern or the Ask an Elder thread? There are only so many threads I can ask to be excluded and six taverns are a no go.

@Rith: Sorry, no time. I sit till midnight every day in university and learn. Besides, 44 of 58 PP left pfft
NiQil

10-08-06, 05:34 PM
@NiQil: Why would we need the Tavern or the Ask an Elder thread? There are only so many threads I can ask to be excluded and six taverns are a no go.

@Rith: Sorry, no time. I sit till midnight every day in university and learn. Besides, 44 of 58 PP left pfft
I didn't mean all the Tavern threads, only the most recent. But I see your point...as long as we have a little advance warning, we can copy and paste any ongoing discussions to a new thread.
Caterane

10-08-06, 06:29 PM
No need for that NiQil. The prune criteria are "Older than 30 days" and "More than 1000 posts". If we have an active tavern with less than 1000 posts at the time of the prune, it won't be deleted.
hogarth

10-08-06, 06:56 PM
@Rith: Sorry, no time. I sit till midnight every day in university and learn. Besides, 44 of 58 PP left pfft
You're too busy? Does that mean we'll get a one week vacation from rule changes? :D :dancin:
Caterane

10-08-06, 07:03 PM
ha.ha.ha. :pbbbtt:

:D
Caterane

10-08-06, 07:13 PM
We have new meat in the Gallery! Highfire has joined the place of honor and earned 2 modelling income.
SauroGrenom

10-08-06, 07:43 PM
I looked at a few to see where my character would fit in the most.

Looked at yours btw ;) I liked it, but my character isn't evil :( It appeals to my natural rogue sensibilities, lol.

I was thinking of joining PSI. Since my character Kyst Depthice (http://boards1.wizards.com/showpost.php?p=10248113) is a Githzerai.

Also it is difficult to post in thread, as it must be in character and My character is low on intellegence and only know Githzerai, lol.



~Justin
My Bad! I am the PSI guildmaster, and I don't usually log into the PSI account untill monday's and start updating the threads and putting stuff together around the guild. You just missed me since your PM came on thursday. Sorry for the delay.

I can run your guild entry MQ next week. Put my name in the title line as the Questlord. I can also offer some advice on what you need to do to be sucessfull around here. Monks are very very hard to make work in CoCo.

In general monks are not the strongest classes, and in CoCo monks do OK untill about ECL6 with grappling, then they realy lag behind far and fast as levels increase. There are 2 main types of monks. Strength monks and Dex monks. The strength monks are basicially grapplers, the dex monks are basicially "nay-nay you can't hit me" builds. Generally monks have crappy ranged attacks since their weapon selection sucks.

I noticed that you have only purchased a 32 point buy on stats, and you get a 36 point buy. Also since you are a low strength high wis build, your 1st level bonus feat should be stunning fist instead of improved grapple. The save DC will be decent. Your broach of shielding costs a great fraction of your wealth, and you may reconsider the use of that money. Also if you want to be a "scout" for the guild, you will need skills, and that very low INT is a problem.

to be sucessfull you need to consider how you will counter the main arcetypes of CoCo battle:

Melee God: Hits high AC hard in melee for huge damage. Often Alpha strike builds with a charge attack and mount so they can "bring it" and smash you.

Grapple God: A specialist variant of the melee god, this type of character gets into melee with a high movement speed and keeps you there with an astronomical grapple check.

Ranged God: High attack rate with rapid shot, and magical arrows/bow they project damage to the foe from a distance. These builds often have mounts that allow them to evade melee.

Full Caster: Bam! Save or die! These characters have options, options and options. Several of those options bring damage to you, some protect them, and a dreaded few are effects where you must make the save or die.

Hide&Snipe: Ouch! Where did that come from? These builds max out hide and move silently to deliver ranged snipe attacks. You cannot attack what you cannot target, so they excell at dealing damage while you twiddle your thumbs.

So if you want to succeed, you need to have a way to target the weaknesses of each archetype and turn them to your advantage. How will your character do it?

edit: Yea Zelck is right. We do have some ZooKeepers, who have lots of allies that do most of the work. The builds are becomming more difficult to do all the time, but they are still around and they are sucessfull. Each ally is a meat shield that soaks up HP damage and dishes out attacks while it's doing it.

Since you are a dex build I suggest dumping the point blank shot for weapon finesse. As a monk, you ranged attack will always suck since you cannot use bows. But you can at least get in more hits with your unarmed strike using finesse.
Zelck

10-08-06, 08:05 PM
You forgot to mention the "Zookeepers", basically characters with a swarm of allies.
MindWandererB

10-08-06, 09:20 PM
I don't think that the reasoning behind your statements is waterproof. (Don't mean to step on your elder toes :)) If it doesn't work with ranged touch attacks, then why doesn't the description say "melee touch attacks"? The text doesn't say what kind of touch attack it should be.



I think that the real question is what actually is a touch spell. IMO "touch spell" could mean a spell with a range of touch or a spell that requires a touch attack to have an effect on the target. The more I think about this, the more I start to think that still the answer should be no. A spell should probably have a range of touch to qualify for a touch spell. And I recall that with Improved Familiar one could get a beholderkin eyeball as a familiar and it had the special ability to also deliver ranged touch spells, allthough this was in a 3.0 source. Why else would it have this kind of special ability if they could be delivered by ordinary familiars?
Just to clarify this one:
RANGE
...
Touch: You must touch a creature or object to affect it. A touch spell that deals damage can score a critical hit just as a weapon can. A touch spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch spells allow you to touch multiple targets. You can touch as many willing targets as you can reach as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell.Note that the use of the term "touch spell" is synonymous with "spell with a range of Touch." The terminology for rays is sompletely different.

Of course, psions gain the ability to shoot rays (or anything else) from their psicrystals at higher levels....
Jerrick_QueKiri

10-09-06, 12:05 AM
We have new meat in the Gallery! Highfire has joined the place of honor and earned 2 modelling income.
Heh, my brother, Hawkeye_60, has asked me to respectfully request that his picture be taken down, as he hates that picture now. This came after my checking the gallery and him passing by and seeing himself. Thank you.

Also, is there a standard ECL 3 tax rate for guildmembers?
Zevox

10-09-06, 12:13 AM
Also, is there a standard ECL 3 tax rate for guildmembers?
Guidl taxes no longer exist. Back in July-August the Guild system got entirely redone, and that part of it was removed.

Zevox
Jerrick_QueKiri

10-09-06, 12:28 AM
Guidl taxes no longer exist. Back in July-August the Guild system got entirely redone, and that part of it was removed.

Zevox
Lol, sorry. I remember hearing about that now. Thanks.
McJarvis

10-09-06, 01:26 AM
Do you guys often see mounted combat // long range combat in TT games? All mine seem to be within 30->60 ft & in caves so there are no horses.
Abyssal Stalker

10-09-06, 01:30 AM
Just to clarify this one:
Note that the use of the term "touch spell" is synonymous with "spell with a range of Touch." The terminology for rays is sompletely different.

Of course, psions gain the ability to shoot rays (or anything else) from their psicrystals at higher levels....
OK, I was just trying to find a loophole anyway :)
MindWandererB

10-09-06, 01:48 AM
Do you guys often see mounted combat // long range combat in TT games? All mine seem to be within 30->60 ft & in caves so there are no horses.
There are a few reasons why this is different.

1) We have no dungeons. Horses and other mounts can go pretty much anywhere.
2) We're pretty low level, all things considered. Specializing in mounted combat is a poor idea if you can't find a mount that can survive an EL 20 encounter by the time you get there. Even paladin and druid mounts will be hard-pressed to do so, so unless you've got an interesting trick up your sleeve (like that pegasus cohort, perhaps), it's not normally a viable option.
3) Our mounts are pretty easily replaceable. If you're in an underdark crawl and your horse dies (barring the silliness of bringing a horse into the underdark), you're out of luck for a long time.
Vathelokai

10-09-06, 02:13 AM
Summon Shadow (Su): At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer adds +2 HD (and the requisite base attack and base save bonus increases) to her shadow companion.This ability is gained at 3rd lv. I wonder how the bolded line is to be interpreted; is it every 3rd prestige class lv? Every 3 character lvs? Does the count on 3rd lv. start at ecl1 or when the shadow dancer gets the power?

*EDIT* Looking at the chart, it shows 'summon shadow' as a power gained at 3/6/9. Since there is no mention of gaining multiple shadows, should I assume that those denote the increases? That still makes me wonder if your initial shadow starts with 2 bonus HD (since you first gain the power at 3rd lv).
Scribelords

10-09-06, 03:43 AM
Heh, my brother, Hawkeye_60, has asked me to respectfully request that his picture be taken down, as he hates that picture now. This came after my checking the gallery and him passing by and seeing himself. Thank you.Picture removed, but you should tell him to send in another or we'll.... do... something. Maybe.
False_Keraptis

10-09-06, 05:27 AM
Do you guys often see mounted combat // long range combat in TT games? All mine seem to be within 30->60 ft & in caves so there are no horses.


In the years I've played, I can count the number of times I've seen bows and crossbows fired beyond two range increments on one hand. As for mounted combat, too much happens indoors in our games to make it a viable choice. I'm hoping to play "Vault of Larrin Karr" soon, so I may see a few more horses in that one, but even then I doubt many players will spend precious feats on mounted combat stuff.
Macbrea

10-09-06, 08:42 AM
Actually, Mine and Mal-2's current campaign. We spend an awful lot of time traveling between cities. It's a party of followers of Farlangan. Which pretty much means those with bows, crossbows and horses do actually get a chance to do something.


I play a favored soul in that game overspecialized in healing. His current weapon of choice is the Heavy Repeating Crossbow.
Highfire

10-09-06, 08:43 AM
My Bad! I am the PSI guildmaster, and I don't usually log into the PSI account untill monday's and start updating the threads and putting stuff together around the guild. You just missed me since your PM came on thursday. Sorry for the delay.

I can run your guild entry MQ next week. Put my name in the title line as the Questlord. I can also offer some advice on what you need to do to be sucessfull around here. Monks are very very hard to make work in CoCo.

In general monks are not the strongest classes, and in CoCo monks do OK untill about ECL6 with grappling, then they realy lag behind far and fast as levels increase. There are 2 main types of monks. Strength monks and Dex monks. The strength monks are basicially grapplers, the dex monks are basicially "nay-nay you can't hit me" builds. Generally monks have crappy ranged attacks since their weapon selection sucks.

I noticed that you have only purchased a 32 point buy on stats, and you get a 36 point buy. Also since you are a low strength high wis build, your 1st level bonus feat should be stunning fist instead of improved grapple. The save DC will be decent. Your broach of shielding costs a great fraction of your wealth, and you may reconsider the use of that money. Also if you want to be a "scout" for the guild, you will need skills, and that very low INT is a problem.

to be sucessfull you need to consider how you will counter the main arcetypes of CoCo battle:

Melee God: Hits high AC hard in melee for huge damage. Often Alpha strike builds with a charge attack and mount so they can "bring it" and smash you.

Grapple God: A specialist variant of the melee god, this type of character gets into melee with a high movement speed and keeps you there with an astronomical grapple check.

Ranged God: High attack rate with rapid shot, and magical arrows/bow they project damage to the foe from a distance. These builds often have mounts that allow them to evade melee.

Full Caster: Bam! Save or die! These characters have options, options and options. Several of those options bring damage to you, some protect them, and a dreaded few are effects where you must make the save or die.

Hide&Snipe: Ouch! Where did that come from? These builds max out hide and move silently to deliver ranged snipe attacks. You cannot attack what you cannot target, so they excell at dealing damage while you twiddle your thumbs.

So if you want to succeed, you need to have a way to target the weaknesses of each archetype and turn them to your advantage. How will your character do it?

edit: Yea Zelck is right. We do have some ZooKeepers, who have lots of allies that do most of the work. The builds are becomming more difficult to do all the time, but they are still around and they are sucessfull. Each ally is a meat shield that soaks up HP damage and dishes out attacks while it's doing it.

Since you are a dex build I suggest dumping the point blank shot for weapon finesse. As a monk, you ranged attack will always suck since you cannot use bows. But you can at least get in more hits with your unarmed strike using finesse.


36? I could have sworn the rules said 32, I will make the changes.

As for the success of this character, I made him as a role-play character mainly. His success is not garenteed, but I often scoff at caste's. Yes these things were built as a result of many many month's even years of experience and took because they work.

But the problem when the game becomes divided in seperate castes is that in the building of these seperate distinct builds, like all building, one often forgets about what is left behind.

Also I generally refuse to build off of someone else without learning the lesson myself, so this will be the most painful learning curve for me, but I do have some confidence.

I will most likely take the improved stats into Int so I gain two more maxed skills. (Don't bother argueing the value of placing a single point into a 'trained only' skill as I am pig headed in that department.)

I cannot take Weapon Finess until ECL 5. It requires +1 BAB. I plan to as soon as possible however.

:( Yes I realized a bit about my mistakes in character creation, however He is already entered and I cannot change him yet, before Telin looks at him. Or I autolose.

Truth be told, and this might not get me into the PSI, I intend this charcater as a good role-play character, I may do horribly in the arena, but there are many role-play outlets in the CoCo and plan to be interesting in those.


In regards to my modelling, I'd like to point out that is from a couple of years ago and plan to change it as soon as possible... lol.




~Justin
Abyssal Stalker

10-09-06, 08:59 AM
I think the biggest problem with mounted combatants is tracking movement. If you want to be accurate, things start to get difficult when combatants are moving 160ft/round into multiple directions. Try to figure range increments and such, end even more try to create an interesting map for that... I noticed this when I GMed a D20 Apocalypse campaign and I had all the time problems with tracking movement. It's really hard to handle this kind of dimensions in a manner that everybody keeps up with the map.
Jerrick_QueKiri

10-09-06, 10:07 AM
Can a character take a 5' step, a standard action, and a move action, in that order, in a round?
lonewolf

10-09-06, 10:13 AM
Can a character take a 5' step, a standard action, and a move action, in that order, in a round?

Yes, but he cannot use the move action for actual movement since he already took a 5ft step.
Jerrick_QueKiri

10-09-06, 10:27 AM
Ok, thanks.
hogarth

10-09-06, 11:09 AM
I have some questions about traps (Cat, if you could contribute your opinion, it would be greatly appreciated).

Under the "Set Trap" skill package, it states that "traps count as allies". I assume that means that a CR5 gladiator can have a CR1 trap.

1) Is it possible to set more than one trap in the same way that a gladiator can bring in more than one ally?

2) If a gladiator has a trap but is selected as the attacker (so his trap is useless), does the trap still reduce his rewards?

3) Could a gladiator state in his prebuffs "If I am the attacker, bring my warhorse; if I am the defender, bring my trap."?

4) Some traps specifically target multiple opponents (e.g. Fusillade of Darts (http://www.d20srd.org/srd/traps.htm#cr1FusilladeofDarts)). In that case, would they affect allies as well?

5) I assume that traps with a Search/Disable DC greater than 20 require the Trapfinding ability to set. Cat, could you clarify this in the description of the "Set Trap" package?
Caterane

10-09-06, 01:57 PM
I have some questions about traps (Cat, if you could contribute your opinion, it would be greatly appreciated).

Under the "Set Trap" skill package, it states that "traps count as allies". I assume that means that a CR5 gladiator can have a CR1 trap. [Yes]

1) Is it possible to set more than one trap in the same way that a gladiator can bring in more than one ally? [No, neither are multitraps allowed]

2) If a gladiator has a trap but is selected as the attacker (so his trap is useless), does the trap still reduce his rewards? [Traps will be activated automatically if you are the defender and have one in your At Home section]

3) Could a gladiator state in his prebuffs "If I am the attacker, bring my warhorse; if I am the defender, bring my trap."? [No, you prebuff with allies normally and if you're the defender the trap activates. This may result in you having more 'allies' but I see no alternative.]

4) Some traps specifically target multiple opponents (e.g. Fusillade of Darts (http://www.d20srd.org/srd/traps.htm#cr1FusilladeofDarts)). In that case, would they affect allies as well? [We have to compile a list of traps first before we decide if only the character can be targeted or his allies aswell.]

5) I assume that traps with a Search/Disable DC greater than 20 require the Trapfinding ability to set. Cat, could you clarify this in the description of the "Set Trap" package? [I'll try to find the time to do that] We have to make a list of possible traps first. I am a bit busy atm so I couldn't do it yet.
Anaconda

10-09-06, 02:25 PM
I'm looking for a QuestLord to miniquest a miniquest to get a small air elemental for Captain Barbosa (http://boards1.wizards.com/showpost.php?p=10201226&postcount=940)
Zelck

10-09-06, 02:40 PM
EDIT: probably better in Elders.
hogarth

10-09-06, 03:01 PM
We have to make a list of possible traps first. I am a bit busy atm so I couldn't do it yet.
I had assumed that the list of sample CR1 traps from the DMG would be O.K. Does this mean that traps will not be allowed for Wednesday's pairings after all? I was thinking of using a trap-maker (http://boards1.wizards.com/showpost.php?p=10303942&postcount=957), but if it won't be allowed I won't bother.
Caterane

10-09-06, 05:04 PM
I have to look at them more closely. There must also be some general guidelines to traps first (the ones from the council) which I hope to be able to write this week. I left home at 8 AM. It's 11 PM now and I'm not even on my way home so please bear with me for now. I'm getting to it asap. :)
McJarvis

10-09-06, 05:56 PM
If I have "reconsidered" Mort's animal companion choice & have not used it yet in combat, can I get it changed for another legal animal companion type without a credit cost?
Maraxus

10-09-06, 06:00 PM
A question about custom items: (With aporval) I can upgrade a custom item to another item (normal or custom). (Like a headband of Interlect +1 to one of +2 or +3)

Normally, this would cost credits every time. But how would gather information work in this? I could think of:

1) Not at all. Gather information can only be used to buy new items.
2) Can be used, if the total cost of the new item is less then max. value allowed by gather information.
3) Can be used, if the total cost of the new item is less then 3 times the max. value allowed by gather information.
4) Can be used if the upgrade cost is less then the max. value allowed.
5) Same as (4), plus you can save acumulate 3 gather informations within 1 3FC (so the upgrade is totally handled like a new item).
hogarth

10-09-06, 06:42 PM
A question about custom items: (With aporval) I can upgrade a custom item to another item (normal or custom). (Like a headband of Interlect +1 to one of +2 or +3)

Normally, this would cost credits every time. But how would gather information work in this? I could think of:

1) Not at all. Gather information can only be used to buy new items.
2) Can be used, if the total cost of the new item is less then max. value allowed by gather information.
3) Can be used, if the total cost of the new item is less then 3 times the max. value allowed by gather information.
4) Can be used if the upgrade cost is less then the max. value allowed.
5) Same as (4), plus you can save acumulate 3 gather informations within 1 3FC (so the upgrade is totally handled like a new item).

Currently, I believe #4 is the case (you can upgrade as long as the cost of the upgrade is less than the Gather Info value). There has been some talk of accumulating Gather Info value over multiple periods, but I don't think a decision has been reached on that yet.

It looks like #5 is the case; you can use 3 Gather Info free activities to pay for the upgrade.
Zevox

10-09-06, 11:51 PM
A question about custom items: (With aporval) I can upgrade a custom item to another item (normal or custom). (Like a headband of Interlect +1 to one of +2 or +3)

Normally, this would cost credits every time.
Not every time - upgrading from +1 to +2 would just cost the gold, since +2 is a normally available item. You don't think upgrading items costs credits just because its upgrading items, do you?

But how would gather information work in this? I could think of:

1) Not at all. Gather information can only be used to buy new items.
2) Can be used, if the total cost of the new item is less then max. value allowed by gather information.
3) Can be used, if the total cost of the new item is less then 3 times the max. value allowed by gather information.
4) Can be used if the upgrade cost is less then the max. value allowed.
5) Same as (4), plus you can save acumulate 3 gather informations within 1 3FC (so the upgrade is totally handled like a new item).
#4, if its an upgrade that would cost credits. I don't know of any talk such as hogarth mentioned either...

Zevox
SauroGrenom

10-10-06, 01:54 PM
Does anyone have the divine books?

I'd like to know what the madness domain's 1st level spell is. I cannot find it anywhere. It's called Random Action, and the description in the SRD is "???!!!???" That's not very descriptive. I'd appreciate some help on this one.
TelinArtho

10-10-06, 02:05 PM
I believe it is lesser confusion.
hogarth

10-10-06, 02:07 PM
I believe it is lesser confusion.
Yes; Random Action got renamed to Lesser Confusion in 3.5.
http://www.d20srd.org/srd/divine/domains.htm#madnessDomain
hogarth

10-10-06, 02:13 PM
#4, if its an upgrade that would cost credits. I don't know of any talk such as hogarth mentioned either...

Zevox
The possibility of saving up several weeks' worth of Gather Info was raised by SauroGrenom in the Council and Cat mentioned the possibility (http://boards1.wizards.com/showpost.php?p=10211512&postcount=174). I don't think it got implemented, though.

CORRECTION: It did get implemented, apparently.
It is possible to accumulate up to three Free Activities of Gather Information to save for a more expensive item but they must be within the same 3-Fight-Cycle.
Zelck

10-10-06, 02:35 PM
Is it possible just to buy armor enchantments for your free weightless clothing? Like Explorer's Outfit +1?

I'm guessing no, but it can't hurt to try! ;)
Zevox

10-10-06, 02:37 PM
Is it possible just to buy armor enchantments for your free weightless clothing? Like Explorer's Outfit +1?

I'm guessing no, but it can't hurt to try! ;)
Considering that clothing is not armor and those enchantments are said to be for armor, nope.

Zevox
hogarth

10-10-06, 02:42 PM
Is it possible just to buy armor enchantments for your free weightless clothing? Like Explorer's Outfit +1?

I'm guessing no, but it can't hurt to try! ;)
You're too cheap to buy a suit of masterwork padded armor? A 5% spell failure chance won't kill you (...often).
Gonbow

10-10-06, 02:44 PM
Just to confirm really, the discount skill package cannot be used pre-Gladius yes?

Or to be more clearly, one with the ability to get a discount on his items, cannot get a discount on the items he gets before activation in gladius; as opposed to one with the ability to craft his own items, who can. Correct?

(I am actually making a new character... probably unwise of me, but a tiefling rogue skill-monkey. Oddly enough, I didn't put anything in Use Magic Devices... Heh.)
Zelck

10-10-06, 03:18 PM
You're too cheap to buy a suit of masterwork padded armor? A 5% spell failure chance won't kill you (...often).
The weight is annoying :(. Grrr... :P

Oh, and I priced out some items I wanted to buy for my new ECL8 character, and it came out at exactly 28,000 gp. That's without the arrows and expendables. Guess the bag of tricks will just have to wait...

Out of curiosity, can you have an item reward as part of a miniquest to join a guild? Or can I have its first fight be the out of cycle MQ then use that extra gold to buy items?
Pittbull

10-10-06, 03:26 PM
Reaching his 5th level Morathor gets a bouns feat for psychic warrior, what shall I take?

Speed of thought: Gives 10ft faster movement---> cool!
Inquisitor: +10 on sense motive (expending the focus), makes him strong against ambush and assasination
psicrystal affinity: gives +2 to spot/listen, plus the crystal, plus another bouns to anything, prerequesite for psi-crystral containment

I sympathise strongly with the psicrystal, any better ideas?
hogarth

10-10-06, 03:27 PM
Out of curiosity, can you have an item reward as part of a miniquest to join a guild? Or can I have its first fight be the out of cycle MQ then use that extra gold to buy items?
I've seen people start their character off with an out-of-cycle miniquest, so I guess it's possible.
Zelck

10-10-06, 03:30 PM
Reaching his 5th level Morathor gets a bouns feat for psychic warrior, what shall I take?

Speed of thought: Gives 10ft faster movement---> cool!
Inquisitor: +10 on sense motive (expending the focus), makes him strong against ambush and assasination
psicrystal affinity: gives +2 to spot/listen, plus the crystal, plus another bouns to anything, prerequesite for psi-crystral containment

I sympathise strongly with the psicrystal, any better ideas?
I like Psicrystals :). Speed of Thought is good too; it affects your fly speed as well.
hogarth

10-10-06, 03:31 PM
Reaching his 5th level Morathor gets a bouns feat for psychic warrior, what shall I take?
Go for Inquisitor. Definitely Inquisitor. :P
Zelck

10-10-06, 03:37 PM
Go for Inquisitor. Definitely Inquisitor. :P
Actually, I change my vote to Chain Power. Good stuff.
Highfire

10-10-06, 03:52 PM
I resubmit my request to join PSI with Kyst Depthice (http://boards1.wizards.com/showpost.php?p=10248113).

I changed his stats to add the four on and put them in Int, so that gave me two extra skills. So he is more skill happy than before, and he at least matches the skill number of a average Psion.

I'll also be sending the formal PM to Guildmaster (PSI) as well in case you don't catch this here.

~Justin
SauroGrenom

10-10-06, 03:55 PM
I resubmit my request to join PSI with Kyst Depthice (http://boards1.wizards.com/showpost.php?p=10248113).

I changed his stats to add the four on and put them in Int, so that gave me two extra skills. So he is more skill happy than before, and he at least matches the skill number of a average Psion.

I'll also be sending the formal PM to Guildmaster (PSI) as well in case you don't catch this here.

~Justin
We don't have entry requirements. So you, or anyone for that matter, can join.

Just put my name in the title line as the questlord, and we can get you in soon.
Highfire

10-10-06, 04:00 PM
We don't have entry requirements. So you, or anyone for that matter, can join.

Just put my name in the title line as the questlord, and we can get you in soon.

lol, Sorry about that. I am used to games with strict clan rules and joining requirements.

I'll set the title for the Quest then. Is it a quest or a mini quest?

I already had a fight so I think it would have to be a miniquest right? Otherwise I would have to wait for my other two fights to finish before I undertake a quest?


~Justin
SauroGrenom

10-10-06, 04:02 PM
All guild entry quests are MQ's.

You are correct that you usually cannot enter a full quest durring a 3FC.
Gonbow

10-10-06, 05:10 PM
So... new character then. Jade of Kirlois (http://boards1.wizards.com/showpost.php?p=10321199&postcount=960)... Not quite my weakest character (Lort anyone?) and a far cry from my strongest, but then again, she isn't a caster, so of course!

In any case, comments are welcome/appreciated. I'm planning on increasing a few of her current skills with the next level and picking up Use Magic Device after I have some gold to spend on custom magic thingiemabobs.
SauroGrenom

10-10-06, 06:01 PM
lol, Sorry about that. I am used to games with strict clan rules and joining requirements.
That's alright, although nothing will protect you against my occasional 2 page PM of unwanted advice on how to make your character better. :mrt:
SauroGrenom

10-10-06, 06:21 PM
So... new character then. Jade of Kirlois (http://boards1.wizards.com/showpost.php?p=10321199&postcount=960)... Not quite my weakest character (Lort anyone?) and a far cry from my strongest, but then again, she isn't a caster, so of course!

In any case, comments are welcome/appreciated. I'm planning on increasing a few of her current skills with the next level and picking up Use Magic Device after I have some gold to spend on custom magic thingiemabobs.
Get a horse.

Even if you don't ride it, you can use it to help flank and soak up damage. Hell get two incase the first one dies in the 3FC.

Put some ranks in tumble, it's you ticket out of melee.

Put some ranks in escape artist, so you can escape grapplers (then tumble away).

Use Magic Device is your friend. It gets you nifty things that only casters use. Sure you won't blast your enemies with it, but you can get invisibility, see invisibility, energy resist and a few other general purpose spells that wizards and clerics use all the time.

CLW potions are probably a waste of money. If you need healing in a battle, the CLW potions are too little too late.

Blind fight? Expect to be in melee with invisible attackers? You are a ranged build. If your in melee it's not a good time anyway. Point Blank shot is a better choice. You want to attack from short range anyway for the sneak attack damage, so the attack bonus is nice. Also point blank shot is required for lots of other good ranged combat feats.
Zevox

10-10-06, 06:32 PM
Well, my first new character in a while is up: Mindrel Starmaster, my third attempt at a Mystic Theurge. After failing with the both the one who started as a Wizard and the one who started as a Cleric, I decided to be lazy and skip right to the level before he can begin taking the PrC :) . I'm still a few credits short of activating him (need 15 for him and 5 for his periapt), but it should only be a week or two before thats taken care of. And maybe if I'm lucky the pitlord shortage will have evened out a bit by then...

Anyway, I'm going to break from tradition and actually ask if anyone has any comments/suggestions on one of my characters for once. Particularly feats - I know I want the crafting and spell focus ones, but that Extend Spell is basically filler at the moment, so I'm open for suggestions to replace it.

Oh, and while I'm posting, a quick question I noticed: our newly-added rules about Renaissance Weapons mention that rapid reload can be used "normally" on them. However, they take a standard action to reload, whereas the weapons Rapid Reload is normally used on take either a move or full round. So what does it reduce the reload time to - free action (as the normally move one) or move action (as the normally full round one)?

@ Gonbow - 9 hp, AC 18, not a spellcaster... *whistles* You're pretty damn brave. To note though, Rogues are not proficient with longbows, so you'll want a different ranged weapon.

Zevox
Gonbow

10-10-06, 06:43 PM
@Sauro -
Horse? Hmm. Probably a good idea, if a bit expensive. Then again, if I drop the cure light wound potions as you say, it'll work itself out... but the potions are more for between fights than anything else, so I can heal myself up to full... or does that happen automatically and I'm just being paranoid?

Edit: On second thought... I'll stay away from getting a horse. Maybe I'll be lucky and get a map where using a horse isn't so viable... or do MQs where it is much the same. I understand that they are powerful and useful... but they feel like something one gets 'automatically', much like Mithril Chain Shirts... which are things I'd like to stay away from if I can get away with it.

Eh, I'm fine being in melee. At low levels, a lucky greatsword hit will kill my opponents too, even if I am fairly fragile; and armor spikes keeps my AoO radius on at all times.

Aye, UMD is on the slate for next level; atm I've got alot invested in my more martial gear that buying more expendibles isn't in the cards.

Blind fight is to use with my racial Darkness ability. Sure, I won't be able to sneak attack anyone while I'm using it, but I /will/ be able to Hide at all times.. sniping under cover of Darkness. Sounds groovy to me. (I'll be using Gather Info to get a item of 2/day Darkness I think, to fill in the other two fights)

@Zevox
Indeed, rogues arn't, but Tieflings are! I've got martial weapon proficiency because I'm and outsider.
Erithmu

10-10-06, 06:47 PM
Well, my first new character in a while is up: Mindrel Starmaster, my third attempt at a Mystic Theurge. After failing with the both the one who started as a Wizard and the one who started as a Cleric, I decided to be lazy and skip right to the level before he can begin taking the PrC :) . I'm still a few credits short of activating him (need 15 for him and 5 for his periapt), but it should only be a week or two before thats taken care of. And maybe if I'm lucky the pitlord shortage will have evened out a bit by then...

@ Gonbow - 9 hp, AC 18, not a spellcaster... *whistles* You're pretty damn brave. To note though, Rogues are not proficient with longbows, so you'll want a different ranged weapon.

Zevox
Umm ... you have enchantment as one of your prohibited wizard schools, so I question first how you have enchantment spells known and then the intelegence about having a spell focus in enchantment. After that some Scrolls of dispel might be nice for single use shield spell users.
Zevox

10-10-06, 07:06 PM
Umm ... you have enchantment as one of your prohibited wizard schools, so I question first how you have enchantment spells known and then the intelegence about having a spell focus in enchantment. After that some Scrolls of dispel might be nice for single use shield spell users.
Woops, that was from an old draft :embarrass (you could confirm that by checking the spellbook - it noted all cantrips minus necromancy and illusion, not enchantment). Should have been illusion. Fixed.

As for Dispel Magic, I thought of that too, but non-crafted 3rd level spell scrolls are kinda hard on the expendable cap at that level. I could get maybe one fine, but no more. Besides, he has ways to win besides just the wand - Hold Person, Scorching Rays, familiar-delivered spontaneous Inflict spells and Shocking Gasps, Acid Arrows, and the chance to unload any of the above easily if he can get Hideous Laughter to work.

@ Gonbow - I think thats only for outsiders with actual Outsider HD. If that were the case it would be mentioned in thier "player stats" block. Plus we'd have guys like Half-Giants with auto proficiency in simple and martial weapons, which isn't the case as they're described in thier player race entry.

Zevox
MindWandererB

10-10-06, 07:29 PM
@ Gonbow - I think thats only for outsiders with actual Outsider HD. If that were the case it would be mentioned in thier "player stats" block. Plus we'd have guys like Half-Giants with auto proficiency in simple and martial weapons, which isn't the case as they're described in thier player race entry.Actually, half-giants do have auto-proficiency with simple and martial weapons. There was an Ask Wizards on the topic a week or so ago, in reference to aasimar, and basically, everything does indeed get auto-proficiency per type unless specifically stated otherwise.

Edit: Okay, it was longer ago than I thought.Q: Do Aasimars and Tieflings (having the outsider type but no racial HD) gain proficiency with all martial weapons?
--Lukas

A: Yes, based on the traits listed for outsiders in the Monster Manual (page 313), they most certainly would be proficient in all simple and martial weapons.
--Chris Lindsay
Zevox

10-10-06, 07:34 PM
Actually, half-giants do have auto-proficiency with simple and martial weapons. There was an Ask Wizards on the topic a week or so ago, in reference to aasimar, and basically, everything does indeed get auto-proficiency per type unless specifically stated otherwise.

Edit: Okay, it was longer ago than I thought.
Huh - could have sworn our own discussions about that had ended in a big "no". Oh well, just means I can get Asran's cohort some better weapons :D .

Zevox
Zelck

10-10-06, 08:04 PM
That's alright, although nothing will protect you against my occasional 2 page PM of unwanted advice on how to make your character better. :mrt:
I don't get these PMs... :weep:

Urr... wait! Wait! Oh shucks, what did I just get myself into?

;)
Zelck

10-10-06, 09:02 PM
Do the small versions of magic items have half weight?

EDIT:
The first draft of Walden, the Unseen (http://boards1.wizards.com/showpost.php?p=10310727&postcount=959) is complete! Thoughts? Criticisms? Pre-emptive tomatoes for when you get to pitlord him?
McJarvis

10-11-06, 12:26 AM
Do the small versions of magic items have half weight?

EDIT:
The first draft of Walden, the Unseen (http://boards1.wizards.com/showpost.php?p=10310727&postcount=959) is complete! Thoughts? Criticisms? Pre-emptive tomatoes for when you get to pitlord him?

I'm fairly certain you added a +4 bonus for racial, a +8 bonus for racial, and gave him yet another +4 in the forest.

For a total of +16 racial. O_O

should be:

+30/34 Hide [6rnk +3dex +4size +4race +3psicrystal +10competence] [4ranger 4psiwarcc] +4 in forests ?
Zelck

10-11-06, 12:29 AM
He's a ghost ;).
McJarvis

10-11-06, 12:30 AM
He's a ghost ;).

right. Do racial bonuses stack?

edit- As a matter of pride, I think I need to state at this point that I'm planning on turning Mort into a ghost as soon as he reaches level 5.(stupid touchsight)

double edit- Or I might prestige him to be a Slayer...did cerebral blind end up blinding touchsight? I wasn't paying attention
Zelck

10-11-06, 12:31 AM
right. Do racial bonuses stack?
They should.

In most cases, modifiers to a given check or roll stack (combine for a cumulative effect) if they come from different sources and have different types (or no type at all), but do not stack if they have the same type or come from the same source (such as the same spell cast twice in succession). If the modifiers to a particular roll do not stack, only the best bonus and worst penalty applies. Dodge bonuses and circumstance bonuses however, do stack with one another unless otherwise specified.
And racial bonuses aren't mentioned as a bonus that doesn't stack.
McJarvis

10-11-06, 12:33 AM
They should.


And racial bonuses aren't mentioned as a bonus that doesn't stack.

Hum.


Originally Posted by SRD
In most cases, modifiers to a given check or roll stack (combine for a cumulative effect) if they come from different sources and have different types (or no type at all), but do not stack if they have the same type or come from the same source (such as the same spell cast twice in succession). If the modifiers to a particular roll do not stack, only the best bonus and worst penalty applies. Dodge bonuses and circumstance bonuses however, do stack with one another unless otherwise specified.


I'm pretty sure they don't. Only reason I'm aiming Mort at being a ghost is to avoid touchsight. Hide bonus-wise Forest Gnome and Ghost are very similar(and don't stack with each other, I don't think)
Zelck

10-11-06, 12:41 AM
I'm pretty sure they don't.
Whoops, horribly misread that. Hmm...

Time to make it a halfling then...
McJarvis

10-11-06, 12:43 AM
Whoops, horribly misread that. Hmm...

Time to make it a halfling then...

glad I could help :)
SauroGrenom

10-11-06, 12:49 AM
Bill the Pizza Delivery Guy is comming bye to deliver some pizza to ECL4. Check him out and let me know if you can spot any errors, or general weaknesses. :plotting:
TheMagister

10-11-06, 12:52 AM
Opinions, please (if I could make a Poll thread, I would).

I volunteered for 3 fights this coming week, but have NO access to an online roller.

I can't do the fights at home (wife and family won't let me spend 3-5 hrs on a fight on "their" time, and I agree) and my firewall on my work computer blocks access to Invisible Castle, the CoCo roller, and all the other rollers listed on the Character page.

So, I'll be rolling home dice and spelling out modifiers.

How many of you would HATE that?
How many of you wouldn't like it, but would live with it as long as I'm alleviating the Pitlord situation?
How many of you wouldn't care?

TM
NiQil

10-11-06, 12:55 AM
Opinions, please (if I could make a Poll thread, I would).

I volunteered for 3 fights this coming week, but have NO access to an online roller.

I can't do the fights at home (wife and family won't let me spend 3-5 hrs on a fight on "their" time, and I agree) and my firewall on my work computer blocks access to Invisible Castle, the CoCo roller, and all the other rollers listed on the Character page.

So, I'll be rolling home dice and spelling out modifiers.

How many of you would HATE that?
How many of you wouldn't like it, but would live with it as long as I'm alleviating the Pitlord situation?
How many of you wouldn't care?

TM
Would personally buy Sdentch some flowers if you did that....I HATE online rollers with a passion....but then again I've never really made a secret of that. As long as you type out the mods that you are adding to the rolls, I don't think anyone will care.
Erithmu

10-11-06, 12:57 AM
@TM: Whatever works, however in contrast to Niqil's request for the modifiers I just request that you list the roll itself. Modifiers can be explained but the base roll is almost as important.
McJarvis

10-11-06, 12:57 AM
Opinions, please (if I could make a Poll thread, I would).

I volunteered for 3 fights this coming week, but have NO access to an online roller.

I can't do the fights at home (wife and family won't let me spend 3-5 hrs on a fight on "their" time, and I agree) and my firewall on my work computer blocks access to Invisible Castle, the CoCo roller, and all the other rollers listed on the Character page.

So, I'll be rolling home dice and spelling out modifiers.

How many of you would HATE that?
How many of you wouldn't like it, but would live with it as long as I'm alleviating the Pitlord situation?
How many of you wouldn't care?

TM

I'd only raise a stink if I lost the match. ;)

::::

In all seriousness, very few people would care I think. Online rollers just make the Pittlord's job easier & less frustrating.(When I first started Pittlording I remember one nasty affair where someone accused me of cheating...for some reason.)
Erithmu

10-11-06, 01:04 AM
Bill the Pizza Delivery Guy is comming bye to deliver some pizza to ECL4. Check him out and let me know if you can spot any errors, or general weaknesses. :plotting:
No ranged attacks for something that flies and has a good will save.

Or if you prefer: no method of Next Day Air.
Zevox

10-11-06, 01:04 AM
@ TM - I'd be AOK with it. Given what the general response was to Cat's attempt to make online rollers manditory, I doubt you'll find many who will object anyhow :) .

@ All - So, yeah, anyone have any ideas about that firearms/rapid reload question I raised earlier, our should I toss that to the Elders?

Zevox
Zelck

10-11-06, 01:06 AM
OK, Walden's (http://boards1.wizards.com/showpost.php?p=10310727&postcount=959) overlapping racial bonuses removed, and race changed to Halfling. I wish I had more feats...

Hmm... I could replace PBS and Psionic Shot with hide feats, but I'm afraid my pitlords will kill me. Painfully and slowly.

Anyone else have comments, suggestions, and/or criticisms?
Abyssal Stalker

10-11-06, 01:39 AM
I wouldn't care. I don't believe that we have pitlords who would make a joke of themselves by cheating with the rolls. :blue eyes: If I ever notice something like that I'll just drop the whole thing. That kind of cheating would be just childish. Just list the number that the dice gives, so the modifiers can be checked. I don't think it's important to list all the different modifiers, just the total.
McJarvis

10-11-06, 01:44 AM
OK, Walden's (http://boards1.wizards.com/showpost.php?p=10310727&postcount=959) overlapping racial bonuses removed, and race changed to Halfling. I wish I had more feats...

Hmm... I could replace PBS and Psionic Shot with hide feats, but I'm afraid my pitlords will kill me. Painfully and slowly.

Anyone else have comments, suggestions, and/or criticisms?

Is that competence bonus from Chameleon? Chameleon is an enhancement bonus. Competence is what you get from items of hiding.
Zelck

10-11-06, 01:45 AM
Is that competence bonus from Chameleon? Chameleon is an enhancement bonus.
Nope, it's from the Padded Armor +1 of Improved Shadow. +10 competence bonus.
McJarvis

10-11-06, 01:45 AM
Nope, it's from the Padded Armor +1 of Improved Shadow. +10 competence bonus.


Ahha! it's all clear now :)
MindWandererB

10-11-06, 02:24 AM
I'm pretty sure they don't. Only reason I'm aiming Mort at being a ghost is to avoid touchsight. Hide bonus-wise Forest Gnome and Ghost are very similar(and don't stack with each other, I don't think)I'm not sure. For instances, bonuses to natural armor gained from a template do stack with the bonus from the base creature. After all, creatures with templates are better at certain things than the base creature, no matter how good the base creature was at it.

Edit: I take it back. The sample Elite Vampire in the PHB has a Search of 9 and a Sense Motive of 14, which would be below its minimums if the racial bonuses for being a half-elf and a vampire stacked. I'll have to fix that on Besthirah's sheet; I did it wrong.
McJarvis

10-11-06, 02:46 AM
I'm not sure. For instances, bonuses to natural armor gained from a template do stack with the bonus from the base creature. After all, creatures with templates are better at certain things than the base creature, no matter how good the base creature was at it.

Well, here's one counter example off the top of my head:


Armor Class: A lich has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better.


Also, of course, is...


A bonus to Armor Class resulting from a creature's naturally tough hide. Natural Armor bonuses stack with other bonuses to Armor Class except other natural armor bonuses


And the Half-Dragon template oes increase Natural armor, but it is nicely worded as...(same wording is used for half-celestial and half-fiendish)


Armor Class: Natural armor improves by +4.


So no...I don't think Natural Armor bonuses stack either.(even if they are from a template). The templates that want them to stack say specifically that the natural armor improves, not that it's a +4 bonus to natural armor.


Is this hide thing getting out of hand?
Ravashack

10-11-06, 03:15 AM
Opinions, please (if I could make a Poll thread, I would).

I volunteered for 3 fights this coming week, but have NO access to an online roller.

I can't do the fights at home (wife and family won't let me spend 3-5 hrs on a fight on "their" time, and I agree) and my firewall on my work computer blocks access to Invisible Castle, the CoCo roller, and all the other rollers listed on the Character page.

So, I'll be rolling home dice and spelling out modifiers.

How many of you would HATE that?
How many of you wouldn't like it, but would live with it as long as I'm alleviating the Pitlord situation?
How many of you wouldn't care?

TM

I would only care if you actually gave me the impression that you were biased on one side (even if it was mine).

So basically, no I wouldn't care.
False_Keraptis

10-11-06, 03:21 AM
Is the hide thing getting out of hand?

As the proprietor of Mort's inaugural victim, yes it is out of hand. :D

But seriously, it's all core (unlike those dratted grapple-horses), so them's the breaks. At least on most maps you can move around to try to get unobstructed LOS for an autospot (although it just occured to me, does deeper darkness invalidate this?).
McJarvis

10-11-06, 03:23 AM
As the proprietor of Mort's inaugural victim, yes it is out of hand. :D

But seriously, it's all core (unlike those dratted grapple-horses), so them's the breaks. At least on most maps you can move around to try to get unobstructed LOS for an autospot (although it just occured to me, does deeper darkness invalidate this?).

Yeah, it does...kind of. Mort has to start hiding when he has no LOS on his victim, but Deeper Darkness lets him maintain the hide wherever he is- so long as he's using snipe actions only for attacking.
Ravashack

10-11-06, 03:24 AM
[...]
double edit- Or I might prestige him to be a Slayer...did cerebral blind end up blinding touchsight? I wasn't paying attention


Cerebral Blind (Su): After reaching 6th level, a slayer is protected from all devices, powers, and spells that reveal location. This ability protects against information gathering by clairsentience powers or effects that reveal location.
The ability even foils bend reality, limited wish, miracle, reality revision, and wish when they are used to gain information about the slayer’s location (however, metafaculty can pierce this protective barrier). In the case of remote viewing or scrying that scans an area a slayer is in, the effect works, but the slayer simply isn’t detected. Remote viewing or scrying attempts that are targeted specifically at a slayer do not work. This ability is active as long as the slayer is psionically focused.


I would say no, given the fact that Touchsight is a Psychometabolism power, not a Clairsentience.

The closest comparison I can think of is Invisibility Purge getting around Invisibility + Escape Detection, because it's not a Divination but an Evocation.
False_Keraptis

10-11-06, 03:37 AM
So, I'll be rolling home dice and spelling out modifiers.

How many of you would HATE that?
How many of you wouldn't like it, but would live with it as long as I'm alleviating the Pitlord situation?
How many of you wouldn't care?

TM

Mark me down in the "wouldn't care" column. If and when I start running more than one fight a week, I will seriously consider doing the same for speed's sake. I'd be a little worried that one player would roll 5 natural ones in a row or something; but I know that I absolutely would not fudge the dice and I have confidence in everyone else here as well.
Pittbull

10-11-06, 03:50 AM
Bonus Types
Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type dont generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus works (see Combining Magical Effects, below). The same principle applies to penaltiesa character taking two or more penalties of the same type applies only the worst one.


Racial boni stack!
McJarvis

10-11-06, 03:57 AM
Racial boni stack!


ooooo...so they do. :-)

Guess Zelk will have to rebuild that sucker yet again ;) I fear the day your forest gnome fights my forest gnome.
lonewolf

10-11-06, 04:11 AM
Since I am forced to add silly skills like jump to my flying character Kitty, I have to make it correctly:

What should be the jump penalty for having a land speed of 25?
MindWandererB

10-11-06, 05:31 AM
ooooo...so they do. :-)

Guess Zelk will have to rebuild that sucker yet again ;) I fear the day your forest gnome fights my forest gnome.
And the vampire in the MM is wrong. Big surprise.
Caterane

10-11-06, 06:46 AM
Important Question: Does anyone know a good imagine manipulation program that has the option to cut freestyle? I used Photoshop but that has only square, row, elipse and line. There's the magnetic lasso but that produces crappy results.

I need it to cut out rooms from the map in my campaign.
hogarth

10-11-06, 06:56 AM
So, I'll be rolling home dice and spelling out modifiers.

How many of you would HATE that?
How many of you wouldn't like it, but would live with it as long as I'm alleviating the Pitlord situation?
How many of you wouldn't care?

TM
It probably wouldn't matter much to me. But have you thought about rolling dice using an Excel spreadsheet and posting it on the internet afterwards? Something like =FLOOR(20*RAND()+1,0) should do the trick, I think. Just an idea...
Hirumajoe

10-11-06, 07:24 AM
Opinions, please (if I could make a Poll thread, I would).

I volunteered for 3 fights this coming week, but have NO access to an online roller.

I can't do the fights at home (wife and family won't let me spend 3-5 hrs on a fight on "their" time, and I agree) and my firewall on my work computer blocks access to Invisible Castle, the CoCo roller, and all the other rollers listed on the Character page.

So, I'll be rolling home dice and spelling out modifiers.

How many of you would HATE that?
How many of you wouldn't like it, but would live with it as long as I'm alleviating the Pitlord situation?
How many of you wouldn't care?

TM


I wouldn't care. Go for it.
Zevox

10-11-06, 07:44 AM
Since I am forced to add silly skills like jump to my flying character Kitty, I have to make it correctly:

What should be the jump penalty for having a land speed of 25?
-4. Speed bonuses/penalties to Jump are measured in 10' increments, so 25' is the same as 20' for that purpose.

Zevox
Hirumajoe

10-11-06, 07:47 AM
So I've been wondering, are there any combat uses of Use Rope?

For example, I could invest in a Climber's Kit (+2 Climb), 50' of knotted silk rope (+2 Use Rope) and a Grappling Hook and be able to climb any tree, building or statue with 2 standard actions (grapple hook and the actual climb) at half speed with no chance of falling.

Presumably once up a tree, I could take a standard action to tie myself to it, so I can't fall, perhaps with a special slip knot. Although I may want two sets of rope, one knotted and one not in that case.

Can you tie a rope to a tree, leave it on the ground, walk to the other side of the path and have your Psicrystal and Horse attract the opponent? And do the classic pull tight and trip?

Or how about simply tying it across to objects at 3' high (trees again) to simply make rough terrain that takes 2 actions to move across?

Anyways, would people allow uses like this when pitlording?

Thanks,
Hirumajoe
hogarth

10-11-06, 08:36 AM
Bill the Pizza Delivery Guy is comming bye to deliver some pizza to ECL4. Check him out and let me know if you can spot any errors, or general weaknesses. :plotting:
If I were you, I'd list the human paragon class skills somewhere; it's clear what seven of them are, but the other three are a mystery (it matters for determining maximum ranks, for instance).
TelinArtho

10-11-06, 10:04 AM
-4. Speed bonuses/penalties to Jump are measured in 10' increments, so 25' is the same as 20' for that purpose.

Zevox

Close my fair friend, close:

Your Jump check is modified by your speed. If your speed is 30 feet then no modifier based on speed applies to the check. If your speed is less than 30 feet, you take a 6 penalty for every 10 feet of speed less than 30 feet. If your speed is greater than 30 feet, you gain a +4 bonus for every 10 feet beyond 30 feet.

That would be a -6 penalty.
Zelck

10-11-06, 10:24 AM
Racial boni stack!
Thanks Pitbull :). Time to switch him back to Forest Gnome, grr! ;).
Zelck

10-11-06, 10:26 AM
ooooo...so they do. :-)

Guess Zelk will have to rebuild that sucker yet again ;) I fear the day your forest gnome fights my forest gnome.
I have a feeling it'll go something along the lines of the pitlord saying "That's it", randomly rolling to see when we run into each other, and it'll be a grapple to the death, lol.
hogarth

10-11-06, 10:32 AM
I have a feeling it'll go something along the lines of the pitlord saying "That's it", randomly rolling to see when we run into each other, and it'll be a grapple to the death, lol.
My guess is that if there are enough ghosts, then we'll get some clerics optimizing their turning (Sun domain, etc.) and then the ghost fad will pass out of vogue. I could be wrong, of course.
Zelck

10-11-06, 10:33 AM
The problem is that Turning only has a 60' range, and it can't hit stuff underground. There are probably ways around this though. Probably something like Leadership mount + readied actions...
Zevox

10-11-06, 10:56 AM
Close my fair friend, close:

That would be a -6 penalty.
They have different modifiers for low speed than for high :thinks: ? Now thats a little odd... guess I'd best drop Ceilia's jump another two points then.

Zevox
McJarvis

10-11-06, 12:22 PM
They have different modifiers for low speed than for high :thinks: ? Now thats a little odd... guess I'd best drop Ceilia's jump another two points then.

Zevox

It's pretty cool though. Makes Expeditious retreat ridiculously more powerful than Jump at low levels...(Exp Ret gives a gnome +14 to jump checks ;) )
waywreth

10-11-06, 12:43 PM
Important Question: Does anyone know a good imagine manipulation program that has the option to cut freestyle? I used Photoshop but that has only square, row, elipse and line. There's the magnetic lasso but that produces crappy results.
I need it to cut out rooms from the map in my campaign.

Ironically the eraser tool in MSPaint is fairly good at things like that. I use it to clean up things, then open the map in another program.

Of course you did say "good" image program... but it might fit the needs for the deletion portions.
Highfire

10-11-06, 12:45 PM
Okay, this isn't for the CoCo. But I was looking over the magical item creation rules in the DMG 3.5.

I came up with a Ring that lets you continuosly heal 1 HP a round. For 4000gp, this seems over powered.

Here's my calculations.

Spell Level x Caster Level x 20002

2 Times base cost by 4 if spell is a round effect, by 2 if 1 minute a level, by 1.5 if 10 minute a level, and by .5 if 24 hour or greater.

Now there is also another tidbit

Spell Level: A 0th level spell is half the value of a 1st level spell.

That is at the bottom of the chart.

So I calculated 1x1x2000, got 2000 naturally, divided it by 2, got 1,000.

Now the 0th level spell I planned to use was the Clerics 0th level spell to heal 1 HP.

It can only take place once a round so I multiplied by 4.

Got 4,000 and saw no additional costs for a ring.

So I have a ring that heals me for 1 HP per round.

Now the problems I see with this are that the cleric spell is duration: instantaneous. Does that make this so it can't be continuous? I was trying to find a way around making it Use-Activated, because if I fall unconscious in a fight it would auto stabalize me and bring me back.

If I make it Use-Activated, it becomes a standard action, I beleive to use the ring and heal 1 HP making it so I do nothing else in the round. If that's the case I'll go for higher healing and have it be charged so many times a day. I think 3 a day Cure mod ranged about 6000 or so, I'd have to check again.


Thanks in advance for any thoughts on this. Like I said this isn't for CoCo, I was just wondering for a game I'm playing in.


~Justin
McJarvis

10-11-06, 12:48 PM
Originally Posted by Caterane
Important Question: Does anyone know a good imagine manipulation program that has the option to cut freestyle? I used Photoshop but that has only square, row, elipse and line. There's the magnetic lasso but that produces crappy results.
I need it to cut out rooms from the map in my campaign.


I use GIMP for everything. If I want to cut things out of a drawing and preserve the original, I make a copy of the image and put it on an invisible layer....then I use the Paint tool and hold down shift+ctrl or something like that to make the paint tool only go in straight lines.

Then I just paint over what I didn't want there. :)

There is also a free-cutter in the program.

Gimp (http://www.gimp.org)

Plus there is the advantage of Gimp being open source and free :D

If you're less tech-savvy, there is an automated installer program for Gimp Here (http://gimp-win.sourceforge.net/) Remember to get the GTK+ runtime environment as well as the installer package.

instructions for straight line making in gimp:

Select the pencil or paintbrush & click where you want your line to start. Then hold down shift. There will now be a tracer-line between your cursor and the point of origin. If you want it to be at an exact angle(they have verticle, horizontal, & 15 degree incriments pre-set), hold down Ctrl while holding down shift & the tracer will snap to the nearest 15 degree incriment.
Highfire

10-11-06, 12:48 PM
Ironically the eraser tool in MSPaint is fairly good at things like that. I use it to clean up things, then open the map in another program.

Of course you did say "good" image program... but it might fit the needs for the deletion portions.

I agree, I use Paint for this all the time. Just zoom in and with the smallest eraser and a steady hand you can go pixel by pixel if you want.


~Justin
waywreth

10-11-06, 12:59 PM
I came up with a Ring that lets you continuosly heal 1 HP a round. For 4000gp, this seems over powered.
~Justin

It's somewhat like creating a ring of truestrike - the price is the same based on the rules, but the effect is far more powerful (there's a column on it, and it basically says the +20 insight is equal to an epic bonus and should be priced as such).

Personally if it were to be my campaign I'd look at the ring of regeneration as a template Regeneration
This white gold ring continually allows a living wearer to heal 1 point of damage per level every hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes. If the wearer loses a limb, an organ, or any other body part while wearing this ring, the ring regenerates it as the spell. In either case, only damage taken while wearing the ring is regenerated.
Strong conjuration; CL 15th; Forge Ring, regenerate; Price 90,000 gp.

Taking that into consideration I'd price the ring using the 0th level cleric spell plus the cost of the contingency spell since that's what you're trying to replicate. Using the Spell level caster level 2,000 gp, I'd come up with:
6.5*11*2,000 = 143,000/2 = 71,500

Making it use-activated would be plausible using the standard item rules for an item that heals 1/day or the like.
hogarth

10-11-06, 01:02 PM
Okay, this isn't for the CoCo. But I was looking over the magical item creation rules in the DMG 3.5.

I came up with a Ring that lets you continuosly heal 1 HP a round. For 4000gp, this seems over powered.
[snip]
Thanks in advance for any thoughts on this. Like I said this isn't for CoCo, I was just wondering for a game I'm playing in.
There are lots of "bargain" items that you could build with the custom magic item guidelines. That's why they're guidelines; your DM has the final say.

Other ideas:
Use-activated item of Guidance: get a +1 competence bonus to all attack rolls, saving throws and skill checks. About as good as a Stone of Good Luck at 1/20 the price!
Cost: 1,000 gp (use-activated, 1/2-level spell)

Use-activated item of Precognition: similar to above, but a +2 insight bonus on attack rolls, damage rolls, saving throws and skill checks. At these prices, why not get both? They stack!
Cost: 2,000 gp (use-activated, 1st-level power)

Command word activated item of Cure Minor Wounds: heal yourself up between fights.
Cost: 900 gp

Command word activated item of Mage Armor: why buy Bracers of Armor +4? Just remember to say the magic word every hour or so.
Cost: 1,800 gp

And so on. I think there was a whole thread on cheap custom magic items on the Character Optimization board.
Highfire

10-11-06, 01:10 PM
It's somewhat like creating a ring of truestrike - the price is the same based on the rules, but the effect is far more powerful (there's a column on it, and it basically says the +20 insight is equal to an epic bonus and should be priced as such).

Personally if it were to be my campaign I'd look at the ring of regeneration as a template Regeneration
This white gold ring continually allows a living wearer to heal 1 point of damage per level every hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes. If the wearer loses a limb, an organ, or any other body part while wearing this ring, the ring regenerates it as the spell. In either case, only damage taken while wearing the ring is regenerated.
Strong conjuration; CL 15th; Forge Ring, regenerate; Price 90,000 gp.

Taking that into consideration I'd price the ring using the 0th level cleric spell plus the cost of the contingency spell since that's what you're trying to replicate. Using the Spell level caster level 2,000 gp, I'd come up with:
6.5*11*2,000 = 143,000/2 = 71,500

Making it use-activated would be plausible using the standard item rules for an item that heals 1/day or the like.



True it does say right in the rules that special consideration is needed as every combination of spell cannot be accounted for.

lol, Regenrating limbs though... taking that off doesn't feel like only a 19,000 gp drop in price. Perhaps I will have to think on not making it per round.

I was making it for a ECl 5, Phrenic Dark Elf, Shadowcaster 2.

I don't know if Contingiencey should bump it that high, in the Tome of magic is a ring that lets you specify a form of attack or circumstance to activate, if that comes about wihtin 24 hours it lessens damage from the event by 20 HP max, or 2 Ability points max, then cannot be used until next midnight.

That ring is 3,200 gp.

But I do agree 4,000 gp seemed to cheap for such a ring, given the above, and you suggestion, just ad hocing the priced based from Rign of Regeration, 1 HP every 3 rounds, no limb regeneration. I'd say maybe 30,000. What do you think?

But you also have to take in effect the Ring of Regenerations is healing damage every 5 minutes, plus your daily damage healed every hour, plus regerating limbs. This is useful even at high levels.

The ring of just healing 1 HP every 3 rounds is less useful when you get to the level of being able to pay 30,000 so this must be taken in consideration as well.

Thanks for talking this out with me, it really helps.

~Justin
Highfire

10-11-06, 01:24 PM
There are lots of "bargain" items that you could build with the custom magic item guidelines. That's why they're guidelines; your DM has the final say.

Other ideas:
Use-activated item of Guidance: get a +1 competence bonus to all attack rolls, saving throws and skill checks. About as good as a Stone of Good Luck at 1/20 the price!
Cost: 1,000 gp (use-activated, 1/2-level spell)

Use-activated item of Precognition: similar to above, but a +2 insight bonus on attack rolls, damage rolls, saving throws and skill checks. At these prices, why not get both? They stack!
Cost: 2,000 gp (use-activated, 1st-level power)

Command word activated item of Cure Minor Wounds: heal yourself up between fights.
Cost: 900 gp

Command word activated item of Mage Armor: why buy Bracers of Armor +4? Just remember to say the magic word every hour or so.
Cost: 1,800 gp

And so on. I think there was a whole thread on cheap custom magic items on the Character Optimization board.


I see your point, but you are a bit off on the prices. You forget the Subscripts that alter the price as well as the Extra Cost guidlines in the chart. Some of those are actually expensive enough to make them not worth it.

On the same note the rule of a magic item basically NEEDING to have something as a guideline is not the wisest although it does save headaches.

The point of the magical creation guidelines is that if there is something NOT on the list that you want.

The rule of staying close to the same is good for things like +5 bonus to a skill, Cloak of Elvenkind,a nd boots of elvenkind, 2,500. It's simple like that sometimes but sort of pounces on creativity at others.

I am not saying that it isn;t a good precaution. I reference Waywreth's earlier comment about True Strike, that's NOT ever going to happen or be allowed. I agree. But there can be some creative 'new' and different items out there that aren't close to anything listed.

Now I agree more with this rule than I disagree. However I always like to hear other peoples thoughts on the rules that have been set in stoen for a while. Cause after a while rules tend to forget why they were made and evolve into something not intended.

I don't want to get anything changed, hence, why I am not postign this in the council thread, just general discussion on what others think.

~Justin
McJarvis

10-11-06, 01:40 PM
The ring of just healing 1 HP every 3 rounds is less useful when you get to the level of being able to pay 30,000 so this must be taken in consideration as well.


I think you're wrong there. 1 HP every 3 rounds equates to 200 hp per hour healed. I've got a level 20 combat-cleric with 400 hp that wouldn't mind shelling out 60,000 gp to heal all of his hp every hour.(two rings = 400 hp per hour)

At that rate you could even heal an entire party overnight by having the guard switch the rings off.
TelinArtho

10-11-06, 02:04 PM
I've found in my many campaigns that I am loathe to give out permanent continuous items that are not a) plot devices needed for very specific instances b) already in the DMG/SRD or c) of my own design with benefits and hindrances that the player won't know about from the start.

In point of fact, most of the custom items in my games tend to be double-edged - providing benefits in some situations and hindrances in others.

However items that have limited usage over the course of the day are a little more common. Take for instance Faelto's Cloak of Eternal Silence (Silence 3/day) - was actually used to good effect by a fighter in one of my campaigns who got held one too many times when he got up close and personal with other spellcasters.

Here though, with the need to keep things balanced, every custom item needs to be reviewed before being approved - so you will never see the crazy "cheap" items around.
MindWandererB

10-11-06, 02:55 PM
Important Question: Does anyone know a good imagine manipulation program that has the option to cut freestyle? I used Photoshop but that has only square, row, elipse and line. There's the magnetic lasso but that produces crappy results.

I need it to cut out rooms from the map in my campaign.
I'm a Paint Shop Pro man, myself. I bought PSP X a month or so ago for $10 after rebate, and I find it to be an amazingly powerful program (at least, compared to PSP 7, which I was using before). I highly recommend it--but I've never tried Photoshop, so I don't know how they compare. Seems to me that the lack of a freehand selection tool (or PSP's brilliant edge-finder) is a bit of a disadvantage.
Zelck

10-11-06, 02:56 PM
I just finished Walden's backstory. Especially since it has a huge effect on a part of Talas, can I get some comments on it? I hope it's not too cliche...
Walden was born in the kingdom of Aptari, just west of the Habari Desert (region 23). The jungle kingdom of Aptari is the home of many elves and gnomes. Due to its location, it enjoyed many lucrative trading agreements with the Habari Sultanate. Aptari had been ruled for almost a century by an old high elf wizard named Hatheran Virliathe (Wiz 17). Due to the not-so-occasional threats coming from the Habari Desert, the kingdom has a strong defense force. In addition to its regular army, the kingdom also employs an elite guard called The Unwavering as well as a top-notch assassin/spy/scout network called The Unseen.

Early in his career, Walden worked as a guard-for-hire for trade caravans. While he was comfortable in any environment, he especially enjoyed the forest. Being able to speak to animals, he made many friends with forest creatures. At age 70, however, he began to show signs of psionic talent. The Unseen took notice and drafted him into their ranks. He began training as a spy and assassin.

A few years after his entry into the Unseen, the caravans to the Habari Sultanate stopped. Walden had noticed before that the number of caravans had been decreasing, although he didnt mind too much because it allowed him to spend more time in the forest. Still, the stoppage caught everyone by surprise. Hatheran blamed the Habari for obstructing the flow of trade, and prepared retaliatory actions.

During one of his training exercises, Walden accidentally stumbled upon a secret meeting. He recognized one voice as being the voice of Hatheran. Driven by curiosity, he continued to listen. During the course of the conversation, Walden realized that the other voice was Hatherans master!

In actuality, the real power behind the kingdom of Aptari is Morthon, an Unbodied Grey Elf Thrallherd (Unbodied 4 Telepath 1 Thrallherd 10, ECL19). He wanted to greatly expand his influence by gaining control of the rich and cosmopolitan trading port. Unsuccessful in installing a ruler directly in the Sultanate, hed stirred up hostilities in Habari towards Aptari, which resulted in an embargo. Morthon hoped this would incite the two countries to war and capture the port city through force.

Walden stayed too long, and he was discovered. Morthon was none too pleased at being found out, and Hatheran sent elite Unseen trackers after the interloper. Walden tried to run, but hiding against the elite forces was impossible. Along with many of his forest friends made a last stand with him, but their deaths were swift.

Unlike most, however, Walden and his forest friends spirits did not move on to the afterlife. Angered at the betrayal, Walden remained in the world as a ghost. Hoping to aid Walden, the spirits of the forest animals embedded themselves into Waldens psicrystal. Unfortunately, not only did this cause some problems with the psicrystal, it also rendered the animals mostly useless. Walden had heard of the great city of Gladius and its coliseum. So, he set off in that direction, hoping to find someone who can give the animal friends a more useful form, and improve himself to where he can overthrow Morthon.
Zelck

10-11-06, 11:20 PM
What does Offensive Prescience apply to? All damage rolls, even with spells or powers?

By the way, has anyone done anything with the Aptari Jungle yet? I've PM'd King Uther to see if anything in the backstory conflicts with his vision of it, but he hasn't gotten back to me yet.
Zevox

10-11-06, 11:53 PM
What does Offensive Prescience apply to? All damage rolls, even with spells or powers?
Given the way its worded, I'd say probably yes, at least by a strict reading. I doubt that was the intention, but it wouldn't be the first time thats happened.

By the way, has anyone done anything with the Aptari Jungle yet? I've PM'd King Uther to see if anything in the backstory conflicts with his vision of it, but he hasn't gotten back to me yet.
He isn't on all that often - logs in about once a day, late if you're in my time zone (EST). So he probably just hasn't seen your PM yet.

Anyway, I haven't seen anything done with that particular locale yet, though it is somewhat close to where the campaign "The Liberation of Achos" is taking place (its right by Simarior, the neighbor of Achos).

Zevox
Jerrick_QueKiri

10-12-06, 12:23 AM
What does Offensive Prescience apply to? All damage rolls, even with spells or powers?

By the way, has anyone done anything with the Aptari Jungle yet? I've PM'd King Uther to see if anything in the backstory conflicts with his vision of it, but he hasn't gotten back to me yet.
Actually, I was planning on writing up something about a barbarian tribe that lives on the Far Plains between the Apteri Jungle and the Habarli Desert. Maybe we could collaborate on this.
Zelck

10-12-06, 12:36 AM
Actually, I was planning on writing up something about a barbarian tribe that lives on the Far Plains between the Apteri Jungle and the Habarli Desert. Maybe we could collaborate on this.
Cool. KU didn't have any problems with the story, so let's see what we can do :).
Jerrick_QueKiri

10-12-06, 01:13 AM
Ok, I'll pm you some ideas I've had tonight after I finish my classes.
False_Keraptis

10-12-06, 04:33 AM
A few demented musings from the wee hours of the Midwestern morning:

1) Can a thr-kreen wear two sets of bracers, two pairs of gloves, and four rings?
2) What happens if a fight is a draw - suppose both characters drop past -10 in the same round?
False_Keraptis

10-12-06, 04:58 AM
A couple more questions occur to me:
How exactly does grappling work with your hands full? I can't seem to find anything says you need free hands to grapple.
What item slots are acceptable for an item that boosts Con?
Vathelokai

10-12-06, 05:21 AM
Spell Level x Caster Level x 20002

2 Times base cost by 4 if spell is a round effect, by 2 if 1 minute a level, by 1.5 if 10 minute a level, and by .5 if 24 hour or greater.Here's how I read it. All of the examples in the subscript have a durration of at least rounds/lv. So truestrike has a durration of 1 round. Instant spells are not listed. By strict reading of the rules they cannot be made into continuous magic items. You can make a charged or x/day version, but not continuous.
Vathelokai

10-12-06, 05:23 AM
A few demented musings from the wee hours of the Midwestern morning:

1) Can a thr-kreen wear two sets of bracers, two pairs of gloves, and four rings?
2) What happens if a fight is a draw - suppose both characters drop past -10 in the same round?
1) nope. The limit is imposed by the magic items themselves, not by the wearers anatomy.
2) Whoever dies first in initiative is the looser. There is no such thing as simulataneous init (except maybe mounted, but dead people cannot ride each other :D ). I believe it happened once before here.

Don't know about the other two questions.
MindWandererB

10-12-06, 05:31 AM
2) What happens if a fight is a draw - suppose both characters drop past -10 in the same round?Say, from an area effect? Unlikely that someone would blow themselves up that way. Although I did try killing my opponent and myself simultaneously once with an acid bath. I don't think we have a rule.
How exactly does grappling work with your hands full? I can't seem to find anything says you need free hands to grapple.You don't, unless you're doing the one-handed grapple at -20 thing.
What item slots are acceptable for an item that boosts Con?Er, necklace. Other than that... I don't have the "affinity" list.
Zevox

10-12-06, 08:04 AM
1) Can a thr-kreen wear two sets of bracers, two pairs of gloves, and four rings?
See Vath's answer, and note that Thri-Kreen aren't a legal race here since they're not in the SRD. You could do a four-armed Sahuagin, though.

2) What happens if a fight is a draw - suppose both characters drop past -10 in the same round?
No clue. The only time I've seen this close to happening was when I had a disabled character knock his opponent into negative hps with his last attack before passing out to -1 himself. That one ended in a bleed-out.

What item slots are acceptable for an item that boosts Con?
Well, Amulet, obviously. Looking at the slots, the only other ones that may fit are shirt or belt (they're for "physical improvement").

Zevox
hogarth

10-12-06, 08:19 AM
How do you grapple with hands full?You don't, unless you're doing the one-handed grapple at -20 thing.
This can't be right, considering that:
1) you can use a wand in a grapple
2) you can use a light weapon in a grapple
3) creatures without any limbs at all can grapple (e.g. snakes)

By the way, only creatures with Improved Grab can do the one-handed grapple thing.
hogarth

10-12-06, 10:06 AM
What is the penalty for a wand-wielder during a disarm attempt:
1) -4: since it's not a weapon
or
2) -8: -4 since it's not a weapon, and -4 since it's a light object
? From the rules, it looks like 1) is the case, but I'd like a second opinion.
SauroGrenom

10-12-06, 10:22 AM
A couple more questions occur to me:
How exactly does grappling work with your hands full? I can't seem to find anything says you need free hands to grapple.
What item slots are acceptable for an item that boosts Con?
You grapple with stuff in your hands normally. Just imagine that you put the haft of your axe around someone's neck.
Abyssal Stalker

10-12-06, 10:48 AM
Hoow does the black pudding's split special quality work if I shoot at it?
Split (Ex)
Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Does this mean that if it is hit by an arrow, it splits? And how about it when it has split far enough, would the arrows then deal damage or would they be harmless?
McJarvis

10-12-06, 12:01 PM
Hoow does the black pudding's split special quality work if I shoot at it?


Does this mean that if it is hit by an arrow, it splits? And how about it when it has split far enough, would the arrows then deal damage or would they be harmless?

The arrows do no damage & split the pudding until it can be split no more. At this point they still do no damage.
hogarth

10-12-06, 01:09 PM
If a spell is unsuccessful, does the caster know why?

E.g. Elrick the Uneducated casts Charm Person on a human fighter. The fighter makes his saving throw and Elrick realises his spell has failed. Undaunted, he moves on to his next target, an elan psion. The spell fails since it only affects humanoids, not abberations. Saying to himself "Third time's the charm", he moves on to (unbeknowst to him) a half-elven vampire and casts Tasha's Uncontrollable Hideous Laughter. Again, his spell fails since undead are immune to mind-affecting effects. Finally, he tries to cast Charm Person on a halfling wizard; again it fails since it's actually just a Silent Image of a halfling.

Can Elrick infer anything about why his four spells failed?
Zevox

10-12-06, 01:20 PM
Questlord(s) Wanted

Next week I'd like to have my Druid, Destra, do a miniquest for two Dire Wolf allies. Doesn't need to be anything fancy, but she is unusual for a Druid, so I'd rather have someone who wanted to run it and will take a look at her personality do it. If no one wants to though I can always just take a random one.

In a couple of weeks I'd like to send my Maenad Bard, Annalina, on a quest, the details of which I'll let any volunteer know in a PM. That one's a full quest, so I do need a pre-decided QL for it. Anybody interested?

Zevox
waywreth

10-12-06, 01:41 PM
Hoow does the black pudding's split special quality work if I shoot at it?
Does this mean that if it is hit by an arrow, it splits? And how about it when it has split far enough, would the arrows then deal damage or would they be harmless?

Since the pudding description says "Slashing and piercing weapons deal no damage to a black pudding", I would rule that the arrow does 0 damage, when it's split into the puddings with 10 or less hp.
Abyssal Stalker

10-12-06, 01:52 PM
Questlord(s) Wanted

Next week I'd like to have my Druid, Destra, do a miniquest for two Dire Wolf allies. Doesn't need to be anything fancy, but she is unusual for a Druid, so I'd rather have someone who wanted to run it and will take a look at her personality do it. If no one wants to though I can always just take a random one.

In a couple of weeks I'd like to send my Maenad Bard, Annalina, on a quest, the details of which I'll let any volunteer know in a PM. That one's a full quest, so I do need a pre-decided QL for it. Anybody interested?

Zevox
I can take Destra's.
Zelck

10-12-06, 01:59 PM
If a spell is unsuccessful, does the caster know why?

E.g. Elrick the Uneducated casts Charm Person on a human fighter. The fighter makes his saving throw and Elrick realises his spell has failed. Undaunted, he moves on to his next target, an elan psion. The spell fails since it only affects humanoids, not abberations. Saying to himself "Third time's the charm", he moves on to (unbeknowst to him) a half-elven vampire and casts Tasha's Uncontrollable Hideous Laughter. Again, his spell fails since undead are immune to mind-affecting effects. Finally, he tries to cast Charm Person on a halfling wizard; again it fails since it's actually just a Silent Image of a halfling.

Can Elrick infer anything about why his four spells failed?
From the Rules of the Game:
Spells that harm, alter, hinder, or otherwise affect a subject usually allow saving throws to resist their effects. Kinds of saving throws and the results of a successful save are detailed on pages 176 and 177 of the Player's Handbook and in Rules of the Game: Reading Spell Descriptions. People overlook a few other things about saves.

What the Subject Knows: Whenever a spell (or other magical effect) that has obvious physical results affects a subject that has a Wisdom score, the subject is aware of those effects. As an unofficial rule of thumb, obvious physical effects include damage, transformation, disability, or other effects that the subject can see, hear, feel, taste, smell, or otherwise perceive or deduce using the normal human senses. The subject notices the spell's effects even if the subject fails a saving throw (if one is allowed). If the magical effect kills the subject or renders the subject unconscious, the DM might decide that the subject doesn't notice what hit her. If the attack happens when the victim is flat-footed and the caster is unseen or unnoticed, a DC 15 Wisdom, Spot, or Listen check (whichever the DM thinks is most appropriate) can determine if the subject realizes what's happening before losing consciousness. As always, adjust the DC up or down according to the circumstances.

Even when the subject notices obvious physical effects, she does not necessarily know that a spell or other magic was involved. A Spellcraft check with a DC of 20 + the spell level reveals the spell. When the effect is not a spell, assign it a level based on a spell with a similar effect. A dragon's breath weapon, for example, might be the equivalent of a 3rd- or 4th-level spell for this purpose. The DM might waive the Spellcraft check when the spell or effect is something the character has used or witnessed before.

When a spell or other magic has no obvious physical effects, a subject that fails a saving throw remains unaware of the assault. If the subject makes a successful saving throw, she feels a hostile tingle. This is true whether the successful save completely negates the spell or results in a reduced or partial effect. The subject knows she has shaken off some hostile magic, but gains no clues about what the effect was or what its source might be.

What the Caster Knows: When a spell has a target entry, the caster knows when the target makes a successful saving throw or not. The caster immediately senses when a target makes a successful saving throw and likewise knows if a target has failed a saving throw by virtue of not noticing a successful saving throw. When a spell can affect several targets at once, the caster notes each successful or failed saving throw.

The caster does not sense successful or failed saving throws when a spell has an area or effect entry instead of a target entry.

For magical effects that aren't presented in the same format as a spell, refer to a similar spell to determine if the user can sense a successful or failed saving throw. For example, a supernatural or spell-like ability that works just like the charm monster spell is a targeted effect and the user knows when the target's save succeeds or fails.
Antimagic: A spell's magical effects become nonfunctional within an area of antimagic, such as an antimagic field. When a spell is aimed into an area of antimagic from somewhere outside the area, the antimagic blocks line of effect for the spell and the spell most likely fails. If the spell doesn't produce any sort of visible display or manifestation that the caster (or other witness to the event) can perceive, then there's no clue as to why the spell failed or even that it has failed. If the blocked spell has a target entry, however, the caster will not note any failed or successful saving throws in response to the spell (see Part Two) and that in itself might alert the caster to something amiss.

If the spell's effects are visible (for example, a lightning bolt or magic missile spell -- at least when I'm the DM), the spell's visible effects stop where they meet the area of antimagic. Anyone who sees the spell being blocked can attempt a DC 26 Spellcraft check to realize that antimagic has blocked the spell.

When a spellcaster is inside an antimagic area, any spells she casts are suppressed. Such spells don't actually fail unless their durations are instantaneous. Spells with longer durations are suppressed until the caster somehow leaves the antimagic area (though time spent within the antimagic area counts against the spell's duration). If the caster isn't aware she's in an antimagic area, handle the situation in the same way you'd handle it if the caster has aimed a spell into the antimagic area from outside.

Arcane Spell Failure: Wearing armor or using a shield can interfere with an arcane spell that has a somatic component. Arcane spells that don't have somatic components, and divine spells of all kinds, are not subject to arcane spell failure.

When an arcane spellcaster fails an arcane spell failure roll, the spell fails and is completely wasted. Any material or XP components used in the spell also are wasted. No outwardly obvious sign indicates that the spell has failed due to an arcane spell failure roll (though the DM can create one as a house rule), but I recommend that the caster be aware of the failure immediately. The character realizes she has miscast the spell and probably feels the spell's power uselessly draining away.

Lapse in Concentration: A spell is completely ruined when any character has to make a Concentration check while casting a spell and fails the check. The spell is lost along with any material and XP component used in the spell. In most cases, the caster is aware of the failed check, though in some instances a character might not notice. For example, a character must make a Concentration check whenever she fails a saving throw while casting a spell. If the saving throw was from a spell that has no obvious physical effects (see Part Two), then the affected character is not aware that a hostile spell has affected her. The DM should secretly make the required Concentration check (the DC is equal to the hostile spell's saving throw DC; see the Concentration skill description). If the Concentration check fails, the spell is ruined.

Misaimed Spell: A spell aimed at the wrong subject or place usually fails utterly. When a spell has a target entry, the caster must aim the spell at a target that can receive the spell. For example, a magic missile spell works only on creatures. If the caster aims a magic missile spell at an object (that is, anything that lacks a Charisma score and a Wisdom score), the spell fails. I recommend that DMs give the players no special clues about what's going on when a character misaims a spell. If something else is going on that might give a clue that a spell has failed, however, the caster still gets that clue. For example, a charm person spell works only when aimed at a humanoid. If someone aims a charm person effect at a giant, the spell fails. Because charm person also is a spell with a target entry, the caster will know if the target made a successful saving throw or not (see Part Two). In this example, the caster notes neither a successful nor a failed save.

Spell Resistance: When a subject has spell resistance, the caster must make a caster level check to overcome the resistance before the spell has any chance to take effect. I recommend that you handle the effects of spell resistance in the same way you handle saving throws. That is, when a targeted spell fails to overcome spell resistance, the caster knows what has happened.

When a spell has an effect or area entry and no obvious physical effects, the caster cannot tell if the spell overcame a subject's spell resistance (if any).

If a spell has an obvious physical effect, but has an effect or area entry, the caster might notice the spell's failure to overcome spell resistance by noting the absence of those effects. In some cases, the absence of such effects is fairly easy to notice. For example, the burning hands spell works at fairly short range and burns everything within the spell's area. It's fairly easy to notice when a foe has completely avoided all effects from the flames. In other cases, a DC 15 Spot check might be in order (remember that a -1 penalty applies to a Spot check for each 10 feet of distance between the observer and the subject).

Subject Immune to the Spell: Immunity to spells works just like spell resistance that the spell cannot defeat. Follow the guidelines for spell resistance when a spell fails due to the subject's immunity.
Aiming a Charm Person at an Illusion probably counts as interacting with it, so they get a will save to disbelieve. If they fail it, they'd think it's a misaimed spell, but not know what caused it.
hogarth

10-12-06, 02:06 PM
Thanks, Zelck. I read the "Reading Spell Descriptions" article, but it wasn't specific. To summarize, it looks like:
1) If you aim at an ineligible target, you know that a saving throw wasn't involved but otherwise it's a mystery.
2) If you aim at an immune target, you know they're immune.

Now I can be confident that Reginald Molehusband won't waste too many of his power points on pointless Psionic Charms.
MindWandererB

10-12-06, 04:12 PM
This can't be right, considering that:
1) you can use a wand in a grapple
2) you can use a light weapon in a grapple
3) creatures without any limbs at all can grapple (e.g. snakes)

By the way, only creatures with Improved Grab can do the one-handed grapple thing.
You misquoted me. It went like this: "I can't seem to find anything says you need free hands to grapple." "You don't."
False_Keraptis

10-12-06, 04:43 PM
On the city map, there's mention of scaffolds that make it easier to climb onto the roofs; where are they? I can't tell which symbols on the map represent them.
Thanks.
MindWandererB

10-12-06, 04:48 PM
On the city map, there's mention of scaffolds that make it easier to climb onto the roofs; where are they? I can't tell which symbols on the map represent them.
Thanks.
They're the brown bench-like objects in the starting areas.
MindWandererB

10-12-06, 06:02 PM
There's a new FAQ out, and it actually has some important rulings that overturn some of our standing policies.
Can a soulknife (Expanded Psionics Handbook, page 26)
with the shape mind blade ability (page 28) create his mind
blade as one of the alternative forms, or must he first create
it as a short sword and then spend a full-round action to
shape it?
When the soulknife spends a move action to create his
mind blade, it appears as a short sword regardless of whether
he also has the shape mind blade ability. Once created, a
soulknife with shape mind blade can then use a full-round
action to change the mind blades shape. He cant initially
create it in any other shape.

Does the soulknifes psychic strike ability (Expanded
Psionics Handbook, page 28) apply separately to both mind
blades if he has used shape mind blade to create two shortsword-
sized mind blades?
Yes. Each blade is imbued separately with psychic energy
(requiring two separate move actions).
If a soulknife with a psychically imbued mind blade uses
shape mind blade to separate it into two mind blades, only one
(the soulknifes choice) would be so imbued. Similarly, if the
soulknife turned his two mind blades back into one, that
weapon would be imbued with psychic strike if either of the
original weapons were.

When a soulknife uses bladewind (Expanded Psionics
Handbook, page 29) with a mind blade imbued with psychic
strike, how many targets take the psychic strike damage?
Only one blade is imbued with psychic strike, so only one
target takes the psychic strike damage (chosen by you before
you roll the attacks).

What can or cant an assassin do while studying a
victim for his death attack ability?
The assassins death attack indicates that he can undertake
other actions while studying a target. No specific action is
required to maintain the study (for example, it doesnt require
concentration), although the class feature lists two rather vague
restrictions placed on the 3 rounds of study. Both of these
require DM adjudication.
1) The assassins attention must remain focused on the
target. The assassin has to keep his victim in view, but can
perform any other action he wishes (as long as the action
doesnt break the second restriction). The assassin could even
attack another creature while studying a target!
2) The target may not detect the assassin or recognize him
as a threat. Note that detection isnt limited to vision only;
being invisible isnt enough if the target hears the assassin
sneaking up behind him. Similarly, if a hidden assassin cast a
spell that was overheard or otherwise detected by the victim,
the studying would be wasted.
Caterane

10-12-06, 07:28 PM
Does anyone know how I can get Opera to open several tabs I previously saved? I know it is possible; just not how.

Example: I 'hit the button' and *pop* a new opera window opens with the sheets of all 5 PCs from my campaign.
Sjiggie

10-13-06, 08:09 AM
Caterane I believe it is under bookmarks, I don't know the precise name cause I use the dutch version of Opera but al my saved tabs are under that button "bladwijzers" in dutch ;)
Zelck

10-13-06, 10:19 AM
In Firefox, under the bookmarks menu, multiple tabs saved together are grouped in a folder. If I highlight that folder, a menu pops out to the right showing what's inside the folder. On the bottom of that menu is an option that says "Open in Tabs", which opens everything in the folder in tabs in the current window. Not sure if that helps with Opera though.
Caterane

10-13-06, 02:00 PM
It works! Thanks a lot.
MindWandererB

10-13-06, 04:41 PM
Query about the Overchannel feat:
OVERCHANNEL [PSIONIC]
You burn your life force to strengthen your powers.

Benefit: While manifesting a power, you can increase your effective manifester level by one, but in so doing you take 1d8 points of damage. At 8th level, you can choose to increase your effective manifester level by two, but you take 3d8 points of damage. At 15th level, you can increase your effective manifester level by three, but you take 5d8 points of damage.

The effective increase in manifester level increases the number of power points you can expend on a single power manifestation, as well as increasing all manifester level-dependent effects, such as range, duration, and overcoming power resistance.

Normal: Your manifester level is equal to your total levels in classes that manifest powers.Are "8th" and "15th" level referring to character levels or manifester levels? Typically, feats that state "level" refer to character levels, but in this case I'm not sure.
SauroGrenom

10-13-06, 04:47 PM
I've always read it as meaning actual level not manifester level.
McJarvis

10-13-06, 04:48 PM
"Normal: Your manifester level is equal to your total levels in classes that manifest powers."

this interests me more.
MindWandererB

10-13-06, 05:02 PM
"Normal: Your manifester level is equal to your total levels in classes that manifest powers."

this interests me more.Yeah... that was noticed a while ago. After a lot of analysis, we determined that this is simply an error--there are several sources that directly contradict it.
McJarvis

10-13-06, 05:06 PM
Yeah... that was noticed a while ago. After a lot of analysis, we determined that this is simply an error--there are several sources that directly contradict it.

An error in the XPH? Surely you must lie, good sir. the XPH is the most cohesive bit of rules around, better than core!
MindWandererB

10-13-06, 05:10 PM
Tell that to my psicrystal.
hogarth

10-13-06, 05:22 PM
I'd like to get opinions on the following custom item before proposing it in the Blackmarket thread.

This copper ring is engraved with a stinging nettle design. When the wearer gives the command thought, it fires a splash of irritating liquid at a target within 25 feet, doing 1d3 points of nonlethal damage upon a successful hit (exactly duplicating the effect of an Acid Splash cantrip modified with the Subdual Substitution feat).

A fully charged ring contains 50 charges; each shot uses one charge.
----
Faint conjuration; CL1; Forge Ring, Subdual Substitution, acid splash; cost 450 gp (command activated 0-th level item, 50 charges)

Any thoughts?
MindWandererB

10-13-06, 05:27 PM
I'd like to get opinions on the following custom item before proposing it in the Blackmarket thread.
...
Any thoughts?
Should probably be a command word rather than a command thought, since it's not a psionic item, but otherwise it looks fine.
TheMagister

10-13-06, 05:33 PM
Pretty sure that he's going for a sneak attack ring. So a command word would be counter-productive.
Not saying that I disagree with you, btw...
TM
MindWandererB

10-13-06, 05:54 PM
Pretty sure that he's going for a sneak attack ring. So a command word would be counter-productive.
Not saying that I disagree with you, btw...
TM
Yeah, I know. But unless he can figure out how to make a psionic cantrip, he's out of luck. Or he could double the price and go for a lethal-damage Energy Ray or Crystal Shard.
Zelck

10-13-06, 05:55 PM
If you could get away with it, maybe do an Energy Ray/Crystal Shard with 25 charges.
hogarth

10-13-06, 09:00 PM
Pretty sure that he's going for a sneak attack ring. So a command word would be counter-productive.
Not saying that I disagree with you, btw...
TM
It's not quite as exciting as all that. Reginald Molehusband has a psicrystal he'd like to get use of; if it can contribute a couple points of damage every other round, it's better than nothing (especially since it's good against a foe with SR/DR/energy resistance as long as it's not a construct/undead).

I don't have a problem with command word activation; I just suggested a command thought because you can use it in a Silence spell or if you're paralysed.

Zelck's idea of a 1st-level item with 25 charges is tempting, if Cat would accept it. I'd probably go for Silent Image, though, or maybe Color Spray.
MindWandererB

10-13-06, 10:42 PM
It's not quite as exciting as all that. Reginald Molehusband has a psicrystal he'd like to get use of; if it can contribute a couple points of damage every other round, it's better than nothing (especially since it's good against a foe with SR/DR/energy resistance as long as it's not a construct/undead).

I don't have a problem with command word activation; I just suggested a command thought because you can use it in a Silence spell or if you're paralysed.

Zelck's idea of a 1st-level item with 25 charges is tempting, if Cat would accept it. I'd probably go for Silent Image, though, or maybe Color Spray.
Psicrystals don't speak, so a command word won't work.

Rather than 25 charges, it should probably be 50 charges at 2 charges per use. Same result.
hogarth

10-13-06, 10:44 PM
Psicrystals don't speak, so a command word won't work.
Zevox said the same thing -- I have no idea where you guys are getting that from.

A psicrystal can speak one language of its owner’s choice (so long as it is a language the owner knows).
MindWandererB

10-13-06, 10:53 PM
Zevox said the same thing -- I have no idea where you guys are getting that from.
Huh... you're right. I saw the "telepathic speech" as a later ability, and didn't realize it had one language by default.
Zevox

10-13-06, 11:25 PM
Zevox said the same thing -- I have no idea where you guys are getting that from.
Probably from the fact that it seems pretty illogical for a crystal to be able to communicate verabally :rolleyes: .

Zevox
False_Keraptis

10-14-06, 12:07 AM
Regarding the new guild proposals, why are the required affinities political and leisure?
MindWandererB

10-14-06, 12:09 AM
Regarding the new guild proposals, why are the required affinities political and leisure?
Because the original guild system was balanced for seven traits. Cat and some other elders spent a lot of time distributing the guilds and map so they'd come out to be more or less fair. EYE was POL/LEI, so the new guild will be the same, to fill that niche. Anything else would step on the toes of another guild.
Zevox

10-14-06, 12:10 AM
Regarding the new guild proposals, why are the required affinities political and leisure?
Because thats the slot that the Guild that needs replacing, the Watchful EYE, filled.

Zevox
Zelck

10-14-06, 12:57 AM
@Warriors of Light, Caterane:
When Luken attacked, did you check to see if the misses would have hit Mirror Images?
hogarth

10-14-06, 08:37 AM
Probably from the fact that it seems pretty illogical for a crystal to be able to communicate verabally :rolleyes: .

Zevox
<shrug> It specifically says it's magic.
This is a supernatural ability.
Caterane

10-14-06, 10:48 AM
Because the original guild system was balanced for seven traits. Cat and some other elders spent a lot of time distributing the guilds and map so they'd come out to be more or less fair. EYE was POL/LEI, so the new guild will be the same, to fill that niche. Anything else would step on the toes of another guild.
Actually, it's 99% balanced. Every trait exists the same number of times. The 1% is how they are distributed on the map but even here we used a good formula!

@Zelck: Aye.
Zelck

10-14-06, 02:10 PM
Hm... it seems that the distance penalty for Spot checks could be interpreted to only apply to determine how far an encounter starts. Are we intentionally ruling that it also applies to checks within combat?
TheMagister

10-14-06, 02:21 PM
references to back up your opinion?

(page numbers, please...I can't access the SRD)

TM
Zelck

10-14-06, 02:25 PM
Just read the description of the Spot skill, page 83. It only mentions a distance penalty in determining the distance at which an encounter begins.
hogarth

10-14-06, 02:33 PM
Just read the description of the Spot skill, page 83. It only mentions a distance penalty in determining the distance at which an encounter begins.
What about this table?

Spot Check Penalties
Condition Penalty
Per 10 feet of distance -1
Spotter distracted -5


EDIT: Oh, I see what your interpretation is. You're saying "A penalty applies on such checks" might only apply to the encounter distance checks. It is oddly worded, I'll give you that.
TheMagister

10-14-06, 02:43 PM
By Jove, I think you're right!

I wonder how whoever instituted that rule arrived at the conclusion that they did...

TM
hogarth

10-14-06, 03:16 PM
Would the spell Hardening (http://www.d20srd.org/srd/divine/spells/hardening.htm) or the psionic power Matter Manipulation (http://www.d20srd.org/srd/psionic/powers/matterManipulation.htm) work on a psicrystal? If not, why not?
MindWandererB

10-14-06, 03:19 PM
Would the spell Hardening (http://www.d20srd.org/srd/divine/spells/hardening.htm) or the psionic power Matter Manipulation (http://www.d20srd.org/srd/psionic/powers/matterManipulation.htm) work on a psicrystal? If not, why not?
No, because they don't work on creatures, only inanimate objects.
MindWandererB

10-14-06, 03:23 PM
My first attempt at doing something productive for the CoCo. A few questions: What happens to EYE members? Who will become the Guildmaster of the new guild? When will the switch happen?EYE members may stay or leave, at their discretion. Cat and I will choose a new guildmaster (and backup) based on who expresses interest. At the rate we're going, I think we'll be ready for the switch in about two weeks, so the new guild will go "live" on Wednesday, November 1, barring any delays. (Maybe one more week for Cat and the elders and I to discuss options.)
TheMagister

10-14-06, 05:56 PM
Aw-yeah.

Finished ahead of schedule. :w00t:

{does the happy dance}

:dancin::dancin::dancin::dancin:

I'm all proud of myself and stuff. Telin's probably like, "Great. You did one afternoon of work and it only took you two days. Let's throw you a party. Way to go there, champ."


TM:bravo:
False_Keraptis

10-14-06, 08:20 PM
A few gear questions now that Gundmir's finished another 3FC:

Can one attach multiple existing scrolls together to create one big scroll? Can additional spells be scribed on an existing scroll?
Can arcane and divine spells be scribed on the same scroll?
If I buy MW armor spikes now, can I later remove them and attach them to a new suit of armor?

Thanks.
Gonbow

10-14-06, 08:34 PM
A few gear questions now that Gundmir's finished another 3FC:

Can one attach multiple existing scrolls together to create one big scroll? Can additional spells be scribed on an existing scroll?
Can arcane and divine spells be scribed on the same scroll?
If I buy MW armor spikes now, can I later remove them and attach them to a new suit of armor?

Thanks.

No.
No.
Yes.
Yes. (Ninja edit: Actually, you might not be able to remove them, but you probably can, as you can add spikes /to/ armor at any time, taking them off doesn't occur to me and much harder/more destructive to the spikes)

Your welcome. ^_^
False_Keraptis

10-14-06, 09:02 PM
One more question occurs to me, but this one's a little less sane:
Can I bring a wagon into the arena? If so, what size category is a wagon? How about a carriage?
Gonbow

10-15-06, 01:35 AM
Not a new character this time, but rather my most successful coming back (belatedly) to the fray. Tatyana (http://boards1.wizards.com/showpost.php?p=7118092&postcount=446).

It'd be wiser of me to let her reappearance be a surprise to my ECL 6 opponents, but I wanted a double check or two to make sure she has all the currently required information on her character sheet, I've been away for a bit, after-all. ^_^

And a minor question: If one is going to recreate a character (start over from scratch) it is acceptable to interrupt a 3fc cycle to do so, yes?

EDIT: Actually, I just noticed that my crafting expenditures (which now go away, given the house rule on it, right?) are enough to level Tatyana up.. interesting situation, I suppose I should level her up to 7th, yes?
MindWandererB

10-15-06, 02:56 AM
Not a new character this time, but rather my most successful coming back (belatedly) to the fray. Tatyana (http://boards1.wizards.com/showpost.php?p=7118092&postcount=446).

It'd be wiser of me to let her reappearance be a surprise to my ECL 6 opponents, but I wanted a double check or two to make sure she has all the currently required information on her character sheet, I've been away for a bit, after-all. ^_^

And a minor question: If one is going to recreate a character (start over from scratch) it is acceptable to interrupt a 3fc cycle to do so, yes?

EDIT: Actually, I just noticed that my crafting expenditures (which now go away, given the house rule on it, right?) are enough to level Tatyana up.. interesting situation, I suppose I should level her up to 7th, yes?I'm not sure how you could interrupt a fight cycle if the character is new.

Unfortunately, IIRC, previous XP expenses aren't refunded.
DSugui

10-15-06, 08:35 AM
Yay! Today is my birthday :pint:

Don't forget my credit :D
hogarth

10-15-06, 10:04 AM
Not a new character this time, but rather my most successful coming back (belatedly) to the fray. Tatyana (http://boards1.wizards.com/showpost.php?p=7118092&postcount=446).
It has been clarified that you can't leave a bunch of expendables "at home" that put you over the expendable cap. You'll need to reduce your total amount of expendables to less than 1800 gp.
Pittbull

10-15-06, 01:58 PM
Yay! Today is my birthday :pint:

Don't forget my credit :D
Hey, congrats!
SauroGrenom

10-15-06, 02:14 PM
Unfortunately, IIRC, previous XP expenses aren't refunded.That's actually a fortunately due to the desire to have max gp/xp.
SauroGrenom

10-15-06, 02:16 PM
@Warriors of Light, Caterane:
When Luken attacked, did you check to see if the misses would have hit Mirror Images?
At the time Luken was attacking, there were no images on the mage. All the attacks just missed the realy guy.
Gonbow

10-15-06, 03:03 PM
It has been clarified that you can't leave a bunch of expendables "at home" that put you over the expendable cap. You'll need to reduce your total amount of expendables to less than 1800 gp.

What, I've got to sell them? Hrumph, limiting how many I can have /and/ taking a loss... it's not like I can swap them out or anything. <grumbles and edits>

Thanks though ^_^
MindWandererB

10-15-06, 03:11 PM
What, I've got to sell them? Hrumph, limiting how many I can have /and/ taking a loss... it's not like I can swap them out or anything. <grumbles and edits>

Thanks though ^_^
If this is a character that's being updated from pre-cap, you can get them refunded in the Changes thread for full value.
Caterane

10-15-06, 05:40 PM
Yay! Today is my birthday :pint:

Don't forget my credit :D
Congratulations! I hope you enjoy your day.

Credits were assigned last week already. Vathelokai is a great Scribelords!
Abyssal Stalker

10-16-06, 08:36 AM
Could someone tell me how on earth this is supposed to be balanced:

I can create a minotaur character. He has 6 monstrous humanoid HD and a +2 LA. This puts him to the ECL8 league.

I run a miniquest for a level 4 character. I can put him against a minotaur because it is CR4. So this guy is ruling supreme in the ECL4 league.

I know that there are things like 36pt buy and the amount of equipment messing things up, but I don't think they are enough to explain a cap of 4 levels.
lonewolf

10-16-06, 08:45 AM
Could someone tell me how on earth this is supposed to be balanced:

I can create a minotaur character. He has 6 monstrous humanoid HD and a +2 LA. This puts him to the ECL8 league.

I run a miniquest for a level 4 character. I can put him against a minotaur because it is CR4. So this guy is ruling supreme in the ECL4 league.

I know that there are things like 36pt buy and the amount of equipment messing things up, but I don't think they are enough to explain a cap of 4 levels.

That remembers me of the example that a wyrmling white Dragon PC can have a very young white dragon as diplomacy ally. :D
Vathelokai

10-16-06, 08:46 AM
There's also the fact that the CR and LA were designed for a whole team of adventurers. So the minotaur wouldn't be ruling a whole leage of ecl4 if he fought 4 at a time. And a PC minotaur would fit in well as a replacement fighter in a ECL 8 party.

It's the CoCo solo fight thing that causes the problem.

*EDIT* Look at the EL of team quests. ECL+2 for two players, ECL+4 for a 4 player party. Imagine that - a party of 5th lv characters taking on an EL9 Vrock demon. Possible, but man.... The difficulty is jacked up here. I'm not complaining - I like the super hard setting :)
hogarth

10-16-06, 08:49 AM
We had this discussion in the context of Diplomacy allies (measured by CR) vs. Leadership allies (measured by ECL) a few months ago.

A better (and by "better" I mean "worse") example would be a Young White Dragon:
CR 4 (plus triple standard treasure)
ECL 12

Ouch! :eek:

Could someone tell me how on earth this is supposed to be balanced:

I can create a minotaur character. He has 6 monstrous humanoid HD and a +2 LA. This puts him to the ECL8 league.

I run a miniquest for a level 4 character. I can put him against a minotaur because it is CR4. So this guy is ruling supreme in the ECL4 league.

I know that there are things like 36pt buy and the amount of equipment messing things up, but I don't think they are enough to explain a cap of 4 levels.
Maraxus

10-16-06, 09:29 AM
Vathelokai: true, especially mean about the Vrock is, that the team should have an 50% chance to win, if the situations are good (reasonable preparance, no extra anti-demon potions buyed but at least the right spell selection and a "fair" battleground).
The chance that everyone survives is much below this.
However, on the good side (for the party) is, that the #*2 -> CR+2 rule counts for monsters of same type (Like the bugbears and Sahuhagin this week). And while some strange minamxers say, that a party of 4 clerics totally rocks, I still think this is not optimised. Or in other words:
Two fighters CR X are worth a fighter CR X+2
Two wizards CR X are worth a wizard CR X+2
One fighter and one wizard CR X are worth a little more then either class at CR X+2
(Disclaimer: This is how it should be and how I would agree to it in the "good" levels. Even I realise the inter-class-power-diacrepancies at (very) high and very low level. Please don't discuss on this.)

Basicly in 3.5 Wizards put more focus on making apropriate challenges for the group, then for single characters, when they realised, that *2->+2 was only a very, very rough principle. The last remaining are NPCs. And really, as a dm I realised how easiely my group of 4 fragged an NPC 2 levels higher - more easiely then a monster of their level +1 definitly - and the loot was bigger then it would have been on even a level +3 monster.
Zevox

10-16-06, 10:37 AM
Imagine that - a party of 5th lv characters taking on an EL9 Vrock demon. Possible, but man.... The difficulty is jacked up here. I'm not complaining - I like the super hard setting :)
Actually, right here we have an example of something similar. In KU's campaign our second fight was against a Juvenile Black Dragon (CR 7, 110 hp) with a party of four ECL 3s and one ECL 4 (who might as well have been ECL 3 for the kind of power he had). We won with no deaths :) .

Zevox
hogarth

10-16-06, 10:52 AM
Actually, right here we have an example of something similar. In KU's campaign our second fight was against a Juvenile Black Dragon (CR 7, 110 hp) with a party of four ECL 3s and one ECL 4 (who might as well have been ECL 3 for the kind of power he had). We won with no deaths :) .
Personally, I don't think quests/miniquests are too tough, simply because (a) the players have the ability to adapt their tactics to adapt to the situation in a separate thread fight, and (b) the questlord can tailor the encounters a little more. For instance, I doubt that the CR 7 dragon you fought had 21,600 gp worth of items (as it would if it were encountered in a regular monster fight).

My concern is more with standard arena fights where the gladiator has little idea what he's facing and can't adapt his tactics.
TelinArtho

10-16-06, 01:15 PM
Aw-yeah.

Finished ahead of schedule. :w00t:

{does the happy dance}

:dancin::dancin::dancin::dancin:

I'm all proud of myself and stuff. Telin's probably like, "Great. You did one afternoon of work and it only took you two days. Let's throw you a party. Way to go there, champ."


TM:bravo:

Hey - a good day of pitlording should always be celebrated...

Congrats bro.
McJarvis

10-16-06, 01:33 PM
Can someone give me a list of weapons with listen check DC's? I can't find any reference in the rules that give listen check DC's to longbows, and I'd rather know for future reference what we're adding in....

Specifically for:

Longbow
Shortbow
Crossbow(heavy/light/hand)
Sling
Thrown weapons
McJarvis

10-16-06, 01:35 PM
Also need to know which ones are modified by move silently...honestly, these are the sorts of things that should be in court rulings or the listen check FAQ for CoCo, no? :)


And would it be Kosher if I started up a thread dedicated to the Loser's Gentlemens Club when the time is right? I'd love an RP thread for it...(the time being right meaning when Mort gets his her third level in bard)
hogarth

10-16-06, 01:40 PM
...(the time being right meaning when Mort gets his third level in bard)
Don't you think Mort (reborn) is getting tired of you referring to her as a male? Or is there some transgendered can-of-worms there that I don't want to open?
McJarvis

10-16-06, 01:46 PM
Don't you think Mort (reborn) is getting tired of you referring to her as a male? Or is there some transgendered can-of-worms there that I don't want to open?

Until I get used to her being a her, I'll just have to hide behind the idea that no one has seen her yet, and she is obviously pretending to be a man for some reason. Probably to save the french.

This is also partially because I have yet to go image-hunting for her yet...and the old Mort was definately a guy.
hogarth

10-16-06, 01:48 PM
Until I get used to her being a her, I'll just have to hide behind the idea that no one has seen her yet :)
Try putting a female picture on her character sheet. I found that worked for my character Kilpquabjeg (who I kept referring to as male, too).
Zelck

10-16-06, 04:10 PM
Would it be possible to willingly lower the amount of XP you get from a fight?

I'm asking because of a possible scenario. Let's suppose Bob the Fighter is about to hit the Frozen leagues with one more win. However, he really wants to upgrade his sword, and if he wins, he'll be like 200 gold short. What he could do instead is lose once and then win the next fight, and he'll have enough.

Now, the current system forces him to forfeit the first fight, decreasing his win/loss ratio and his power rating. What if instead we allow Gladiators to voluntarily decrease the amount of XP they get to a minimum of what they'd get for a loss? Characters with spells that cost XP can already do this; why not allow others the same benefit?
Erithmu

10-16-06, 07:13 PM
This will probably get lost in the mix...

Dsugui and I need a questlord for a mission that starts on the 18th. Anyone? (looks in Sauro and Telin's direction since they are listed for questlords.)
Gonbow

10-16-06, 07:18 PM
Would it be possible to willingly lower the amount of XP you get from a fight?

I'm asking because of a possible scenario. Let's suppose Bob the Fighter is about to hit the Frozen leagues with one more win. However, he really wants to upgrade his sword, and if he wins, he'll be like 200 gold short. What he could do instead is lose once and then win the next fight, and he'll have enough.

Now, the current system forces him to forfeit the first fight, decreasing his win/loss ratio and his power rating. What if instead we allow Gladiators to voluntarily decrease the amount of XP they get to a minimum of what they'd get for a loss? Characters with spells that cost XP can already do this; why not allow others the same benefit?

Preventing this is the root behind a lot of house-rules actually Zelck. It used to be any spellcaster with a craft feat could do it, until people realized how much of an advantage it is and the exp cost got scrapped /and/ the extra gold penalty for using spells with exp costs got added to prevent abuse, while maintain the drawbacks of using those spells.

So in short: No, the ability to scale back your rewards is too powerful of an ability.
Zelck

10-16-06, 07:22 PM
Preventing this is the root behind a lot of house-rules actually Zelck. It used to be any spellcaster with a craft feat could do it, until people realized how much of an advantage it is and the exp cost got scrapped /and/ the extra gold penalty for using spells with exp costs got added to prevent abuse, while maintain the drawbacks of using those spells.

So in short: No, the ability to scale back your rewards is too powerful of an ability.
No, I mean both your XP and GP are reduced. Like if you reduce it to loser rewards, you get the loser rewards for both XP and GP. There's no difference between that and just forfeiting the fight, except you keep your win/loss ratio and your power rating and it's a more interesting week for both gladiators.
MindWandererB

10-16-06, 07:25 PM
Preventing this is the root behind a lot of house-rules actually Zelck. It used to be any spellcaster with a craft feat could do it, until people realized how much of an advantage it is and the exp cost got scrapped /and/ the extra gold penalty for using spells with exp costs got added to prevent abuse, while maintain the drawbacks of using those spells.

So in short: No, the ability to scale back your rewards is too powerful of an ability.
On the other hand, if you decrease your GP earnings accordingly, I don't see the problem. If Bob is between cycles, he can always do a miniquest with a low EL, or a full quest, or he can join a guild and go on a mission (effectively getting 3 fights' worth of XP/GP at once) but as it stands, no, he can't just forfeit his rewards.
Gonbow

10-16-06, 07:56 PM
On the other hand, if you decrease your GP earnings accordingly, I don't see the problem. If Bob is between cycles, he can always do a miniquest with a low EL, or a full quest, or he can join a guild and go on a mission (effectively getting 3 fights' worth of XP/GP at once) but as it stands, no, he can't just forfeit his rewards.

The problem is money making abilities, like sleight of hand, etc, which most people have. You would have to actually incur a gold penalty equal or higher than the average free action to make money and/or making this otherwise incompatible with any action that gives you an advantage through the investment of time in the arena. Making it a free action might work to that effect, but it still feels dangerously abuseable.
SauroGrenom

10-16-06, 08:04 PM
This will probably get lost in the mix...

Dsugui and I need a questlord for a mission that starts on the 18th. Anyone? (looks in Sauro and Telin's direction since they are listed for questlords.)
PM Telin. I'm already running a quest right now, and I have midterms next week. So I don't think I can take on another quest right now.
McJarvis

10-16-06, 09:40 PM
The problem is money making abilities, like sleight of hand, etc, which most people have. You would have to actually incur a gold penalty equal or higher than the average free action to make money and/or making this otherwise incompatible with any action that gives you an advantage through the investment of time in the arena. Making it a free action might work to that effect, but it still feels dangerously abuseable.

I think making it a free action sounds reasonable. The only "abuse" I could see is influencing the ratings system if this were the case.
MindWandererB

10-16-06, 09:50 PM
I think making it a free action sounds reasonable. The only "abuse" I could see is influencing the ratings system if this were the case.
That's true... if you develop an expendable-free build that works at one level but not at others (like some straight warrior builds), you could get Great Renown a little bit unfairly. Would have done Aerryl a ton of good two or three ECLs ago....
McJarvis

10-16-06, 09:52 PM
That's true... if you develop an expendable-free build that works at one level but not at others (like some straight warrior builds), you could get Great Renown a little bit unfairly. Would have done Aerryl a ton of good two or three ECLs ago....

Put in a min cap on it of "decreasing to losing status" and you're set. You should be allowed to opt for losing-amounts of gp/xp....certainly no more broken than just conceding every fight your character does.(sucky rating, but awsome for your expendibles spending.)
hogarth

10-16-06, 09:56 PM
Treetall Oakleg would like to go on an EL 1 out-of-cycle miniquest (to bump him up to level 5). Would anyone be interested in questlording?
False_Keraptis

10-16-06, 10:46 PM
Two questions:

1) Can armorspikes be made from a different material than the armor they're affixed to? For instance, how about cold iron armor spikes on steel plate armor?
2) What is an "out-of-cycle" miniquest?

Thanks.
Zelck

10-16-06, 10:49 PM
Put in a min cap on it of "decreasing to losing status" and you're set. You should be allowed to opt for losing-amounts of gp/xp....certainly no more broken than just conceding every fight your character does.(sucky rating, but awsome for your expendibles spending.)
We could even limit this to say, twice per ECL. That would curb all the potential abuses.
Gonbow

10-16-06, 10:53 PM
Two questions:

1) Can armorspikes be made from a different material than the armor they're affixed to? For instance, how about cold iron armor spikes on steel plate armor?
2) What is an "out-of-cycle" miniquest?

Thanks.

1) Yes. Moreover, you can put more than one set of armor spikes on one armor. So your steel plate could have silver AND cold-iron spikes on it. Gets heavy though.

2) I'm guessing it's a miniquest that does not happen as part of a 3FC cycle, but is 'outside' (usually between) the 3FC. (So PPs used on it are not considered spent for his next fight, etc.) However, the exact definition could be something else, as that is just a guess ;)
hogarth

10-16-06, 10:59 PM
Two questions:

2) What is an "out-of-cycle" miniquest?

Thanks.
Miniquests can be part of the Three Fight Cycle, but they don't necessarily have to be. If they're done out of cycle, then you still have to obey the 1/3 Rule for the miniquest, but afterwards you can buy equipment, do other Full Activities (like crafting), etc. which you can't do in the middle of a Fight Cycle.
NiQil

10-16-06, 11:01 PM
So....before I start running my new ECL 3's, can I get one or more parties interested in throwing the Prisonlord in jail to give them a scan for errors and any suggestions? LOL


The Band Of The Red Hand
Amantar - Barbarian 1/Fighter 1/Psion 1 [Barbarian 3/Bard 3/Dragon Disciple 10/Fighter 2/Psion 2]
Atalan - Barbarian 1/Fighter 1/Psion 1 [Barbarian 3/Fighter 2/Psion 2/Pyrokineticist 10/Wilder 3]
Axhind - Barbarian 1/Fighter 1/Rogue 1 [Barbarian 1/Fighter 1/Rogue 18]
Keltsat - Barbarian 1/Rogue Variant 2 [Barbarian 1/Ranger 1/Rogue Variant 18]
Kermadec - Soulknife 3 [Soulknife 20]
Kerst - Wilder 3 [Wilder 20]
McJarvis

10-16-06, 11:29 PM
What happens if a Portable hole is placed in a bag of holding in the CoCo? What if I use unseen servants to do this right next to an opponent?

Can the Nimbus cure being lost in the astral plane?
Zevox

10-16-06, 11:29 PM
And along that same line as Erithmu's post, I'm still looking for someone to do a quest for Annalina Vale. I didn't want to give it away, but I supose I can say it is a mission, if that means anything to anyone. Not sure of a start date just yet, but I want to get a questlord before I jump ahead to setting an exact timeframe for it.

Zevox
Macbrea

10-16-06, 11:34 PM
Can someone give me a list of weapons with listen check DC's? I can't find any reference in the rules that give listen check DC's to longbows, and I'd rather know for future reference what we're adding in....

Specifically for:

Longbow
Shortbow
Crossbow(heavy/light/hand)
Sling
Thrown weapons

There is not a chart for Listen DCs for these items. They are based off the Move Silently of the Shooter. Hide is penalized by -20 if you snipe. That can be found in the rules for hiding.
Zevox

10-16-06, 11:38 PM
There is not a chart for Listen DCs for these items. They are based off the Move Silently of the Shooter. Hide is penalized by -20 if you snipe. That can be found in the rules for hiding.
Thats what I thought too, but apparantly theres an old house rule around here that its a DC 0 + distance listen check to hear a bow string as a shot is fired :rolleyes: .

Zevox
Zelck

10-16-06, 11:41 PM
Is a trident's haft made of metal or wood?
Erithmu

10-16-06, 11:45 PM
And along that same line as Erithmu's post, I'm still looking for someone to do a quest for Annalina Vale. I didn't want to give it away, but I supose I can say it is a mission, if that means anything to anyone. Not sure of a start date just yet, but I want to get a questlord before I jump ahead to setting an exact timeframe for it.

Zevox
Well mine starts this week ...

If you don't find someone, I can start running some quests with start dates of Nov 15th or later. Until then I have far too many (extended) weekends that I am no where near a computer.
NiQil

10-16-06, 11:47 PM
Thats what I thought too, but apparantly theres an old house rule around here that its a DC 0 + distance listen check to hear a bow string as a shot is fired :rolleyes: .

Zevox
Which is what my proposal in the AaE thread is designed to eliminate...because that ruling is (in my opinion) so far out in left field it's no wonder Deflect Arrows is seen as overpowered. That has a the feel of an old ruling by a former Elder made to benefit one of that Elder's characters. No proof to back that up...just a gut feeling.
Macbrea

10-16-06, 11:57 PM
Is a trident's haft made of metal or wood?

The DnD rules do not state anywhere wether that weapon would be wood or metal hafted. It would be mostly upto the player to have it built one way or the other. The full description as per the SRD reads:

Trident

This weapon can be thrown. If you use a ready action to set a trident against a charge, you deal double damage on a successful hit against a charging character.


The picture in the PHB shows one with a wooden haft, but a player has the ability to choose the haft. Remember if that is the Izumi fight admantine ignores all hardness below 20. So, assume it's made out of metal. If she hits. 3d6+9 vs Hardness 0, Hits 20 means a perfectly good chance of breaking.

Go ahead and give him the benefit of the doubt.
Zevox

10-16-06, 11:58 PM
Well mine starts this week ...

If you don't find someone, I can start running some quests with start dates of Nov 15th or later. Until then I have far too many (extended) weekends that I am no where near a computer.
November 15th eh? Well, I'll see what I come up with as far as time frames for Annalina go. I'd probably prefer it to be earlier than that, since shortly after this mission I want her to quest for a leadership cohort (she'll hit ECL 6 for sure if she succeeds, may actually beforehand if I wait too long to start it), but it'll depend on how the Guild plans iron out and if I get any other volunteer. Thanks for the offer btw :) .

Zevox
Zelck

10-17-06, 12:54 AM
HABARI'S CHIEF OF TRADE ASSASSINATED

According to magical and psionic communications, The Habari Sultanate's Chief of Trade Mahmud Oman was found dead early this morning. None have yet taken credit for the assassination. However, Habari officials suspect that The Unseen, the Kingdom of Aptari's elite assassins, are responsible. Conflict had been broiling between these two neighboring countries since Habari declared an embargo on Aptari two months ago. What this assassination will do to the conflict will remain to be seen.


Apologies if I overstepped my bounds. See Walden's (http://boards1.wizards.com/showpost.php?p=10310727&postcount=959) backstory for more info on the Aptari-Habari conflict.
Scribelords

10-17-06, 04:23 AM
Attention, Lads and Lasses

The November Writing Contest has been posted and awaits submissions from you. There's nearly 40 days until the deadline, so if you've been putting off polisihing that story, there's time for you to get it done. Remember, the more submissions, the bigger the prize!
Abyssal Stalker

10-17-06, 04:47 AM
@Zelck: Interesting. I've also done some work with Habari. And King Uther of course, he seems to be kinda like the creator of the whole nation. I've imagined Habari's trade empire being more based on several powerful companies than gonvernmental trade. EHTC is one of these powerful organizations. The sultan is balancing between these organizations and is bein backed up by them. The rivalry between the companies keeps the sultan on the throne because no one company has so much strength that they could overcome all the others. The true power is within the hands of the companies, allthough the sultan seems to be in charge of everything. He just tries to survive between the companies.

Check out Ikhain (link in my sig) for more info about my thoughts, I can also PM you something if you are interested!
Zelck

10-17-06, 08:53 AM
Hmm... I'd think the Grand Sultan should have at least one person dedicated to the matters of chatting with the companies and such. He doesn't really have to have any power at all ;). Otherwise I think it'd be really tough for him to simultaneously handle all of the balancing between company stuff and all the administrative stuff, plus having some time to himself. Still, if there really is no Chief of Trade, I'll have to edit that news item ;).
TelinArtho

10-17-06, 10:04 AM
@Erithmu specifically and to others:

Cat merely hasn't removed me from the list of active questlords. As many of you know, I'm taking a semi-break from the CoCo. I'll still have characters active from time to time, but I am not available to questlord or pitlord until further notice.

Sorry.
Abyssal Stalker

10-17-06, 10:21 AM
Hmm... I'd think the Grand Sultan should have at least one person dedicated to the matters of chatting with the companies and such. He doesn't really have to have any power at all ;). Otherwise I think it'd be really tough for him to simultaneously handle all of the balancing between company stuff and all the administrative stuff, plus having some time to himself. Still, if there really is no Chief of Trade, I'll have to edit that news item ;).
At least there isn't anymore, because some darn ghost assassinated him. :D No, seriously, your explanation is quite believable and that must be the case. (I just wanted to sell my ideas. They must be good because they are mine :))
Zelck

10-17-06, 10:25 AM
Well, it may or may not have been a ghost, although an unbodied which could be considered a ghost ordered the assassination ;). The Unseen is an organization, not just Walden ;).
Abyssal Stalker

10-17-06, 11:52 AM
I have some questions regarding the vampire spawn, because I'm thinking of creating one.
- They have the the same ability score modifiers as vampires, right?
- Can I first create the spawn and then take a level of fighter? They have a +4 LA, as per the rules of Gladius (which borrowed this from Libriis Mortis)
- What becomes of a person slain by a vampire spawn and does the spawn have any control over it?
hogarth

10-17-06, 11:55 AM
I have some questions regarding the vampire spawn, because I'm thinking of creating one.
- They have the the same ability score modifiers as vampires, right?
- Can I first create the spawn and then take a level of fighter? They have a +4 LA, as per the rules of Gladius (which borrowed this from Libriis Mortis)
- What becomes of a person slain by a vampire spawn and does the spawn have any control over it?
1) +6 Str, +4 Dex, +2 Int, +2 Wis, +4 Cha
2) A vampire spawn fighter 1 would have an ECL of 4+4+1=9
3) Vampire spawn do not have the "create spawn" ability

All of this stuff is pretty clearly set out in the "vampire spawn" entry of the SRD (except for the LA).
Abyssal Stalker

10-17-06, 12:08 PM
1) +6 Str, +4 Dex, +2 Int, +2 Wis, +4 ChaJust to make sure!

2) A vampire spawn fighter 1 would have an ECL of 4+4+1=9Yes, but can I do it in that order. I think I can. This is just that if I want to take Improved Grapple at fgt1, I'm able to do it because I have a natural attack (court ruling)?

3) Vampire spawn do not have the "create spawn" abilityNo they don't, but they have energy drain:

A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight. :)
McJarvis

10-17-06, 12:10 PM
No they don't, but they have energy drain:



Your quote of energy drain doesn't imply ownership of any kind, so I'd imagine the nimbus would take care of it.
Abyssal Stalker

10-17-06, 12:16 PM
Yeah, but I'd really like to know what happens? It might affect the fight, allthough the ability couldn't be used to create allies.
hogarth

10-17-06, 12:19 PM
Yes, but can I do it in that order. I think I can. This is just that if I want to take Improved Grapple at fgt1, I'm able to do it because I have a natural attack (court ruling)?
Yes; in fact, you are required to take all of your monster hit dice before taking any class levels.
McJarvis

10-17-06, 12:27 PM
Yeah, but I'd really like to know what happens? It might affect the fight, allthough the ability couldn't be used to create allies.

But the character in question doesn't rise until the next night....
Macbrea

10-17-06, 01:26 PM
Yes; in fact, you are required to take all of your monster hit dice before taking any class levels.


That isn't entirely true. Only the base Monster HD must be taken first. Any additional Monster HD may be taken at any time.


Monsters And Class Levels

If a creature acquires a character class, it follows the rules for multiclass characters.

The creature’s Hit Dice equal the number of class levels it has plus its racial Hit Dice. A creature’s "monster class" is always a favored class, and the creature never takes XP penalties for having it. Additional Hit Dice gained from taking levels in a character class never affect a creature’s size


Which indicates that monster HD are only a favored class and advancement is same as regular classes.
hogarth

10-17-06, 02:44 PM
An Orb of Storms can be used to conjure a storm of vengeance once per month. How do once per month abilities function in the Core Coliseum?
MindWandererB

10-17-06, 04:43 PM
The DnD rules do not state anywhere wether that weapon would be wood or metal hafted. It would be mostly upto the player to have it built one way or the other. The full description as per the SRD reads:

Trident

This weapon can be thrown. If you use a ready action to set a trident against a charge, you deal double damage on a successful hit against a charging character.


The picture in the PHB shows one with a wooden haft, but a player has the ability to choose the haft. Remember if that is the Izumi fight admantine ignores all hardness below 20. So, assume it's made out of metal. If she hits. 3d6+9 vs Hardness 0, Hits 20 means a perfectly good chance of breaking.

Go ahead and give him the benefit of the doubt.I disagree with this. if you look at the table in the PHB (the one in the SRD doesn't have examples), you will see that there is no such thing as a two-handed, metal-shafted weapon. The only metal-hafted weapons are one-handed, such as a mace.
Macbrea

10-17-06, 04:47 PM
You will notice on the table 'Trident' is a One Handed Martial Melee weapon.

And the PHB doesn't give a description of what it's made of. So, any makeup of the weapon is purely determined by the maker.
Zelck

10-17-06, 04:49 PM
Not that it really mattered in the end.

I'm a bit surprised the EHTC hasn't reacted yet to my little news item ;).
MindWandererB

10-17-06, 04:49 PM
You will notice on the table 'Trident' is a One Handed Martial Melee weapon.
...It is? Oops. Yeah, it's a judgment call, then. I'd go with wood, myself, but then you run the risk of people saying, "well, my trident is metal-hafted, so there!" So maybe metal is the way to go.
Macbrea

10-17-06, 04:54 PM
The real problem with a person not stating wether their weapon is wooden or metal hafted on their weapons is exactly this:

Sundered you want a metal hafted.
Having Warp wood cast on you you want a metal halfted.
Having Heat/Chill metal on you want a wooden haft.

But when the pitlord has to make a sudden decision on how your weapon is hafted. Are the better to always assume wooden hafted unless otherwise stated? Or do they always assume metal hafted for best durability?
Papapeperoni

10-17-06, 05:11 PM
How much credits would a feat change cost?

How do you make the shiny O for credits?

Where do you post needed rule changes/houserules?

Greets,
--Papapeperoni
McJarvis

10-17-06, 05:20 PM
The real problem with a person not stating wether their weapon is wooden or metal hafted on their weapons is exactly this:

Sundered you want a metal hafted.
Having Warp wood cast on you you want a metal halfted.
Having Heat/Chill metal on you want a wooden haft.

But when the pitlord has to make a sudden decision on how your weapon is hafted. Are the better to always assume wooden hafted unless otherwise stated? Or do they always assume metal hafted for best durability?

If it's not notated always assume it's the worst possible option. The opponent should never be penalized for a gladiator not noting what type of material the weapon is made out of.
TheMagister

10-17-06, 05:22 PM
Hit the quote button to see how to make a o.

And I dunno about the feat change. I think it's 5o.
hogarth

10-17-06, 05:24 PM
...It is? Oops. Yeah, it's a judgment call, then. I'd go with wood, myself, but then you run the risk of people saying, "well, my trident is metal-hafted, so there!" So maybe metal is the way to go.
I'd also go with wood-hafted. If someone has an all-metal trident that weighs 4 lbs., it must be made out of alumin(i)um.
False_Keraptis

10-17-06, 05:41 PM
Oh man, I just read the Blacklight spell in the SRD. Do we play it as written here? It's obviously based on the 3.0 version of Darkness, but someone neglected to update it to the post-nerf version... Scary.
MindWandererB

10-17-06, 05:42 PM
Oh man, I just read the Blacklight spell in the SRD. Do we play it as written here? It's obviously based on the 3.0 version of Darkness, but someone neglected to update it to the post-nerf version... Scary.
To my repeated objections, yes, we use it as written.
Zevox

10-17-06, 05:51 PM
I'm a bit surprised the EHTC hasn't reacted yet to my little news item ;).
Heh, truth be told, I'm not exactly sure what the EHTC's connection to the nation of Habari is myself - thats sort of the purview of KU (our founder) and Abyssal (with his recent work on it via Ikhain). So you actually did get the only reaction you're likely to get :) .

How much credits would a feat change cost?

How do you make the shiny O for credits?

Where do you post needed rule changes/houserules?
1) 5.
2) I use the superscript [sup] tag with an o myself.
3) You mean suggestions for such? The Council of Gladius, generally, though if its about overturning an Elder Ruling or the like you'd want the Ask an Elder thread.

Oh man, I just read the Blacklight spell in the SRD. Do we play it as written here? It's obviously based on the 3.0 version of Darkness, but someone neglected to update it to the post-nerf version... Scary.
As written, and yep its definitely a 3.0 version (its identical to the one in the FRCS, which was written during 3.0).

Zevox
False_Keraptis

10-17-06, 05:52 PM
To my repeated objections, yes, we use it as written.

I definitely see where you're coming from on this one, MindWandererB.
lonewolf

10-17-06, 05:57 PM
Need a fast answer on this one:
Is manifesting a power as obvious as casting a spell?

=> If someone readies to attack someone else if he manifests something, does that work? Or does he have to make a Psicraft check or something?
MindWandererB

10-17-06, 06:01 PM
Need a fast answer on this one:
Is manifesting a power as obvious as casting a spell?

=> If someone readies to attack someone else if he manifests something, does that work? Or does he have to make a Psicraft check or something?
Yes. It provokes an AoO, which means it is definitely obvious--just as obvious as a silent, stilled spell.
Gonbow

10-17-06, 06:01 PM
Need a fast answer on this one:
Is manifesting a power as obvious as casting a spell?

=> If someone readies to attack someone else if he manifests something, does that work? Or does he have to make a Psicraft check or something?

Balance-wise, I'd let someone do it, but realistically speaking... no. The only effects from manifesting are their displays, which happen afterwards and can be completely surpressed. (Try sniping with Ego Whip sometime, great fun.)

EDIT: Yeah, MindWandererB has it on the head. Still fun though :P
Zelck

10-17-06, 06:05 PM
Are we using the rule to allow people to target reach weapons when they don't threaten the attacker? As in treating the reach weapon as in all squares between the attacker and the defender?
MindWandererB

10-17-06, 06:16 PM
Are we using the rule to allow people to target reach weapons when they don't threaten the attacker? As in treating the reach weapon as in all squares between the attacker and the defender?
I don't believe it has come up before. The Rules of the Game allows this on a ready action, and since we use that as a source, it should be allowed.
Zelck

10-17-06, 06:31 PM
This is cross-posted in Elders: How many arrows/bolts can one hold in a hand, and what if they're x sizes larger than you?
Gonbow

10-17-06, 06:41 PM
This is cross-posted in Elders: How many arrows/bolts can one hold in a hand, and what if they're x sizes larger than you?

Generally you can only hold one thing in a hand at a time. But since your character is following in Tatyana's footsteps, I'll give a clue... Quivers are free, weightless and can hold pretty much any number of arrows/bolts... and don't take a hand to hold, long as you can heft the weight of the arrows/bolts inside.

So put the colossal -foos- in a quiver, then have them fly out of that when you use telekinetic thrust. Don't worry about them after that, they get destroyed as soon as they hit anything anyways.

If you want to throw colossal greatswords around or something like that, use a bucket instead of a quiver, same effect.
Zelck

10-17-06, 06:43 PM
So next questions: can I throw something out of say a Bag of Holding? What if it's pitch black and I can't see what's inside the normal quiver or bag?
hogarth

10-17-06, 06:53 PM
Are we using the rule to allow people to target reach weapons when they don't threaten the attacker? As in treating the reach weapon as in all squares between the attacker and the defender?
I have no idea what this means. Do you mean that you want to attack someone in the next square with a longspear? You can't do that; you can only attack people 10' away.
Gonbow

10-17-06, 06:59 PM
I have no idea what this means. Do you mean that you want to attack someone in the next square with a longspear? You can't do that; you can only attack people 10' away.

He means, he's 10' away from the person with the reach weapon. He has a adamantine longsword, he wants to sunder the person's weapon, can he do that from 10' feet away (Their reach) or from 5' away (his reach). Rules of the Game article has been qouted as 10' feet, so that would seem to be the ruling for the moment.

As for the bag of holding: No. It specifically takes an action to get something out of a bag of holding, so you probably wouldn't be allowed to tel. thrust things out of it. Getting things out of a quiver by the rules however, is a free action regardless of visibility. However, Tel. Thrust does require LOS to the target, so it probably won't do you much good.
Zelck

10-17-06, 07:08 PM
What if I'm holding the quiver in one hand and I'm touching all of the arrows I want to TK in the other? Wait, or do you mean I can't launch the arrows at something I don't have LOS to? Shouldn't it be like a ranged attack?
Gonbow

10-17-06, 07:14 PM
What if I'm holding the quiver in one hand and I'm touching all of the arrows I want to TK in the other? Wait, or do you mean I can't launch the arrows at something I don't have LOS to? Shouldn't it be like a ranged attack?

Just so, it's exactly like a ranged attack. You'll never find someone shooting arrows through walls... and shooting at something you cant see means a high chance of missing. (Though shooting 6 things at once does mitigate that downside a bit).

I'm not sure what the beginning of your question is though. I already said you should be able to TK the arrows regardless of visibility. If you know they are there, they are there and they can move freely (And of course, they are all within the range of the TK spell as it lays down) you can TK them. Things in a bag of holding, by constrast are not able to move freely. (Or so I would rule, but you might get a Pitlord that sees it a different way.)
Zelck

10-17-06, 07:16 PM
Cool, thanks.
c00lz3

10-17-06, 07:41 PM
I belive that its a move action to dump out a quiver/bag correct?

something like the Efficient Quiver would be useful with TK.
TARDIS

10-18-06, 12:38 AM
Hello CoCo! I have a new character ready for action! Would someone please check and make sure I crossed all the t's and dotted the i's?

Flaeli Stormbringer

I'd love any advice you could give me regarding character builds as well-- I've never done any arena type stuff but I tend to be a pretty good optimizer in regular games. I hope this is as fun as it looks!
TheMagister

10-18-06, 12:57 AM
Hello CoCo! I have a new character ready for action! Would someone please check and make sure I crossed all the t's and dotted the i's?

Flaeli Stormbringer

I'd love any advice you could give me regarding character builds as well-- I've never done any arena type stuff but I tend to be a pretty good optimizer in regular games. I hope this is as fun as it looks!

Hmm...

Your grapple mod is off by -1. Should be +2.

There's a [/color] tag that's missing the "/" under "Search" in your skills section.

Your pitlords will thank you if you move your 3FC information to the top of your sheet. It saves them time. When you do so, it'll mess with your [ sblock]s at the bottom of your page. It always takes me multiple tries to get it right.

You need a [/font] tag at the end of your "Miscellaneous Statistics" section, your "Saves" section, your "Feats" section, your "Skills" section, and your "Equipment Worn and Carried" section.

Now, for other stuff:
I don't have my books on me at the moment, but isn't Split Psionic Ray really expensive to use? I can't remember how much it costs in pp, but isn't it something like 6 extra pp?

Other than that, I could only suggest swapping offensive prescience for offensive precognition. In my experience (for wilders), hitting is the problem...not dealing damage.

Still, it looks really good for a first character! And it is a lot of fun (don't let Niqil scare you off).

I'm pickin' on him a lot lately. I think I lost respect for him after my 10 Str monk kicked Igg Scalari's butt.

Did I say that out loud? :blush:

TM
MindWandererB

10-18-06, 01:28 AM
Split Psionic Ray only costs an extra 2, so it's manageable, especially by a wilder. Not sure it's worth it, though--not only is fighting more than one an opponent the exception rather than the rule (in theory, anyway), one generally wants to focus on one opponent at a time. Plus, most rays (including the one you have) don't have much range, so it'll be hard to catch multiple foes.

When fixing tags, in many cases you can delete the tag rather than adding a tag. Saving character count makes pitlords happy.

And the 3FC section at the top or bottom... since the "standard" sheet has it at the bottom, many pitlords expect to find it there. Until the default is changed, I think it's fine where it is.
NiQil

10-18-06, 01:37 AM
A question regarding buckler's....

Buckler: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you don’t get the buckler’s AC bonus for the rest of the round.
You can’t bash someone with a buckler.


The above description goes out of it's way to state that you take a -1 penalty to attack rolls when wielding a weapon in your off hand, or using that hand to wield a two-handed weapon. It also states that if you use a weapon in that hand, you lose the buckler's shield bonus for that round.

My question is...what if the hand that is wielding the buckler is used for natural attacks or unarmed strikes? Do you still take the -1 penalty and the loss of the shield AC? You aren't using the off hand to hold a weapon with natural/unarmed strikes, so my inclination would be to say no.
MindWandererB

10-18-06, 01:53 AM
The above description goes out of it's way to state that you take a -1 penalty to attack rolls when wielding a weapon in your off hand, or using that hand to wield a two-handed weapon. It also states that if you use a weapon in that hand, you lose the buckler's shield bonus for that round.

My question is...what if the hand that is wielding the buckler is used for natural attacks or unarmed strikes? Do you still take the -1 penalty and the loss of the shield AC? You aren't using the off hand to hold a weapon with natural/unarmed strikes, so my inclination would be to say no.It absolutely should. Although it does say "wield a weapon," I think only an extremely literal interpretation would count only attacks with manufactured weapons and not natural ones. Anything you do with that hand that involves a melee attack (or an attack with a thrown weapon) should incur the same penalties.

I personally find it odd that you can use with with a bow or crossbow equally (considering a bow is held in the off-hand, but a crossbow in the primary hand), but meh. And although it would be a house rule, I'd also say that an attack with a wand (which must be pointed at the enemy) would also incur the loss of AC bonus, but there's nothing supporting that in the RAW.
TARDIS

10-18-06, 01:54 AM
Thanks for the feedback!

I meant to put in the Precog, not Prescience. I wanted the insight to attack power, but couldn't remember which one it was.

And Split Ray doesn't mean you have to aim it at two different targets-- you can hit the same target with two different rays. It's not so much useful now as it will be later on... maybe I should swap it out.
NiQil

10-18-06, 02:02 AM
It absolutely should. Although it does say "wield a weapon," I think only an extremely literal interpretation would count only attacks with manufactured weapons and not natural ones. Anything you do with that hand that involves a melee attack (or an attack with a thrown weapon) should incur the same penalties.

I personally find it odd that you can use with with a bow or crossbow equally (considering a bow is held in the off-hand, but a crossbow in the primary hand), but meh. And although it would be a house rule, I'd also say that an attack with a wand (which must be pointed at the enemy) would also incur the loss of AC bonus, but there's nothing supporting that in the RAW.
Umm...correct me if I'm wrong...but aren't we supposed to be using the literal interpretation? This may be a case of RAW vs RAI, but it clearly does not state that you take any penalties for natural or unarmed attacks, nor lose the AC bonus. The item description goes out of it's way to mention melee weapons and wielding melee weapons in your off hand, but makes no mention of natural or unarmed attacks in any way being performed by that same hand.

While I agree that it probably *should be that way, and that is what the creators intended, that is not what they wrote. A RAW reading would not apply penalties to natural or unarmed attacks or take away the AC bonus for them.

The reason I ask is that I am working on a PsyWar who uses Claws of the Beast as his primary weapon. A buckler would be extremely useful there, and as far as I can tell, the RAW would not cause any penalties to allow him to use his buckler hand to attack with a claw.
c00lz3

10-18-06, 02:14 AM
Familiar/Psicrstal Touch Attacks

Say I wanted my psicrstyal to deliver a touch attack how would you calculate this?

It says as master but looking at the familiar you use the animals attack mods.

so at master lv3 a psicrystal would have:

+11 touch [2bab, +12 size, -5str]
TheMagister

10-18-06, 02:21 AM
Um, not quite that good.

Large -1
Med +0
Small +1
Tiny +2
Diminuative +3

So +2 Bab, +2 dex, +3 size=+7. Still, not too shabby.

The bad part is the whole provoking an AoO for moving into the bad guy's space to touch him part. Still, the hardness 8 takes most of the sting outta that.

TM
c00lz3

10-18-06, 02:35 AM
Um, not quite that good.

Large -1
Med +0
Small +1
Tiny +2
Diminuative +3

So +2 Bab, +2 dex, 3size=+7. Still, not too shabby.

The bad part is the whole provoking an AoO for moving into the bad guy's space to touch him part. Still, the hardness 8 takes most of the sting outta that.

TM

Thanks!

I think we are both incorrect

it would be [2bab +4size, -5str] +1

I was looking as the hide mod big mistake :P

now so say I give my piscrystal Weapon Finesse

that would give you a nice +8 touch.

Edit: can piscrystal/familiar hold range touch? I know about the articles on familiars but the rules lead me to belive otherwise. The ability says touch attack not meele or ranged, was that just an oversight?

Edit: Strange idea if your psicrystal is made out of deep crystal could you charge it to get an extra 2d6 on touch attcks?
Abyssal Stalker

10-18-06, 03:27 AM
I'm bringing Jonathon Raven back form the dead (kinda). It should be something quite exciting so please check him out and give me any advice you might have! He's not ready yet, but I've got the basic idea on the paper that still needs quite a lot of tweaking. Here's the link to the sheet. (http://boards1.wizards.com/showpost.php?p=10390654&postcount=971)

He'll cost me a whole bunch of credits so I'd really like to hear some suggestions if this is worth it!
Vathelokai

10-18-06, 04:02 AM
How much credits would a feat change cost?

How do you make the shiny O for credits?

Where do you post needed rule changes/houserules?

Greets,
--Papapeperoni
Feat change would probably run you 5, but that's just a guess. Check the first post of the character changes thread for more details.

There are three ways to type "". Cut and paste it from sombody's post. OR if your using windows, click start -> all programs -> accessories -> system tools -> character map. Open the character map, find the and click it, then copy/paste it. OR you can hold down ALT and type a four letter code (unicode) that causes the to appear. I can't seem to figure out what the unicode value is. Any help?

Or you could just get a non american keyboard. It's on a key for everyone else.

If you need a house rule, post in the ask an elder thread.
Vathelokai

10-18-06, 04:11 AM
Oh man, I just read the Blacklight spell in the SRD. Do we play it as written here? It's obviously based on the 3.0 version of Darkness, but someone neglected to update it to the post-nerf version... Scary.
The spell dosn't work too well here (or works way too well). For team use, you blind your party to make your caster super-cool. But for a one on one fight... :eek:
Stormwind

10-18-06, 04:55 AM
Just a couple of quick questions:

- What happens on an opposed trip when both creatures get the same number?

I would assume nothing as neither creature wins or loses the trip. Is this correct?

- Also what is the effect of tripping a flying creature?

If a trip attempt succeeds against a flying creature, then what effect, if any, does this have?
Pittbull

10-18-06, 05:02 AM
Just a couple of quick questions:

- What happens on an opposed trip when both creatures get the same number?

I would assume nothing as neither creature wins or loses the trip. Is this correct?

- Also what is the effect of tripping a flying creature?

If a trip attempt succeeds against a flying creature, then what effect, if any, does this have?

As all oposed checks, if the result is the same, the one with the higher mod wins. If the boni are equal, then reroll.

Tripping a flying creature:

If the creature uses limbs to fly, like a vrock ;) , it falls down. If it flies by an special ability or by a fly-spell, it is immune against tripping.
Zevox

10-18-06, 07:40 AM
And Split Ray doesn't mean you have to aim it at two different targets-- you can hit the same target with two different rays. It's not so much useful now as it will be later on... maybe I should swap it out.
I'm afraid thats incorrect. The feat rather specifically says:

The split ray affects any two targets that are both within the power’s range and within 30 feet of each other.
Zevox
hogarth

10-18-06, 08:29 AM
I'm afraid thats incorrect. The feat rather specifically says:
The split ray affects any two targets that are both within the powers range and within 30 feet of each other.

The other day I tried to buy something that cost $2. Imagine my surprise when the cashier insisted that I give her two different dollars, not the same dollar twice! They should really be more specific in their pricing.
hogarth

10-18-06, 08:52 AM
Hello CoCo! I have a new character ready for action! Would someone please check and make sure I crossed all the t's and dotted the i's?

Flaeli Stormbringer

I'd love any advice you could give me regarding character builds as well-- I've never done any arena type stuff but I tend to be a pretty good optimizer in regular games. I hope this is as fun as it looks!
One comment:
-Intimidate is not very useful in the Core Coliseum (it only does anything if your opponent has an intelligent ally); nevertheless, if you're investing in the skill you might as well make it your free activity for the week. The "guarding home" activity is pretty useless for Flaeli since the only things she has to steal are a couple of measly Cure Light Wounds potions.
TARDIS

10-18-06, 10:38 AM
plit Psionic Ray [Metapsionic]

You can affect two targets with a single ray.
Prerequisite

Any other metapsionic feat.
Benefit

To use this feat, you must expend your psionic focus. You can split psionic rays you manifest. The split ray affects any two targets that are both within the powers range and within 30 feet of each other. If the ray deals damage, each target takes as much damage as a single target would take.

Using this feat increases the power point cost of the power by 2.




Straight from the SRD--- Wouldn't it be the case you can target each ray separately? So you can target it at the same creature? It IS actually two different rays at that piont, so they'd require two different attack rolls, but beyond that I think you'd be able to do it.
NiQil

10-18-06, 10:46 AM
plit Psionic Ray [Metapsionic]

You can affect two targets with a single ray.
Prerequisite

Any other metapsionic feat.
Benefit

To use this feat, you must expend your psionic focus. You can split psionic rays you manifest. The split ray affects any two targets that are both within the powers range and within 30 feet of each other. If the ray deals damage, each target takes as much damage as a single target would take.

Using this feat increases the power point cost of the power by 2.




Straight from the SRD--- Wouldn't it be the case you can target each ray separately? So you can target it at the same creature? It IS actually two different rays at that piont, so they'd require two different attack rolls, but beyond that I think you'd be able to do it.
Except for the fact that the feat specifically states that you must target two targets. Attacking the same target with both rays is one target with two rays. What the feat calls for is two targets with two rays. So, no, you cannot attack the same target with each ray. That would sort of defeat the purpose of the feat.
hogarth

10-18-06, 10:49 AM
any two targets

Wouldn't it be the case you can target each ray separately? So you can target it at the same creature? It IS actually two different rays at that piont, so they'd require two different attack rolls, but beyond that I think you'd be able to do it.
The problem is that the phrase "any two targets" implies "any two different targets" (IMO). If I asked you to name "any two U.S. presidents" and you answered "George Washington and George Washington", I'd think you were crazy.

I'm not saying that it would necessarily be overpowered to target the same target twice (although I think it would be pushing it), but imagine being able to pick the same target 5 times for Energy Missile!
TARDIS

10-18-06, 11:05 AM
Damn them and their word games!

Split Ray in Complete Arcane allows you to target the same creature with the ray. It's really supposed to be the arcane/divine version of Split Psionic Ray, but it specifically says:

"It can be fired at the same target as the first ray or at a different target, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously."

The SRD/XPH version doesn't say this. BLARGH!
Zelck

10-18-06, 11:07 AM
Yea. The Chain Power feat is also argh so much worse than the Chain Spell feat. Sigh...
TARDIS

10-18-06, 11:22 AM
What is the psionics/magic transparency policy? Does Dispel Magic work against psionics, and does Dispel Psionics work against magic? I could not find where it said in the rules, but then again I'm not very familiar with them yet.
Zelck

10-18-06, 11:24 AM
Yup. It's in effect.
Zevox

10-18-06, 11:28 AM
What is the psionics/magic transparency policy? Does Dispel Magic work against psionics, and does Dispel Psionics work against magic? I could not find where it said in the rules, but then again I'm not very familiar with them yet.
Yes, Dispel Magic and Dispel Psionics work against both magic and psionics due to the transparency.

Zevox
TARDIS

10-18-06, 11:48 AM
Thanks! Glad to hear that--- so I assume this means that Power Resistance = Spell Resistance? If you have one, it works against both?
TheMagister

10-18-06, 01:16 PM
I think you guys should check the FAQ for the final word on Split Psionic Ray.

{goes off to check}

Man, I could've sworn I saw it in there somewhere that you could target the same creature with both rays of a split ray'ed power.

Sorry...couldn't find it.

TM
McJarvis

10-18-06, 01:17 PM
Progress report- (unrelated to CoCo)

That game where I complained about the evoker? Oh yeah- it's gotten better.

I changed characters to a Barbarian/Ranger who was planning on going into deepwarden(IMO _one_ of the most solid(not broken) fighter-type prestige classes in complete books). I've been talking with the DM after session about this-that-and-everything, and even gave him an idea for an encounter(deeper darkness+super hiding creature+ devils sight= great fun! Ended up being a greater medusa or something like that).

Regardless, I guess he has been appreciated the advice. When my character was on watch one night this dark cloaked figure(turned out to be the God of Trickery in his campaign) came out of the darkness and just spoke directly into my head: "What is your greatest desire?". Well, the mage had hit my poor dwarf with a fireball the last battle and did something like 48 damage to him(more than anything else that battle). Naturally my dwarf says "I want the mage's spells to not-hurt me"

I'm totally thinking "ok, direct damage spells from the mage won't hurt me. This'll be cool- I can tank, it'll be nice"

The DM is thinking: "Ok, let's give him SR 50 that applies to all spells, regardless of whether they allow for SR or not. As a punishment, he has to use it all the time & magic items lose their magic when he wears them."

>=]

Needless to say, the wizard tried to polymorph my dwarf as a practical joke while my dwarf wasn't looking. When that didn't work he tried to magic missile. When that didn't work he tried to Fireball.

He then promised to kill my dwarf next session. I can't wait to see what he tries- I just took my first level of forsaker after leveling up through the session. >=] Helllooo fast healing & SR 61. Regardless, I'm going to try taking him alive...

Lesson to be learned: One part of optimization is being friends with the DM and the other players treating him poorly. A desperate DM might just use you as a tool to get to another player. :) We call this Social Engineering Tweaking ;)
Macbrea

10-18-06, 01:41 PM
Hmm, I don't think I would play in that game for long McJarvis. I cannot stand playing in any game that has both an escilations of power and Biased DM that refuses to play by the rule system as it is written.

The worst thing you could do in any session is start your game with the following comment, "I really don't like the way 3.5 is written. I have replaced the entire..... " It is very much a warning sign to me to back away from the table.
McJarvis

10-18-06, 01:45 PM
Hmm, I don't think I would play in that game for long McJarvis. I cannot stand playing in any game that has both an escilations of power and Biased DM that refuses to play by the rule system as it is written.

The worst thing you could do in any session is start your game with the following comment, "I really don't like the way 3.5 is written. I have replaced the entire..... " It is very much a warning sign to me to back away from the table.

That's pretty much why I decided to play the barb fighter. Hard to make rule changes to nerf strong-type fighters...and in general, this area(where I live) is full of dm's who don't know the rules well enough to play with only the "real" rules, or who do know the real rules and make encounters that kill off the entire party every session. No good balance :(

Regardless, I'm not taking it too seriously. If this guy gets killed I might just introduce Boom to the campaign...everyone's favorite Kobold Warmage with an int of 4. :-) (named largely for the only word he can say....) "Sadly", most of my D&D enjoyment is found through the CoCo.
MindWandererB

10-18-06, 02:01 PM
Umm...correct me if I'm wrong...but aren't we supposed to be using the literal interpretation? This may be a case of RAW vs RAI, but it clearly does not state that you take any penalties for natural or unarmed attacks, nor lose the AC bonus. The item description goes out of it's way to mention melee weapons and wielding melee weapons in your off hand, but makes no mention of natural or unarmed attacks in any way being performed by that same hand.

While I agree that it probably *should be that way, and that is what the creators intended, that is not what they wrote. A RAW reading would not apply penalties to natural or unarmed attacks or take away the AC bonus for them.

The reason I ask is that I am working on a PsyWar who uses Claws of the Beast as his primary weapon. A buckler would be extremely useful there, and as far as I can tell, the RAW would not cause any penalties to allow him to use his buckler hand to attack with a claw.
Okay. Lets try to solicit a third opinion here. The sticky word is "wield." I'm of the opinion that for all intents and purposes, natural weapons are "wielded." NiQil is not. This is purely a matter of semantics, so I think we're going to have to go for a popular opinion thing. (I know at least one person agrees with me--I forget who it was that "reminded" me that Zero got a -1 to one claw attack with a buckler.)
Macbrea

10-18-06, 02:23 PM
It is the reason I never replaced the buckler I sold for Lord Frost, when he went up in size. I always had to explain two things.


1) He was -1 to hit for wearing it.
2) Don't add it to his AC when he attacks. <-- This is the biggest problem.

Having the buckler seemed to confuse pitlords. I ended up dropping it because they would not know how it was suppose to be played.
TARDIS

10-18-06, 02:42 PM
About the buckler thing--- there's a feat in CW called Improved Buckler Defense that lets you keep your buckler AC and attack in the same turn. More specifically, when you attack with an off-hand weapon you can keep the shield bonus.

If buckler's weren't supposed to interfere with weapon attacks, they wouldn't have that feat.

You strap a buckler to your forearm-- it limits the movment your wrist can take. For things like a bow, this isn't such a big issue, as your off hand holds the bow and thus doesn't need wrist mobility. I'd say that a claw attack definately does need that mobility.

Natural attacks and manufactured attacks aren't really distinguished from each other in most cases.

Let's take the power out of this--- would a monk's unarmed strike be penalized for bucklers? I say yes. The same logic applies to claws and slams and any other natural attack that uses that limb. Note that you wouldn't get the penalty on both claws, just the one with the buckler, at least by my interpretation.
Macbrea

10-18-06, 02:48 PM
Let's take the power out of this--- would a monk's unarmed strike be penalized for bucklers? I say yes. The same logic applies to claws and slams and any other natural attack that uses that limb. Note that you wouldn't get the penalty on both claws, just the one with the buckler, at least by my interpretation.

Actually, that is a bad example. The answer is no.

quote from SRD
A monks attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full.
Zelck

10-18-06, 02:49 PM
This should probably go in Elders, but the Tavern seems to get more traffic so I'll post it here for now ;). I need to know exactly how the out of arena penalty works. Walden, a ghost, has a Psicrystal and will be getting a Bag of Tricks. Those allies are all ethereal. Under what circumstances can the out of arena penalty apply to them and zap them away?


EDIT: The rest should go in the Council thread.
lonewolf

10-18-06, 03:00 PM
Delay penalties only count for the normal Character. Allies are not affected by it in any way.
NiQil

10-18-06, 03:17 PM
About the buckler thing--- there's a feat in CW called Improved Buckler Defense that lets you keep your buckler AC and attack in the same turn. More specifically, when you attack with an off-hand weapon you can keep the shield bonus.

If buckler's weren't supposed to interfere with weapon attacks, they wouldn't have that feat.

You strap a buckler to your forearm-- it limits the movment your wrist can take. For things like a bow, this isn't such a big issue, as your off hand holds the bow and thus doesn't need wrist mobility. I'd say that a claw attack definately does need that mobility.

Natural attacks and manufactured attacks aren't really distinguished from each other in most cases.

Let's take the power out of this--- would a monk's unarmed strike be penalized for bucklers? I say yes. The same logic applies to claws and slams and any other natural attack that uses that limb. Note that you wouldn't get the penalty on both claws, just the one with the buckler, at least by my interpretation.
I want to point out here, that the buckler description *does distinguish what type of attacks it is talking about when it talks about the loss of AC and the attack penalty. It is talking about weapons held in the buckler hand. It never says anything about using the hand itself as an attack option.

To put it another way...what is the reason for the AC loss? From a real-world standpoint, it is because with a weapon in that hand, it makes it harder to bring the buckler to bear where it can be used. What is the reason for the penalty to attacks? It limits the mobility of the arm it is on with regard to swinging a weapon.

Now compare those same circumstances to using your fist instead of a weapon. Smacking someone with a fist doesn't make it any more difficult to get the buckler in position to be used then having the arm at your side would. It's having a weapon there to interfere with the buckler that cause this, and thus the loss of AC. By the same token, hitting someone with your fist isn't made any more difficult by having something strapped to your forearm, because you don't need as much range of motion as you do to swing a weapon. Thus the -1 to attacks.

Those are the "real-world" explanations. But by the RAW, the buckler description does not mention limiting natural attacks or unarmed strikes at all. What MWB seems to be saying is that natural/unarmed attacks are the same as attacks with a weapon. Clearly they are not, or we wouldn't have things like Psionic Fist/Psionic Weapon feat split...we would just have one feat that covered them both. Or we wouldn't need spells like Magic Fang...Magic Weapon would do for everything. But we *do have these differences to account for the difference between natural and weapon attacks. A buckler specifies penalties for weapon attacks, but specifies none for natural attacks.
TelinArtho

10-18-06, 03:41 PM
In an upcoming week (to be determined...), Sir Valkin and 2 of NiQil's Four Horsemen (most likely Pestilence and Death I think) will be pitted together as a "send-off" of the horsemen into the Graveyard. NiQil and I have discussed it and would like to have a pitlord who would be willing to write a story and to take immense care with the fight.

Sir Valkin has had a great deal of background with NiQil's characters (Pestillence, Prince FyreDragon [Vathelokai], Jodan Desho, Vathelokai and Kronos, NiQil with Victor, Laughing Dragon [Mind Rogue], Silas, NiQil [MysticMonk2005], Caspian, NiQil [Altaris13]) and I even ran an exhibition fight when the horsemen were ECL5 and Sir Valkin was almost ECL7.

We have a long history - so taking that into account would be greatly appreciated. On the other hand, for the most part, Sir Valkin and his horses and the horsemen are fairly straightforward to run - so it should be an easy fight.

Here's the specifics so far:

Sir Valkin - ECL9 - Fighter 1/Paladin 8 (waiting for him to advance first)
-- Bringing Foreman at the least, most likely with Overseer.

Pestilence and Death - ECL 7
-- both are in the last week of their respective fight cycles.

We want the battle to be in the standard arena if possible and most specifically not in the plains (too much of an advantage to Sir Valkin) and not in the forest (too much advantage to the horsemen) - if we weren't able to specify our battleground.

Sir Valkin will need 1-4 weeks to advance before this happens in any case.

If no one steps up to "want" to take this challenge as a pitlord - then I guess we'll just leave it to the random selection of the roller. Whoever does get it - NiQil and I would both be appreciative if you would be willing to write a story for it.
MindWandererB

10-18-06, 03:48 PM
I want to point out here, that the buckler description *does distinguish what type of attacks it is talking about when it talks about the loss of AC and the attack penalty. It is talking about weapons held in the buckler hand. It never says anything about using the hand itself as an attack option.I don't agree that it makes that distinction. "Wield" is a muddy word in D&D language.
To put it another way...what is the reason for the AC loss? From a real-world standpoint, it is because with a weapon in that hand, it makes it harder to bring the buckler to bear where it can be used. What is the reason for the penalty to attacks? It limits the mobility of the arm it is on with regard to swinging a weapon.Again, I disagree. Note that you suffer no penalty for:

Holding a non-weapon item in that hand
Casting a spell using that hand
Using that hand to hold a bow while you draw and fire it with the other hand
Using that hand to load a crossbow while you hold and fire it with the other hand

What do all these things have in common? It has nothing to do with holding a weapon in that hand, it has to do with using that hand to attack.

Now compare those same circumstances to using your fist instead of a weapon. Smacking someone with a fist doesn't make it any more difficult to get the buckler in position to be used then having the arm at your side would. It's having a weapon there to interfere with the buckler that cause this, and thus the loss of AC. By the same token, hitting someone with your fist isn't made any more difficult by having something strapped to your forearm, because you don't need as much range of motion as you do to swing a weapon. Thus the -1 to attacks.Obviously, since I disagree with your premise, and this argument requires on it, we get nowhere. However, just to be clear in the future, can we focus on claws instead of unarmed strikes? The fact that unarmed strikes don't have to be with a hand is an unnecessary complication.

Those are the "real-world" explanations. But by the RAW, the buckler description does not mention limiting natural attacks or unarmed strikes at all. What MWB seems to be saying is that natural/unarmed attacks are the same as attacks with a weapon. Clearly they are not, or we wouldn't have things like Psionic Fist/Psionic Weapon feat split...we would just have one feat that covered them both. Or we wouldn't need spells like Magic Fang...Magic Weapon would do for everything. But we *do have these differences to account for the difference between natural and weapon attacks. A buckler specifies penalties for weapon attacks, but specifies none for natural attacks.No, that's not what I'm saying. In some ways, of course they're different (you know I'l well aware of the Psionic Fist/Weapon nuances). In other ways, they're the same (for one example, treating natural weapons as light weapons when used in a grapple).

How about another, non-core example? Say you have a Kensai who enchanted his claws with the Defending property. Under what circumstances could he transfer the enhancement bonus to AC? I would argue that the same conditions apply: you can use the Defending power whenever the weapon is "wielded." According to the 3.0 FAQ:

Do you have to actively wield a weapon of defending to
use its power? Or could you hold a longsword of defending
in your left hand, not use it to attack (so you are not
actually using the two weapons) and still wield a sword in
your right hand without penalties? Or is the defending
bonus considered part of the normal parrying that happens
in the background?
Using a weapon of defending works just like the Expertise
feat. (You have to use an attack or full attack action.) You cant
use the weapon like a shield; if you hold the weapon in your off
hand and claim an Armor Class bonus for it, you take all the
penalties for fighting with two weapons, even if you dont
actually attack with the weapon.This suggests that if you use an attack that involves the weapon in question, it is considered "wielded," but if you don't (or at least, don't declare one), it isn't. The argument is a little roundabout, but I hope you see my point.
Zelck

10-18-06, 03:52 PM
Hmm... we may have broken this thread. I couldn't get to page 90 without posting. Start another?
TelinArtho

10-18-06, 03:56 PM
Well, I've been on 10 posts/page ever since the upgrade because of things like being unable to get to the bottom of the battles thread and such... but regardless of that - Cat is supposed to close threads that reach >1000 posts and start new ones...
MindWandererB

10-18-06, 03:58 PM
Well, I've been on 10 posts/page ever since the upgrade because of things like being unable to get to the bottom of the battles thread and such... but regardless of that - Cat is supposed to close threads that reach >1000 posts and start new ones...
He really only does that when the WizOs complain. But since we're closer to 3000 than 2000, it would probably be a good idea.
NiQil

10-18-06, 04:03 PM
I don't agree that it makes that distinction. "Wield" is a muddy word in D&D language.
Again, I disagree. Note that you suffer no penalty for:

Holding a non-weapon item in that hand
Casting a spell using that hand
Using that hand to hold a bow while you draw and fire it with the other hand
Using that hand to load a crossbow while you hold and fire it with the other hand

What do all these things have in common? It has nothing to do with holding a weapon in that hand, it has to do with using that hand to attack.

Obviously, since I disagree with your premise, and this argument requires on it, we get nowhere. However, just to be clear in the future, can we focus on claws instead of unarmed strikes? The fact that unarmed strikes don't have to be with a hand is an unnecessary complication.

No, that's not what I'm saying. In some ways, of course they're different (you know I'l well aware of the Psionic Fist/Weapon nuances). In other ways, they're the same (for one example, treating natural weapons as light weapons when used in a grapple).

How about another, non-core example? Say you have a Kensai who enchanted his claws with the Defending property. Under what circumstances could he transfer the enhancement bonus to AC? I would argue that the same conditions apply: you can use the Defending power whenever the weapon is "wielded." According to the 3.0 FAQ:
This suggests that if you use an attack that involves the weapon in question, it is considered "wielded," but if you don't (or at least, don't declare one), it isn't. The argument is a little roundabout, but I hope you see my point.
I see what you are trying to say...but it doesn't change my assertation. I'm not talking about wielding weapons. I am talking about the fact that a natural attack is not a weapon. A natural attack is not an off-hand weapon, nor a two-handed weapon (as defined by the PHB). They are classified as qualifying as light weapons in certain instances, but they are not weapons. They do not appear listed as a weapon in any source that I am aware of. Calling a natural attack a weapon is, in my opinion, akin to calling bracers of armor a type of armor. So there is no reason for the -1 to attacks to apply to natural attacks. And the bolded portion below shows you what incurs the AC penalty...weapons held in the off hand. Since a natural attack isn't a weapon you can hold in your off hand, the AC penalty does not apply.

Buckler: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you don’t get the buckler’s AC bonus for the rest of the round.
You can’t bash someone with a buckler.
Gonbow

10-18-06, 04:06 PM
Interesting Buckler talk. If/when I reactivate Terminus-Est my dretch, he'll have to get one. And even if he isn't attacking with a boatload of natural weapons, there is always the manufactured natural weapon; Armor Spikes! (Kidding, kidding. But given it's rule interactions, almost sometimes, eh?)
hogarth

10-18-06, 04:13 PM
I am talking about the fact that a natural attack is not a weapon.
So you can't do a coup de grace with a natural attack?
As a full-round action, you can use a melee weapon to deliver a coup de grace to a helpless opponent. You can also use a bow or crossbow, provided you are adjacent to the target.
Or a sunder attack?
You can use a melee attack with a slashing or bludgeoning weapon to strike a weapon or shield that your opponent is holding.
How do you even know if you've hit or damaged an opponent?
Attack Rolls
An attack roll represents your attempts to strike your opponent.

Your attack roll is 1d20 + your attack bonus with the weapon you’re using. If the result is at least as high as the target’s AC, you hit and deal damage.
Damage Rolls
If the attack roll result equals or exceeds the target’s AC, the attack hits and you deal damage. Roll the appropriate damage for your weapon. Damage is deducted from the target’s current hit points.

(The answer, of course, is that the rules aren't consistent in their terminology so a certain amount of interpretation is required. For the record, I'm agnostic on whether wearing a buckler should apply a penalty to natural weapon attacks.)
Gonbow

10-18-06, 04:18 PM
Natural weapons are weapons; natural weapons.

Manufactured weapons are weapons; manufactored weapons.

Manufactured weapons are wielded, usually in a hand. (Exception: Armor spikes)

Natural weapons are just there, either used or unused. (Exception: Magical effects that give you natural weapons temporarially)

IMHO, the fact that a buckler requires you to wield the weapon in the hand of the arm that the buckler is on marks it clearly as refering to manufactured weapons; and not all of them at that!
NiQil

10-18-06, 04:22 PM
Gonbow basically stated what I am trying to say, albeit I've been doing a poor job of it LOL
hogarth

10-18-06, 04:29 PM
Gonbow basically stated what I am trying to say, albeit I've been doing a poor job of it LOL
Rats...you edited your post just before I hit you with this quote:
http://www.d20srd.org/srd/specialAbilities.htm#naturalWeapons
First sentence: "Natural weapons are weapons that are physically a part of a creature." :P

Anyway, this should be posted to the "Ask an Elder" thread. It seems like it can be easily decided with a quick yes-or-no vote.
Hirumajoe

10-18-06, 07:51 PM
Hi,

Maratai was a character created between my wife and I.

The leveling concept is to get 4 levels of Paladin, then start taking Wilder levels. This gets the ability to Turn Undead and thus Divine Might (charisma to damage). It gets charisma to saving throws and charisma to touch attacks. Plus charisma based psionics. The plan is also to grab Leadership at 9th level to grab a Pegasus/Monk cohort. So basically a mounted based fighter with additional psionic support and eventually a flying mount.

I'd appreciate it if anyone points out any errors, or has any suggestions. Hopefully I'll get her running Maratai in next week's fights. Or at least entering something in the Scribelord's story contest.

Thanks,
Hirumajoe
Zelck

10-18-06, 08:03 PM
Hi,

Maratai was a character created between my wife and I.

The leveling concept is to get 4 levels of Paladin, then start taking Wilder levels. This gets the ability to Turn Undead and thus Divine Might (charisma to damage). It gets charisma to saving throws and charisma to touch attacks. Plus charisma based psionics. The plan is also to grab Leadership at 9th level to grab a Pegasus/Monk cohort. So basically a mounted based fighter with additional psionic support and eventually a flying mount.

I'd appreciate it if anyone points out any errors, or has any suggestions. Hopefully I'll get her running Maratai in next week's fights. Or at least entering something in the Scribelord's story contest.

Thanks,
Hirumajoe
Sounds like an interesting character. It certainly has a lot of RP value. I'm not very good at optimizing melee characters, but you might be able to get more mileage as a charger by using different classes. For instance, a Ranger1/PsiWar4/SlayerX can prebuff with Dissolving Weapon, get a Powerstoring Weapon with another Dissolving Weapon, and charge using Psionic Lion's Charge. You can still get the Leadership Pegasus, but the flavor is obviously much different though.
MindWandererB

10-18-06, 09:23 PM
Maratai was a character created between my wife and I.

The leveling concept is to get 4 levels of Paladin, then start taking Wilder levels. This gets the ability to Turn Undead and thus Divine Might (charisma to damage). It gets charisma to saving throws and charisma to touch attacks. Plus charisma based psionics. The plan is also to grab Leadership at 9th level to grab a Pegasus/Monk cohort. So basically a mounted based fighter with additional psionic support and eventually a flying mount.

I'd appreciate it if anyone points out any errors, or has any suggestions. Hopefully I'll get her running Maratai in next week's fights. Or at least entering something in the Scribelord's story contest.Ohh, someone did something like that. Who was it? I remember there was a Wilder/Paladin who had issues from multiclassing in and out of Paladin, but I don't remember who it was. The trick isn't bad.

Would a Lawful pegasus be allowed without credits? "Usually" isn't restrictive for PCs, but is it for cohorts? I woudn't think it would be a problem, but better to make sure.
Zevox

10-18-06, 09:34 PM
Ohh, someone did something like that. Who was it? I remember there was a Wilder/Paladin who had issues from multiclassing in and out of Paladin, but I don't remember who it was. The trick isn't bad.
That was Dracazar's Shaz Greatheart.

Zevox
TheMagister

10-18-06, 10:55 PM
And Drac's trick with HIM was Body Fuel. Do you know how many HPs he came up with using that little jewel? In a battle of 20s, he always won.

TM
Erithmu

10-18-06, 11:35 PM
To quote Waywreth: Cptn Vigor, and I would agree.
Hirumajoe

10-18-06, 11:35 PM
Sounds like an interesting character. It certainly has a lot of RP value. I'm not very good at optimizing melee characters, but you might be able to get more mileage as a charger by using different classes. For instance, a Ranger1/PsiWar4/SlayerX can prebuff with Dissolving Weapon, get a Powerstoring Weapon with another Dissolving Weapon, and charge using Psionic Lion's Charge. You can still get the Leadership Pegasus, but the flavor is obviously much different though.

Well the character wasn't designed to be the absolute most effective charger. More it went along the lines of: What kind of character would you like to do, etc. I did convince her to go the Wilder route rather than a Paladin/Sorcerer. More synergy that way on the melee side I think.

In general I'm the rules lawyer person and my wife is the creative vision side. We've co-dm'd a few times that way.

Also, the Ranger/Psiwar/Slayer doesn't have as much synergy going in the stats, wisdom rather than charisma also doesn't lead to much in the way of cohorts either.

Although it is an interesting suggestion.
Abyssal Stalker

10-19-06, 01:09 AM
I'm bringing Jonathon Raven back form the dead (kinda). It should be something quite exciting so please check him out and give me any advice you might have! He's not ready yet, but I've got the basic idea on the paper that still needs quite a lot of tweaking. Here's the link to the sheet. (http://boards1.wizards.com/showpost.php?p=10390654&postcount=971)

He'll cost me a whole bunch of credits so I'd really like to hear some suggestions if this is worth it!
:bump:
McJarvis

10-19-06, 01:13 AM
Doubt I'll do this for CoCo, but I just caught something...

The Blackguard's ability to have an undead companion if 9 levels of paladin are present is pretty neat- it just says a medium-sized zombie or skeleton that gains bonus HD and whatnot as if it were a fiendish servant. What it doesn't say is what kind of skeleton must be aquired. Needless to say, this makes those 9 dead levels of paladin look a tad-bit less wasted.

So the idea:

13 Paladin
14th level-> Blackguard, trade in four levels of paladin.

Servant: ?

What's the best medium-sized skeleton I can get? I'm assuming skeleton is better....I think a dragon would be neat, but there must be a better option. I'm assuming # of HD will be king in this contest. Maybe a Barbed Devil? (up to 24HD and still medium sized...impale & improved grab to boot)
Zelck

10-19-06, 01:17 AM
Hm... I just realized a huge problem, which is really too bad because I like the character concept.
Repelling a Vampire

Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.

Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.

They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.
So... anyone who spends some gold to buy a Holy Symbol can basically shut you down :(. Or a mirror. Probably not a good plan...

At least Walden wouldn't have to deal with this guy now. Oh goodness... the horror :(.
Abyssal Stalker

10-19-06, 01:26 AM
That shouldn't be too much of a problem. I'm planning to have some decent ranged capabilities too. And it takes a standard action to recoil the vampire, so there's not too much possibilities to attack at the same time is there? But the thing that bothers me is the wording "rest of the encounter". It surely can't mean that it is enough to once repel the vampire and then put the holy symbol back to your pocket and expect the vampire just to run away?

My other problem is that I still need emans to get into grapple. I'm thinking of a hippogriff or a griffon mount.
Zevox

10-19-06, 01:26 AM
Hm... I just realized a huge problem, which is really too bad because I like the character concept.

So... anyone who spends some gold to buy a Holy Symbol can basically shut you down :(. Or a mirror. Probably not a good plan...

At least Walden wouldn't have to deal with this guy now. Oh goodness... the horror :(.
Note that doing that takes a standard action, though - unless you have allies to do the killing or holding at bay for you, you can't keep that up for more than 10 rounds (at which point the delay penalty gives you a swift kick in the rear).

Zevox
McJarvis

10-19-06, 01:29 AM
Note that doing that takes a standard action, though - unless you have allies to do the killing or holding at bay for you, you can't keep that up for more than 10 rounds (at which point the delay penalty gives you a swift kick in the rear).

Zevox

I bet a psicrystal could do it. :-)
Abyssal Stalker

10-19-06, 01:30 AM
Well, if you wish your psicrystal to get killed, then by all means! :) (If it has enough strength to raise such an item?)
Zelck

10-19-06, 01:32 AM
Wooden holy symbols weigh nothing :).
McJarvis

10-19-06, 01:36 AM
Unseen Servants can too. Though I guess you're no longer the creature presenting the holy symbol at this point.
Zelck

10-19-06, 01:44 AM
Turning will definitely be a problem, seeing as how an even-ECL Cleric would only have to get a 6 to turn you. Not much you can do against that unless you can get the 4th level spell Armor of Darkness somehow.

You might also have a problem against flying ranged attackers, or flying attackers with reach.
Abyssal Stalker

10-19-06, 01:58 AM
There aren't too many high-level clerics in the roster, usually they have only few cleric levels. I recall only Anixx at the moment. And they can only attack ranged when the vampire is turned, if they get close it acts normally. A really powerful cleric would be a problem with the ability to destroy the vampire. But it would require a level 10 cleric.

That's why I'm looking for a decent flying mount.
NiQil

10-19-06, 01:58 AM
The wording of the repelling thing leads me to believe that you are repelled as long as a mirror or garlic is visible or a holy symbol is held out towards you.

Easy way to defeat your character is for your opponent to wear a necklace of garlic or a mirror around his neck and hit you with a reach weapon or a ranged weapon. With 35 hp at ECL 9, that might take 4-5 rounds. And there isn't anything you can do about it, unless you have an ally who can get rid of the garlic or mirror for you. So diplomacy or handle animal or a bag of tricks or something might be recommended.

Also, keep in mind that any fight in the forest for this character will mean that you are limited in movement to your starting box's quadrant, since you can't cross running water. Any decent ranged attacker can take advantage of that, and what ECL 9 doesn't have at least one ranged weapon? So that map will be extremely tough for you. The sewer will be even worse, since the running water in there spreads throughout the whole map. Though a ruling on whether that constitutes running water might be needed....I'd have to go back and look.

Just some things to think about.
Abyssal Stalker

10-19-06, 02:00 AM
These things are just the reason I wanted to ask before activating him. There are a lot of things to consider.
Guildlords

10-19-06, 03:39 AM
Just a reminder to all: it's now the 19th by my time, which means the deadline for submitting a proposal for the new guild is tomorrow. You have a little less than 48 hours before it gets turned into a poll. Well, a little longer than that, since only Cat can post polls, but you get the idea.
Abyssal Stalker

10-19-06, 06:45 AM
Are we using ECL or character level for qualifying in leadership? I remember that we had some discussion about this a while ago. There was some old decision to use ECL or something like that.
Pittbull

10-19-06, 07:13 AM
As far as I know:

To qualify you need six class-levels, but if you calculate the leadership-score, you use the ECL.
Abyssal Stalker

10-19-06, 07:23 AM
And monster HD count as levels, right? Because the general ruling is that HD equals levels.
Zevox

10-19-06, 08:30 AM
The wording of the repelling thing leads me to believe that you are repelled as long as a mirror or garlic is visible or a holy symbol is held out towards you.
Except that the description specificially says it takes a standard action...

Repelling a Vampire

Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things dont harm the vampirethey merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.

Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.

They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.
@ Abyssal - Nothing overturned the old ruling, so currently we use ECL for Leadership scores. And of course racial HD would count in that case (not sure if it would normally, but it affects ECL, so with that ruling it definitely does).

Zevox
Abyssal Stalker

10-19-06, 08:36 AM
Sorry I wasn't specific. Can I get a cohort at ECL 10 with my vampire spawn (4HD + 2 class levels) or do I need 6 class levels (meaning ECL14) to get the feat? Of course I need to find a class that has leadership as a bonus feat...
Zevox

10-19-06, 08:44 AM
Sorry I wasn't specific. Can I get a cohort at ECL 10 with my vampire spawn (4HD + 2 class levels) or do I need 6 class levels (meaning ECL14) to get the feat? Of course I need to find a class that has leadership as a bonus feat...
Huh - now that one I don't know. Though what do you mean having Leadership as a bonus feat? You could just take it as your level 6 feat.

*looks at sheet* Oh, now theres an error! Racial HD aren't seperate from levels for determining when you get feats - you don't get a 1st level feat for your monk level (just the bonus ones) when you already got it for your racial HD!

Zevox
Abyssal Stalker

10-19-06, 09:15 AM
OK. That was something I missed. I was just thinking that after ECL8 it is like creating a 1st-level character. Now I know better. Damn, there goes ability focus... That makes also my earlier question irrelevant. In that case the HD should matter so at ECL10 I should be able to obtain a cohort. But can I get one because I get frozen immediately?
Zevox

10-19-06, 12:12 PM
OK. That was something I missed. I was just thinking that after ECL8 it is like creating a 1st-level character. Now I know better. Damn, there goes ability focus... That makes also my earlier question irrelevant. In that case the HD should matter so at ECL10 I should be able to obtain a cohort. But can I get one because I get frozen immediately?
You could do like I did with Asran and have him quest before he freezes. But yes, you could have him do a frozen quest to get the cohort, but unlike most frozen quests used expendables would be lost (still no rewards other than the cohort though).

Zevox
Macbrea

10-19-06, 12:37 PM
Leadership should be based off a characters HD, not ECL. But if the elders ruled that would cripple characters it would be fine. Here is the section of the SRD that covers monster levels and feats.



Hit Dice

The creatures Hit Dice equal the number of class levels it has plus its racial Hit Dice. Additional Hit Dice gained from taking levels in a character class never affect a creatures size like additional racial Hit Dice do.

Feat Acquisition and Ability Score Increases

A monsters total Hit Dice, not its ECL, govern its acquisition of feats and ability score increases.
Abyssal Stalker

10-19-06, 01:09 PM
Could the shatter spell be used to smash a holy symbol? How many hp a holy symbol has?

And how much would a magic item with Shatter 3/day at CL5? I'm not too good at creating new magic items, but I know that there arae many of those who are. hogarth?

What about monster skills? What are their class skills? It looks like the vampire spawn has all skills it has ranks in as class skills.
hogarth

10-19-06, 01:27 PM
Could the shatter spell be used to smash a holy symbol? How many hp a holy symbol has?

And how much would a magic item with Shatter 3/day at CL5? I'm not too good at creating new magic items, but I know that there arae many of those who arae. hogarth?
Shatter can be used on a non-magical item like a holy symbol. Note that the holder gets a Will save to negate the effect, though.

A command word activation magic item of Shatter CL5 3/day would cost:
1800 * 5 * 2 * 3/5 = 10,800 gp

A cheaper version (CL3, 50 charges, 3/day) would cost:
1800 * 3 * 2 * 3/5 * 1/2 = 3,240 gp
Abyssal Stalker

10-19-06, 01:31 PM
Thanks! If mirrors and holy symbols seem to become a problem, I'll know to stop by on hogarth's DIY magic item shop! :evillaugh:
Zelck

10-19-06, 01:44 PM
Just wait until I pick up that Holy Symbol +1!
Abyssal Stalker

10-19-06, 01:50 PM
Yep, and the mirror of unlimited mirror images and the garlic of stinking cloud 3/day. They are the worst enemies of vampires. Just like the keen wooden stake.
MindWandererB

10-19-06, 03:05 PM
Sorry I wasn't specific. Can I get a cohort at ECL 10 with my vampire spawn (4HD + 2 class levels) or do I need 6 class levels (meaning ECL14) to get the feat? Of course I need to find a class that has leadership as a bonus feat...We had this discussion a few weeks ago. Cat's decision was that you need 6 HD to qualify for the feat, but once you have it, your leadership score is based on your ECL. So at ECL 10, your vampire spawn would have the requisite 6 HD and could take the feat as normal for acquiring your 6th HD, and your Leadership score would be 10 + Cha modifier.
Zevox

10-19-06, 03:17 PM
<snip> your Leadership score would be 10 + Cha modifier.
Slight correction: it'd be 10 + charisma + 1 (special power). Vampire Spawns have just enough LA to qualify for that tag.

Zevox
TelinArtho

10-19-06, 03:29 PM
In an upcoming week (to be determined...), Sir Valkin and 2 of NiQil's Four Horsemen (most likely Pestilence and Death I think) will be pitted together as a "send-off" of the horsemen into the Graveyard. NiQil and I have discussed it and would like to have a pitlord who would be willing to write a story and to take immense care with the fight.

Sir Valkin has had a great deal of background with NiQil's characters (Pestillence, Prince FyreDragon [Vathelokai], Jodan Desho, Vathelokai and Kronos, NiQil with Victor, Laughing Dragon [Mind Rogue], Silas, NiQil [MysticMonk2005], Caspian, NiQil [Altaris13]) and I even ran an exhibition fight when the horsemen were ECL5 and Sir Valkin was almost ECL7.

We have a long history - so taking that into account would be greatly appreciated. On the other hand, for the most part, Sir Valkin and his horses and the horsemen are fairly straightforward to run - so it should be an easy fight.

Here's the specifics so far:

Sir Valkin - ECL9 - Fighter 1/Paladin 8 (waiting for him to advance first)
-- Bringing Foreman at the least, most likely with Overseer.

Pestilence and Death - ECL 7
-- both are in the last week of their respective fight cycles.

We want the battle to be in the standard arena if possible and most specifically not in the plains (too much of an advantage to Sir Valkin) and not in the forest (too much advantage to the horsemen) - if we weren't able to specify our battleground.

Sir Valkin will need 1-4 weeks to advance before this happens in any case.

If no one steps up to "want" to take this challenge as a pitlord - then I guess we'll just leave it to the random selection of the roller. Whoever does get it - NiQil and I would both be appreciative if you would be willing to write a story for it.

Not that I expect a lot of comment about it - I am certainly hoping someone will take up the challenge mentioned above and Pitlord a long-standing rivalry...
Caterane

10-19-06, 06:15 PM
Bye bye Tavern 6! We'll miss you!