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-   -   OT: Narf has gone looney and wants to GM.(Edited2) (http://forum.shrapnelgames.com/showthread.php?t=21196)

Jack Simth October 23rd, 2005 01:09 AM

Re: OT: Narf has gone looney and wants to GM.
 
1 Attachment(s)
And that's why you need to balance your HTML tags. It's fixable....

That should do it... see attached.

douglas October 23rd, 2005 03:47 AM

Re: OT: Narf has gone looney and wants to GM.
 
Hmm, is it possible for a crafter to "collaborate" with someone who doesn't satisfy any of the requirements for creating a magic item and have that person pay the xp cost? I imagine there would be quite a number of people willing to sell some portion of their "personal energy" (not to be confused with souls) represented by xp for the right price, and there's a standard conversion rate between xp and gp cost of 5 gp/xp that could be used as the standard going rate.

Violist October 23rd, 2005 04:35 AM

Re: OT: Narf has gone looney and wants to GM.
 
I'm guessing Alneyran (sorry for the spelling) will have his character as one of the newly freed miners? That crafting idea is interesting... considering I can craft Magic Arms and Armour, and Scribe Scrolls, someone willing to pay XP costs for mere gold would be quite handy.

Alongside the Monk's Belt, I'd probably like the "mithril brooch with spinal stones" from the Countess/Dragon encounter. From yesterday's Miner encounter...

finely wrought gold bracelet (50 gp)...
the Wings of Flying would be nice, but they're way above equal treasure share for any of us...

So that brings my total to +21260.3 gp if today's loot division was counted, if it wasn't, add an additional 13955.46 to a total of +35215.76 gp, if my 2-AM-math isn't wrong. That'd probably be in cash, once we get to a town... I vote the party sends Kibby to find a farmer, then we sell the horses. Wind Walk (That does work on the animated transports, right?) back to Ye Olde Magicke Shoppe, sell the loot, buy new stuff, and head on down to the smart dudes. Plus, that'd allow us access to the quick-time portal thing for crafting... whatever it was Elorin wanted crafting. Aaand I could research Elemental Blast, which I've been wanting as a general combat spell...

Sell that Headband +4 and get a Headband +6, give all my spells a little more oomph plus the ability to cast 2 level 8 spells per day http://forum.shrapnelgames.com/images/smilies/happy.gif

Brings my AC up to 20, flat-footed to 18, touch AC 15... nice... interesting, I can now do more damage with an unarmed attack (1d8ish) than with the dagger (1d4). So much for sharp stuff.

NullAshton October 23rd, 2005 01:42 PM

Re: OT: Narf has gone looney and wants to GM.
 
With 4 dragon hitdie, can I get all the bonuses of being a dragon? Seeing how the level adjustment is 4...

Jack Simth October 23rd, 2005 03:53 PM

Re: OT: Narf has gone looney and wants to GM.
 
Well, I was actually hoping Alneyan would show up at yesterday's session, but that obviously didn't happen; the plan would have been for him to show up at the recruiting station at the same time as the party; ah well.

A Wyrmling Silver Dragon has a level adjustment of 4 and seven racial hit dice - ECL 11. Combined with your 13 Rogue levels, that would have to wait until ECL 24.

Seriously, though - what benefits are you missing? You apprear to be reading the feat entry incorrectly; they don't get a bonus feat, they get character level feats based on their hit dice - one at 1st and one additional feat per 3 hit dice - hence the 45 HD example Force Dragon in the Epic section having 16 feats; "just like any other creature." You already have all the special abilities listed for the Wyrmling (Alternate Form, Immunity to Cold and Acid, Vulnerability to Fire, Cloudwalking); the Spell-like abilities don't start until Adult stage, they don't get a Sorcerous caster level until Young, and no SR until Young Adult. Your BAB should now be +10 (over the Wyrmlings +7); your attack bonus of +12 (+10 BAB, +1 Size, +1 Strength) is over the wyrmlings +9; your Grapple check is correspondingly higher (+7 vs. the Wyrmlings +4); your current saves of +7/+10/+7 beat the Wyrmlings +6/+5/+7; you have the same breath weapon (at a higher DC), the same flight speed, the same inherent natural armor, and the same size bonus to AC; in addition, you have lots of equipment that raises your AC even more; you have a great many more skill points from your Rogue levels (rogue gets 8+Int Mod per level, while dragon gets 6+Int Mod per HD). Okay - so your Wisdom and Charisma are a few points lower - but that could easily be passed off as simple random variance.

Violist October 23rd, 2005 04:57 PM

Re: OT: Narf has gone looney and wants to GM.
 
That was a really cool session; where'd you get the idea of using a song for the storyline?

If anyone's planning on a song-based session, might I suggest Johnny Cope? Pretty good for getting some interesting warrior types or cultural interactions... plus there's the inherent premise of a race to get somewhere which could be cool. Just my two cents.

Jack Simth October 23rd, 2005 05:00 PM

Re: OT: Narf has gone looney and wants to GM.
 
Well... the song popped into my head while doing overtime at work... and I knew something of the history that caused the song....

Violist October 23rd, 2005 05:02 PM

Re: OT: Narf has gone looney and wants to GM.
 
Oooh, what's the history behind it? I'm guessing something during mining era, perhaps California gold rush?

Jack Simth October 23rd, 2005 05:16 PM

Re: OT: Narf has gone looney and wants to GM.
 
Coal, specifically; not gold, in West Virginia (although the same thing happened in many, many different forms over the years with different stuffs - many mined minerals, sharcroppers, and the like). Basically, though, it was a way for wealthier landowners to get labor dirt cheap - the company rents the equipment (be it land and or tools) to the workers; pays them in script (good only at the company store) and then (as the company has a monopoly on redeeming the specific script) charges whatever rates they feel like for such things as food, clothing, doctor bills, building materials, and such. Come the end of the month (sped things up to a day to make it a little more obvious, and shorten the session) the miners/sharecroppers/whatever were paid in script, which they then spent at the company store - but as the company store knew what everyone was paid, and could charge whatever they liked, it was a very rare thing for a miner/sharecropper/what have you to get ahead (had someone rolled a 15 or better, I would have had them actually get gold - but it didn't come up, so....) - so they fell into debt. Day after day, year after year; after a point, they'd joke that they couldn't die now, as they owed their soul to the company store (I made this part slightly more literal...). In many ways, it was a way to get what was essentially slaves after slavery was illeagal. Took a little more bookeeping, though.


NullAshton October 23rd, 2005 05:28 PM

Re: OT: Narf has gone looney and wants to GM.
 
Can the spell at least not show up on detect magic? http://forum.shrapnelgames.com/images/smilies/happy.gif


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