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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 05:40 PM

Re: OT: Narf has gone looney and wants to GM.
 
Ah, but your supernatural Alternate Form shows up under Detect Magic as well....

And seriously - he didn't react all that badly.

Violist October 23rd, 2005 05:44 PM

Re: OT: Narf has gone looney and wants to GM.
 
All them menfolk really care about is the female bits stay around...

Jack Simth October 23rd, 2005 05:54 PM

Re: OT: Narf has gone looney and wants to GM.
 
Only the low wisdom menfolk (he had a -2 Wis modifier....); those with a little more discernment see deeper.

And Null - if you want Kibin to register as nonmagical, convince Violist to have Kaylin learn Misdirection and cast an Extended version of it on Kibin daily.

Hmm... Jason already has it.... and Extend..... and the Will save DC would be 22....

Violist October 23rd, 2005 06:01 PM

Re: OT: Narf has gone looney and wants to GM.
 
Given Kaylin's desire to learn more spells, it won't take much convincing... pity it can't be made Permanent. Convincing would probably be something along the lines of "I'll split the scroll cost with you 50/50."

Aand... learning Permanency would be very nice for me, 'cause then I could cast stuff like Permanent See Invisible, Permanent Detect Magic... ahh, the fun I could have... speaking of which, are we planning to head over to Ye Olde Magicke Shoppe for some selling/buying?

Jack Simth October 23rd, 2005 06:07 PM

Re: OT: Narf has gone looney and wants to GM.
 
You have Limited Wish; you don't need Permanency:

Quote:

Limited Wish

Universal
Level: Sor/Wiz 7 Components: V, S, XP Casting Time: 1 standard action Range: See text Target, Effect, or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: Yes

A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of the following things.

*

Duplicate any sorcerer/wizard spell of 6th level or lower, provided the spell is not of a school prohibited to you.
*

Duplicate any other spell of 5th level or lower, provided the spell is not of a school prohibited to you.
*

Duplicate any sorcerer/wizard spell of 5th level or lower, even if it’s of a prohibited school.
*

Duplicate any other spell of 4th level or lower, even if it’s of a prohibited school.
*

Undo the harmful effects of many spells, such as geas/quest or insanity.
*

Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a –7 penalty on its next saving throw.

A duplicated spell allows saving throws and spell resistance as normal (but the save DC is for a 7th-level spell). When a limited wish duplicates a spell that has an XP cost, you must pay that cost or 300 XP, whichever is more. When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component.

XP Cost: 300 XP or more (see above).

(Empahsis added)

And then note that the Permanency is a 5th level Sor/Wiz spell, and the lowest XP cost on the table is 500 - so no matter how you slice it, when you use Limited Wish to duplicate Permanency, the only recourse you are using more of than actually using Permanency is a spell slot two levels higher - which is renewable.

Hmm... what would be the best familiar for Jason....

Violist October 23rd, 2005 07:05 PM

Re: OT: Narf has gone looney and wants to GM.
 
Wooow... I didn't even _think_ of Limited Wish. Got so used to thinking "XP cost, don't use too much", and forgot that I'd be paying XP anyways...

Edit: Time to start setting Symbols of Whatever on my spellbook... and the bag, and the carriage... Hmm, overkill. Well, I just need XP and Limited Wish castings http://forum.shrapnelgames.com/images/smilies/happy.gif

Jack Simth October 23rd, 2005 07:16 PM

Re: OT: Narf has gone looney and wants to GM.
 
A hawk, for the fly speed, then sit on Kaylin's shoulder and pretend to be her familiar.... maybe cast some 3rd level spells as both Silent and Stilled.... learn Polymorph at some point....

Violist October 23rd, 2005 07:26 PM

Re: OT: Narf has gone looney and wants to GM.
 
Oooh familiars... and I get a pretty hawk on my shoulder. I hope it's well-trained. Mmmm... Those symbols look pretty with DC 24 or 25 saves or else some pretty nasty effects...

Why do you need silent or stilled spells? I could help out with Polymorph, if you needed it - aren't sorceror spells known a wee bit limited?

Jack Simth October 23rd, 2005 07:54 PM

Re: OT: Narf has gone looney and wants to GM.
 
Possessed Hawk, usually; and Familiars are intelligent anyway; as a Sorceror 10, Jason's familiar would have an Int score of 10; one for Kaylin would have an Int of 13. Mostly, though, the idea is to have a reliable ride and target for such things as Wind Walk, that's not stepping on anyone's toes.

Well, Polymorph is only good for about 15 minutes or so; basically a single combat, perhaps two if they are really close together; Silent and Still overcome the little issue of a lack of fine manipulators (Still) and the ability to speak (Silent) (Jason already has both feats) so that he can place, say, a Magic Circle Against Evil (+2 Deflection vs. attacks from evil creatures, +2 to saves from effects from evil creatures, counters mind control ... which would supress Jason's control over his familiar.....) on his first action in combat. Alternately, he's a non-target while Telekenetically throwing things around, or casting a nifty Invisibility Spehere that then covers the party... which he can drop on the Rogue without using an extra spell slot and round.

Of course, it's a higher level spell slot... hmm... probably better, under most circumstances, to simply stay manifested and cast normally; that same Invisibility Sphere or Magic Circle Against Evil could be cast on Jason by Jason, giving most of the same benefits, and using a lower level spell slot ... which would then leave Jason free to use Shadow Conjouration (silent) with any noncombatants to drop creatures every here and there to give Kibin flanking for sneak attacks....

Kaylin could also get a familiar; a more powerful one, for that matter, with the five level difference.

douglas October 23rd, 2005 10:43 PM

Re: OT: Narf has gone looney and wants to GM.
 
Still not answered:
Quote:

douglas said:
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.

Quote:

Violist said:
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)...

Art items that you want entirely for RP reasons rather than because they have useful properties for adventuring (because they don't) should be counted at the sale price, in my opinion. My practice of counting items we keep at full value is intended to prevent characters who just happen to be able to use more of the loot we find than anyone else from becoming more powerful than everyone else by happenstance. Since ordinary jewelry and such has no effect on character power, that principle just doesn't apply to it so it should only count for what not selling it would take away from the party.
Quote:

Violist said:
the Wings of Flying would be nice, but they're way above equal treasure share for any of us...

Agreed, unless someone has a big pile of cash saved up to pay for it like Kibin did with all his new AC boosting items.
Quote:

Violist said:
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...

The Archmagi are almost certainly capable of providing everything Ye Olde Majicke Shoppe can. It's a sizable organization whose membership consists entirely of level 13+ arcane spellcasters, surely at least a few of them would have gone into business crafting things, and they can almost certainly set up their own crafting portal in short order once we suggest it to them if they don't already have one.
Quote:

Violist said:
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

Assuming you have or learn Fox's Cunning, you could collaborate with me to upgrade that. You'd both get a 50% discount on the upgrade price (but pay some xp) and avoid losing money to the 50% discount on what you sell.
Quote:

Violist said:
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.

Except that it doesn't grant Improved Unarmed Strike, unless Jack rules that that's included in the "unarmed damage of a 5th-level monk". Without that, attacking unarmed provokes attacks of opportunity and can only deal nonlethal damage.


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