.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   OT: Narf has gone looney and wants to GM.(Edited2) (http://forum.shrapnelgames.com/showthread.php?t=21196)

Jack Simth September 18th, 2005 03:55 AM

Re: OT: Narf has gone looney and wants to GM.
 
Bearing in mind that she has almost none of the requisite spells on her list ...

They escape and are quite angry when she fails a charisma check somewhere along the line (she has a low charisma modifier).

Or the first one does the some portion of the task, goes home, is quite angry at having been cheated like that, and comes back with an army intent on destroying it's tormentor.

Why do you ask?

Mind you, Jason (if he ever gets high enough to pull the trick off....) would have much better luck doing so (+10 charisma modifier ... probably +11 by the time he can).

There... that should do it for the BBEG.

Violist September 18th, 2005 04:47 AM

Re: OT: Narf has gone looney and wants to GM.
 
1 Attachment(s)
All right, corrected/proofread charsheet, consistent with the day's playing. Just for general knowledge of what I can and cannot do... which I'm sure most of you saw anyways http://forum.shrapnelgames.com/images/smilies/happy.gif

douglas September 18th, 2005 11:27 AM

Re: OT: Narf has gone looney and wants to GM.
 
Quote:

Violist said:
All right, corrected/proofread charsheet, consistent with the day's playing. Just for general knowledge of what I can and cannot do... which I'm sure most of you saw anyways http://forum.shrapnelgames.com/images/smilies/happy.gif

Er, perhaps I should have mentioned I corrected a few mistakes when I entered it into OpenRPG for you. Specifically, Listen, Search, Spot, and Use Magic Device had the same problem as Spellcraft with a +2 misc bonus being listed incorrectly as skill ranks. Also, your base save bonuses are too high, which I just now realized is because the +4 bonus from your robe was included in the base bonus instead of the magic modifier column where it's supposed to go. For that one, you'll have to edit your OpenRPG sheet as well, because I reduced the base save bonuses appropriately but didn't add the bonus where it's supposed to go. And, oops my mistake, I also forgot your misc +2 to will saves from Iron Will.

Minor nitpick, you still haven't corrected the bonus spells column, which should be 0, +2, +2, +2, +1, +1, +1, +1.

If Jack lets you change it at this point, I'd suggest replacing Magical Aptitude with Skill Focus (Spellcraft). The only thing you'd lose is a bonus to a skill you can't use (+2 Use Magic Device), you'd get another +1 misc to Spellcraft, and you'd be one feat closer to satisfying the prerequisites for Archmage, which I still think you should consider getting at least a few levels in eventually. Yes, you have to sacrifice a few spell slots to gain the benefits of being an Archmage - who cares, when you can cast a Fireball at the half dozen wolves surrounding some party members and make little 5'x5' holes in the fireball so your friends don't get hurt too? And then, later on you discover that a monster is immune to fire - no problem, you can make that an Acidball instead, or Lightning Ball, or Ball of Cold, or Ball of Thunder, whichever you choose when you cast it and without spending any feats on Energy Substitution (which apparently didn't make it into the SRD).

NullAshton September 18th, 2005 01:27 PM

Re: OT: Narf has gone looney and wants to GM.
 
For the book, I vote sell it, and buy a magic item with the money. *cough* belt of giant strength for the wolf

Jack Simth September 18th, 2005 03:28 PM

Re: OT: Narf has gone looney and wants to GM.
 
Quote:

NullAshton said:
For the book, I vote sell it, and buy a magic item with the money. *cough* belt of giant strength for the wolf

You only get half the benefit of a Belt of Giant Strength (the + damage; your Dex would still be high enough that it would outpace the increase from a BoGS) which is pretty much eclipsed by your Sneak Attack anyway. The Paladin, on the other hand, would benefit quite a bit from an increased Strength score (both To-Hit and Damage).

Jack Simth September 18th, 2005 03:32 PM

Re: OT: Narf has gone looney and wants to GM.
 
Quote:

douglas said:

If Jack lets you change it at this point, I'd suggest replacing Magical Aptitude with Skill Focus (Spellcraft). The only thing you'd lose is a bonus to a skill you can't use (+2 Use Magic Device), you'd get another +1 misc to Spellcraft,

A sufficiently small difference that I'd let it happen.
Quote:

douglas said:
and you'd be one feat closer to satisfying the prerequisites for Archmage, which I still think you should consider getting at least a few levels in eventually. Yes, you have to sacrifice a few spell slots to gain the benefits of being an Archmage - who cares, when you can cast a Fireball at the half dozen wolves surrounding some party members and make little 5'x5' holes in the fireball so your friends don't get hurt too? And then, later on you discover that a monster is immune to fire - no problem, you can make that an Acidball instead, or Lightning Ball, or Ball of Cold, or Ball of Thunder, whichever you choose when you cast it and without spending any feats on Energy Substitution (which apparently didn't make it into the SRD).

Yes, Archmage is quite useful - more so for Sorcerors than Wizards, who get more spell slots to burn, but also harder to enter, with fewer feats and spells known available.

NullAshton September 18th, 2005 04:02 PM

Re: OT: Narf has gone looney and wants to GM.
 
Meh, I want to try a druid or fighter, but I like my existing character http://forum.shrapnelgames.com/images/smilies/frown.gif

Jack Simth September 18th, 2005 04:35 PM

Re: OT: Narf has gone looney and wants to GM.
 
Quote:

douglas said:
Energy Substitution (which apparently didn't make it into the SRD).

Actually, it did - it's just hiding under the Divine/Feats section rather than being in the general feats section.

Mind you, I don't believe Energy Admixture made it.... but then, in many cases, that's more powerful than Maximize....

Jack Simth September 18th, 2005 06:03 PM

Re: OT: Narf has gone looney and wants to GM.
 
Quote:

douglas said:
Yeah, it doesn't really make sense that it wouldn't be used right away. As for why scrolls of Wish aren't used instead, the manuals do have a slight discount compared to that - 27000 per point vs 28825 per Wish - and scrolls take just as long to make as any other magic item for their cost. Then again, you can make 5 scrolls of wish one at a time, building up xp between each, where the xp spent on making a manual or casting Wish directly has to be spent all at once. Hmm, this makes me wonder how the +5 manuals ever get made. You'd have to be 25th level to be able to have the required amount of experience without having enough to level up.

Ah! I got it! Both the reason you might find +1 books and how the +5 versions could be made!

Quote:

SRD, Creating Magic Items
ADDING NEW ABILITIES

A creator can add new magical abilities to a magic item with no restrictions. The cost to do this is the same as if the item was not magical. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 sword.


So you start by making a +1 Manual or Tome (Cost 1,250 gp + 5,100 XP), then you save it, and when you have more XP to spare, you upgrade it to a +2 ((2,500 gp + 10,200 XP)-(1,250 gp + 5,100 XP)=1,250 gp + 5,100 XP), and when you have more to spare, you upgrade it again to a +3 (upgrade from +2 to +3 costs 1,250 gp + 5,100 XP yet again), wash, rinse, repeat until +5.

So there is both a reason to make them (don't need to shell out 25,000 xp all at once) and a reason why they might hang around for a while (if you use the +3 Manual or Tome, you will have to start over to get a +4 or +5; if the creator is interrupted for some reason - it gets stolen, the creator dies before it's finished, or the creator goes into dire straights and it get sold - but seriously, how many 17th level casters will have that problem?)

douglas September 18th, 2005 10:50 PM

Re: OT: Narf has gone looney and wants to GM.
 
I hadn't thought of applying that rule to this kind of item, but it makes sense. That adds a third option to vote for: keep it until we get someone to upgrade it to +5! I'm changing my vote to that now.

Jack Simth September 18th, 2005 11:50 PM

Re: OT: Narf has gone looney and wants to GM.
 
Yes... and we only have 4-5 more levels to go until someone qualifies!

Violist September 18th, 2005 11:58 PM

Re: OT: Narf has gone looney and wants to GM.
 
Ahh, now I remember why I stopped playing for a while, years ago... such a complex game http://forum.shrapnelgames.com/images/smilies/happy.gif

douglas September 19th, 2005 01:28 AM

Re: OT: Narf has gone looney and wants to GM.
 
Quote:

Jack Simth said:
Yes... and we only have 4-5 more levels to go until someone qualifies!

You're saying we're not going to find someone willing and able to do it for money for us?

Violist September 19th, 2005 01:32 AM

Re: OT: Narf has gone looney and wants to GM.
 
Hmm, OK, I'm sold on the Archmage thing. Do these updated bonus spells mean I add stuff to the spellbook?

In the openRPG node, I can't seem to get it to put feat Skill Focus (Spellcraft). It simply says (general), and refers me to page 85 of the Player's Handbook.

I'm still going to vote for selling the book. Jason, I should pay you back for the scroll of Dimensional Anchor.

Jack Simth September 19th, 2005 01:53 AM

Re: OT: Narf has gone looney and wants to GM.
 
Quote:

douglas said:
Quote:

Jack Simth said:
Yes... and we only have 4-5 more levels to go until someone qualifies!

You're saying we're not going to find someone willing and able to do it for money for us?

That could be arranged.

Jack Simth September 19th, 2005 01:55 AM

Re: OT: Narf has gone looney and wants to GM.
 
They are spells per day, not spells known; no adding to the spellbook for that. However, a Wizard's Spells Known are pretty much unlimited (well... limited only to the number of pages in the Wizard's spellbooks... and with a Blessed Book, that's not much of a limit), so any you learn by research, copying from scrolls, copying from found spellbooks, and the like are simply added.

douglas September 19th, 2005 02:09 AM

Re: OT: Narf has gone looney and wants to GM.
 
Quote:

Violist said:
Hmm, OK, I'm sold on the Archmage thing. Do these updated bonus spells mean I add stuff to the spellbook?

No, bonus spells only affect how many spells you can cast per day.
Quote:

Violist said:
In the openRPG node, I can't seem to get it to put feat Skill Focus (Spellcraft). It simply says (general), and refers me to page 85 of the Player's Handbook.

I'm afraid OpenRPG isn't set up to handle feats that specify a skill like that properly. You'll have to manually edit the xml to get it in. Here's how to do that:

1. (optional) This step is necessary only if you want a backup in case you screw up. Start up OpenRPG, right-click on the top level node of your character sheet and select "Save node". Name it whatever you want. Close OpenRPG.
2. Open the file you created in step 1 (or OpenRPG/myfiles/tree.xml) in a text editor.
3. Search for "Magical Aptitude". Change it to "Skill Focus (Spellcraft)". Save the file.
If you edited tree.xml, you're done. Otherwise, continue:
4. Start up OpenRPG again, right-click on the node at the very top labelled "Game Tree" and select "Insert File". Choose the file you edited.
5. Check that the new node works properly and then delete the original node.

That should take care of the feat, but OpenRPG isn't smart enough to know what the feat does - you'll have to manually set your Use Magic Device misc bonus to 0 and increase Spellcraft misc by 1.

I had to do something like this to add Knowledge: Dungeoneering and a few of your feats originally, and similar edits might be necessary for future spells learned for spells that were introduced in 3.5.
Quote:

Violist said:
I'm still going to vote for selling the book. Jason, I should pay you back for the scroll of Dimensional Anchor.

If we're going to have to upgrade it ourselves, then I'll go back to voting for the sale. Edit: So hiring the upgrades is possible? Then I say we keep it for later.

Violist September 19th, 2005 02:57 AM

Re: OT: Narf has gone looney and wants to GM.
 
Ahh, should have thought of that. Suppose I'd better update the standard spell list too.

Too many more silly questions from me and I'll start to feel really dumb http://forum.shrapnelgames.com/images/smilies/fear.gif

NullAshton September 19th, 2005 08:36 AM

Re: OT: Narf has gone looney and wants to GM.
 
What about saving up for a ring of telekinesis, or something even MORE useful, a skin of proetus?

NullAshton September 19th, 2005 10:01 AM

Re: OT: Narf has gone looney and wants to GM.
 
You know, hyrdas are incapable of speech...

douglas September 19th, 2005 02:25 PM

Re: OT: Narf has gone looney and wants to GM.
 
Quote:

Violist said:
Too many more silly questions from me and I'll start to feel really dumb http://forum.shrapnelgames.com/images/smilies/fear.gif

I'm sorry if I made you feel dumb. I just had no idea how computer savvy you are or how much you know about OpenRPG, so I decided to play it safe and give instructions a proverbial 5 year old should be able to follow.

Violist September 19th, 2005 02:44 PM

Re: OT: Narf has gone looney and wants to GM.
 
Nah, it's OK, I appreciate the step-by-step thing. It's just... I used to know a lot more about how D&D worked, and what is done in various situations. Thanks for your patience.

NullAshton September 19th, 2005 03:10 PM

Re: OT: Narf has gone looney and wants to GM.
 
Violist, you need to prepare more polymorphing spells. That's fun http://forum.shrapnelgames.com/image...ies/tongue.gif

Violist September 19th, 2005 03:43 PM

Re: OT: Narf has gone looney and wants to GM.
 
Haha, why don't I accidentally cast Baleful Polymorph instead of Polymorph? http://forum.shrapnelgames.com/images/smilies/evil.gif

I'm updating my standard spell list with what I've seen from battles so far, and since we have that protection thing on the wagon, I don't need Secure Shelter... why don't I replace that with Polymorph, so I'll have Polymorph prepared twice daily?

NullAshton September 19th, 2005 03:49 PM

Re: OT: Narf has gone looney and wants to GM.
 
Meh, if you can only cast it 2 times a day http://forum.shrapnelgames.com/images/smilies/frown.gif Once I get that skin of proetus, THEN the fun begins. Infinite metamorphisis! http://forum.shrapnelgames.com/images/smilies/laugh.gif

narf poit chez BOOM September 19th, 2005 04:29 PM

Re: OT: Narf has gone looney and wants to GM.
 
There's also the problem that a bound creature is likely to grant the wish...Creatively.

NullAshton September 19th, 2005 07:37 PM

Re: OT: Narf has gone looney and wants to GM.
 
Hmmm, maybe the magic that allows me to talk crosses over into polymorphed forms... Interesting. Of course, our DM may be evil enough to make someone use a dispel magic on my, rendering me unable to talk for a while...

Jack Simth September 19th, 2005 08:15 PM

Re: OT: Narf has gone looney and wants to GM.
 
Quote:

NullAshton said:
What about saving up for a ring of telekinesis, or something even MORE useful, a skin of proetus?

Well, I suppose, if you are up for a CR 20 encounter, that can be arranged....

Or perhaps a CR 18 encounter with a double-treasure rating.... or a CR 16/triple. Hmm.... perhaps a dragon... or a half-dragon ... or a troll with a few templates... hmm....

Jack Simth September 19th, 2005 08:17 PM

Re: OT: Narf has gone looney and wants to GM.
 
Quote:

narf poit chez BOOM said:
There's also the problem that a bound creature is likely to grant the wish...Creatively.

You mean like a Magical Beast wishing to be stronger, and ending up being hit with an emulated Polymorph Any Object into a Magical Beast with much more strength, but an Int of 2?

NullAshton September 19th, 2005 10:09 PM

Re: OT: Narf has gone looney and wants to GM.
 
Haha. I still need one of those two items http://forum.shrapnelgames.com/image...ies/tongue.gif Then I can have HANDS again! YAY! Or in the case of telekinesis, emulated hands.

NullAshton September 19th, 2005 10:12 PM

Re: OT: Narf has gone looney and wants to GM.
 
I'm sure there's a black dragon that I have some unfinished buisness with...

Jack Simth September 19th, 2005 10:22 PM

Re: OT: Narf has gone looney and wants to GM.
 
Ah, but I'm having too much fun statting something big up.....

Jack Simth September 20th, 2005 12:08 AM

Re: OT: Narf has gone looney and wants to GM.
 
Quote:

NullAshton said:
I'm sure there's a black dragon that I have some unfinished buisness with...

He's technically CR 14, and doesn't qualify, even with triple standard treasure for dragons. I've got a little nominally CR 18 double treasure ready, though. Base, two templates, plus advancement - I think it shall do.

Jack Simth September 20th, 2005 09:31 PM

Re: OT: Narf has gone looney and wants to GM.
 
Hmm... I could also craft a custom item.... something fairly minor and limited that would deal with your problems.... yes....

Oh, and Narf: Sword, Shield, Armor, or Cloak?

narf poit chez BOOM September 20th, 2005 10:25 PM

Re: OT: Narf has gone looney and wants to GM.
 
Quote:

Jack Simth said:
Quote:

narf poit chez BOOM said:
There's also the problem that a bound creature is likely to grant the wish...Creatively.

You mean like a Magical Beast wishing to be stronger, and ending up being hit with an emulated Polymorph Any Object into a Magical Beast with much more strength, but an Int of 2?

Yeah, like that.
Quote:

Jack Simth said:
Hmm... I could also craft a custom item.... something fairly minor and limited that would deal with your problems.... yes....

Oh, and Narf: Sword, Shield, Armor, or Cloak?

??

Jack Simth September 20th, 2005 10:32 PM

Re: OT: Narf has gone looney and wants to GM.
 
Quote:

narf poit chez BOOM said:
Quote:

Jack Simth said:
Oh, and Narf: Sword, Shield, Armor, or Cloak?

??

Pick one. It's multiple choice. I can also roll 1d4, if you'd prefer.

Also... while Kaylin was busy scribing the scroll of Dimensional Anchor into her spellbook, Jason went and purchased a few items. Daggers. Colossal, 10-ft long daggers, 16 pounds apiece. 36 of them, and had them placed in his wagon.

Violist September 21st, 2005 12:48 AM

Re: OT: Narf has gone looney and wants to GM.
 
Those are... big... what would he use them for?

Jack Simth September 21st, 2005 12:56 AM

Re: OT: Narf has gone looney and wants to GM.
 
Oh... you'll find out. If you want to know sooner, well, your character has all the requisite skills, and most likely knows everything he's using, so feel free to peruse the spell lists, the monster entry for Ghosts, and work out the base damage of each of those daggers.

douglas September 21st, 2005 01:11 AM

Re: OT: Narf has gone looney and wants to GM.
 
Is Jason about to start tossing colossal daggers around 10 at a time?

Jack Simth September 21st, 2005 01:24 AM

Re: OT: Narf has gone looney and wants to GM.
 
Of course he isn't going to be tossing colossal daggers around ten at a time. Why would he do that? Now a dozen, on the other hand....

Could have also gone with Colossal Crossbow Bolts, but those tend to break when they hit something, but you can GMW 50 of those at once, and it only costs 16 gp for 10, 80 gp for 50. I considered it, but I do curb my munchkin tendencies to some degree. But then, I'm planning on pitting the party up against a provisionally CR 18 critter on Saturday...

Kaylin could actually pull it off even better, assuming she had the spell for it, as she has a higher caster level (more daggers).

He can only pull it off once every 1d4 rounds, and each one has it's own chance to miss (attack roll vs. full AC), but it has the potential to outpace Disintigrate under the right circumstances.

Violist September 21st, 2005 01:39 AM

Re: OT: Narf has gone looney and wants to GM.
 
sounds more fun to wait and find out later... half the pleasure is in the anticipation.

douglas September 21st, 2005 01:49 AM

Re: OT: Narf has gone looney and wants to GM.
 
Bah, I somehow mixed up which number was the weight and which was the quantity, and calculated that any more than 10 would exceed the weight limit.

This reminds me of the time back in 3.0 when I wanted to do the same thing, except with ordinary size crossbow bolts. 3.0 Telekinesis had no limit on the number of objects, only on the weight. I had fun imagining casting GMW on something like 200 crossbow bolts (4 castings), dumping them all out of a bag at some point, and hurling all 200 of them at one target with a single spell http://forum.shrapnelgames.com/images/smilies/evil.gif http://forum.shrapnelgames.com/images/smilies/evil.gif http://forum.shrapnelgames.com/images/smilies/evil.gif http://forum.shrapnelgames.com/images/smilies/cool.gif. Since 3.0 had no special provision for tossing ammunition with TK and it was not using the bolts as melee weapons, I was figuring a theoretical maximum of 200d8+600 damage if all of them hit. If even half of them hit, that would be 750 damage on average. In the worst case scenario of requiring a natural 20 to hit, it would still be 75 average damage with no save and no SR. Too bad my conscience got in the way and decided that was a tad too munchkinly http://forum.shrapnelgames.com/images/smilies/happy.gif.

Jack Simth September 21st, 2005 02:04 AM

Re: OT: Narf has gone looney and wants to GM.
 
How many prep rounds were you assuming there? GMW lasts a while, so that can be done long pre-combat.... dumping out a sack that size would take at least a full-round action... I'm guessing you were going for some form of Bag of Holding? Most of those burst if punctured, and bolts are sharp.

Were I the DM in such a case, and I wasn't inclined to house rule such things, I would have actually made you roll all those attack rolls.... how long until someone at the table decides you are never doing that again when you make 200 of them?

narf poit chez BOOM September 21st, 2005 02:10 AM

Re: OT: Narf has gone looney and wants to GM.
 
...

Jack Simth September 21st, 2005 02:59 AM

Re: OT: Narf has gone looney and wants to GM.
 
Quote:

narf poit chez BOOM said:
...

The current version of Telekenisis isn't near so devastating as it sounds - Consider Kaylin - caster level 13 (13 daggers), +6/+1 BAB, Int 24. The attack roll for each weapon is Casting Stat + BAB - so Kaylin would be rolling at +13. If she GMW'd the crossbow bolts, she gets +3 Colossal Crossbow Bolts (3d6+3 damage each, rolling at a net +16 to attack). Consider a CR 13 monster - a Glazebrou, say, out of the box; AC 27, 174 hp, DR 10/Good. When you suck the attack bonus out of the AC, she needs to roll an 11-20 to hit - exactly 50% chance of a strike on any given attack. Due to the DR, she won't be able to damage it, even when she hits, on many of the bolts (3d6+3 breaches the critter's DR by at least one point a little over half the time - need to roll an 8 or higher) and she would average only in the neighborhood of 25 damage from the pair of spells (Telekenisis + GMW) that requires a big setup to pull off (need to be dragging them with - and at 10-ft long, 16 lbs each, you pretty much need to bring your wagon with you - which requires you be outside, mostly).

Compare this to an Empowered Cone of Cold (granted, she doesn't have Empower at the moment - she might buy a Rod, you never know), 1.5*13d6, which will usually get through the Glazebrou's not-so grand reflex save (DC 22, critter's roll of 14 succeeds - 65% chance of full damage) and commonly through it's SR (SR 21, caster level check of 8 or better damages it - 65% chance damage); so the average roll is 68.25 cold damage, which has two 65% checks to pass for full damage and a 65% and 35% for half damage, for an average damage of 43.2534375 - the critter's energy resistance will knock that down by 10, so it averages 33.2534375 points of damage to a Glazebrou for a single action, a single spell, and no need to lug lots of stuff around, and the added benifit that more than one opponent can be caught in it.

Sorry, I number crunch sometimes. The setup sounds much more munhkiny than it is - it's mostly a way for Jason to deal damage to something that he doesn't have much of a chance to grapple.

It's also situational - Cone of Cold permits SR; the telekenisis trick doesn't, so that CR 13 Iron Golem can be hit with the TK trick (for almost no damage AC 30, DR 15/Adamantine abosrbs most 3d6+3 rolls) while the Cone of Cold would not affect it at all (immune to almost anything that allows SR)

NullAshton September 21st, 2005 08:21 AM

Re: OT: Narf has gone looney and wants to GM.
 
You know, a simple casting of Align Weapon on Derrel's weapon, would probally make those demons a whole lot easier to kill.

douglas September 21st, 2005 09:47 AM

Re: OT: Narf has gone looney and wants to GM.
 
Making it Holy (cost = +2 bonus) would work a lot better for that.

Jack Simth September 21st, 2005 10:09 AM

Re: OT: Narf has gone looney and wants to GM.
 
Especially with nobody having Align Weapon on their list....

NullAshton September 21st, 2005 11:41 AM

Re: OT: Narf has gone looney and wants to GM.
 
Doesn't douglas have the ability to cast cleric spells?

narf poit chez BOOM September 21st, 2005 11:58 AM

Re: OT: Narf has gone looney and wants to GM.
 
Sword?


All times are GMT -4. The time now is 10:25 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.