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

douglas September 17th, 2005 04:17 AM

Re: OT: Narf has gone looney and wants to GM.
 
1 Attachment(s)
Finished. Elorin the Favored Soul worshiper of Ehlonna is attached. The many weapon entries are because OpenRPG has no clue when rolling secondary attacks is appropriate, and to account for every combination of feats I could use with attacking. The numbers given assume that I have Greater Magic Weapon active on the bow and Magic Vestment on the chain shirt and shield, which is a pretty safe bet as I'll be casting all three spells with Extend Spell metamagic (26 hour duration) every night before resting, or in the morning if I didn't have enough spell slots left. The Headband of Wisdom, Shirt of Health, Belt of Giant Strength, and Cloak of Charisma were all crafted by my character.

narf poit chez BOOM September 17th, 2005 04:19 AM

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

Jack Simth said:
Because default clerics get heavy armor proficiency, which makes it kinda useless for them. Druids, on the other hand, are much more sharply limited on what armor they can take, and do have it on their list.

...I was right??

Violist September 17th, 2005 06:21 AM

Re: OT: Narf has gone looney and wants to GM.
 
All right, going through spell list.. I'm slightly confused here - many of these spells have material components required, but I can't seem to find the component for sale. Is that just me not looking in the right places, or is there some system in place for keeping track of them?

So far I'm thinking I'll get:
Haste (requires licorice root)
Secure Shelter (requires square chip of stone, crushed lime, sand, water, splinters of wood... string, a bit of wood...silver wire, tiny bell)
Mass Bear's Endurance
See Invisibility (talc, powdered silver)

That'll bring the amount of gp I have left to 1058... probably not going to go for the Archmage class, at least not yet. Teleport is really expensive at 2275 (unless I'm missing something...), so I don't think I'll buy it unless someone wants to loan me some money http://forum.shrapnelgames.com/image...es/biggrin.gif

Thanks for helping out, I haven't played D&D in ages. Any further comments?

douglas September 17th, 2005 07:23 AM

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

Violist said:
All right, going through spell list.. I'm slightly confused here - many of these spells have material components required, but I can't seem to find the component for sale. Is that just me not looking in the right places, or is there some system in place for keeping track of them?

Unless it lists a cost for the material component right there in the spell description, assume the cost is negligible and that you always have it available as long as you have your spell component pouch. The same rule also applies for spell foci.

Quote:

Violist said:
So far I'm thinking I'll get:
Haste (requires licorice root)
Secure Shelter (requires square chip of stone, crushed lime, sand, water, splinters of wood... string, a bit of wood...silver wire, tiny bell)
Mass Bear's Endurance
See Invisibility (talc, powdered silver)

Haste is good, Secure Shelter could be useful, and See Invisibility can be critical at times. I'm not so sure about the value of Mass Bear's Endurance, though - it doesn't stack with any items that increase constitution, and I would expect most PC's that want such items to already have them by 13th level. That would either reduce its effective bonus to +2 or make it completely useless for most PC's.

I'd suggest Glitterdust to go along with See Invisibility - it's nice if you can see invisible enemies, but it's much better if everyone can see them and they're blinded http://forum.shrapnelgames.com/images/smilies/happy.gif. If you can get the money to pay for it or give up another spell in exchange, it might be worth it to learn Permanency and spend the 1000 xp to make See Invisibility permanent so you don't have to waste a round casting it every time you need it.

I also highly recommend Slow. It's just as great an enemy debuff spell as Haste is a party buff, if not even better. Slowed enemies can't full attack http://forum.shrapnelgames.com/images/smilies/evil.gif. Heck, they can't even move more than 5 feet in a round and continue fighting at the same time.
Quote:

Violist said:
That'll bring the amount of gp I have left to 1058...

I hope you remembered to buy the 1500 gp focus for Analyze Dweomer. If not, you'll have to revise your spell list or drop some equipment so you'll be able to afford it.
Quote:

Violist said:
probably not going to go for the Archmage class, at least not yet. Teleport is really expensive at 2275 (unless I'm missing something...), so I don't think I'll buy it unless someone wants to loan me some money http://forum.shrapnelgames.com/image...es/biggrin.gif

Greater Teleport is expensive, yes, but just plain Teleport costs a mere 1125. The drawback is that Teleport has a chance of being off target, but it's not a very high chance.
Quote:

Violist said:
Thanks for helping out, I haven't played D&D in ages. Any further comments?

I hope you've already got OpenRPG set up and working. Also, you should enter your character sheet into OpenRPG so you can roll attack rolls, saving throws, cast spells, etc. just by right-clicking on the entry in the character sheet.

You haven't given any sign yet of having a standard set of spells prepared, and you need one. Unlike Sorcerers, Wizards can't pick and choose from all the spells they know on the spot. You have to pick which spells (and how many of each) to put in your spell slots each day at the start of the day, and it's good to have a standard set so you don't have to agonize over it every day.

douglas September 17th, 2005 08:37 AM

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

douglas said:
Finished. Elorin the Favored Soul worshiper of Ehlonna is attached.

Oops, I overspent on ability scores there. Drop Charisma down 1 point.

Violist September 17th, 2005 09:03 AM

Re: OT: Narf has gone looney and wants to GM.
 
Oops, forgot the 1500 GP for the Dweomer focus... taking out Mass Bear's Endurace gives me enough money for the focus and Teleport (leaving me at 83 GP), or, if I leave out Teleport I could use Slow and Glitterdust (puts me back at 683 GP). What does the party think would be more useful?

Just noticed that I could also stick Displacement in... that would be useful on the primary melee character, no? Put me down to 308 GP, but what else do we need gold for?

Thanks for the tip about a standard list, I'm putting it together... let you guys know when I'm done, it'd help to have a list that complements the party's abilities.

NullAshton September 17th, 2005 10:39 AM

Re: OT: Narf has gone looney and wants to GM.
 
Shiney spells are cooler, so I'd go with slow and glitterdust : )

douglas September 17th, 2005 02:22 PM

Re: OT: Narf has gone looney and wants to GM.
 
Take Slow and Glitterdust, and yes Displacement would be very useful on the primary melee fighter. I've got near 3000 gp left, so I'll buy you a scroll of Teleport. Whether you can add it to your spellbook before we start or whether you'll have to wait until I can hand it over after we join the party is up to Jack.

NullAshton September 17th, 2005 03:10 PM

Re: OT: Narf has gone looney and wants to GM.
 
Might we start earlier than 3:00, to make sure we've got everything done before we start?

NullAshton September 17th, 2005 03:57 PM

Re: OT: Narf has gone looney and wants to GM.
 
Ah, nm, too late. I think it's time to start?


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