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January 13th, 2006, 09:49 PM
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Re: OT: Narf has gone looney and wants to GM.
Yeah. Get a BUNCH of armor increasing values. If you can't be touched, you can't be harmed. Usually.
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January 13th, 2006, 11:28 PM
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Re: OT: Narf has gone looney and wants to GM.
Quote:
NullAshton said:
Oh, Jack? I think you keep forgetting that silver dragons are LAWFUL good, not CHAOTIC good. Several times in the logs you refer to silver dragons as being chaotic.
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Well... out-of-the-box silver dragons are, anyway; exceptional NPC individuals are always permitted to exist at DM whim. But yeah....
The 40/20 rule is usually a good idea, wealth-wise (one item worth no more than 40% of your wealth, rest worth no more than 20%; at 260,000 gp, that's 104,000 gp and 52,000 gp, respectively).
Also, from an optimization standpoint, don't get a +5 weapon; get a +1 +(special abilities) weapon, and convince one of the party casters to Greater Magic Weapon it every day - Kaylin's caster level would grant about a +3 or +4, Elorin hacks out a morning caster level that grants a +5 (If I recall correctly, anyway....). +1 Ghost Touch Holy is +3 or +4 equivalent (didn't check), and thus is only 18 or 32 k + masterwork weapon cost. Granted, there are some practical differences between a +5 Holy Ghost Touch wepaon and a +1 (+5 GMW) Holy Ghost Touch weapon - susceptablity to Dispel Magic, for one....
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January 14th, 2006, 12:57 AM
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Re: OT: Narf has gone looney and wants to GM.
Yeah - But how many people think 'Maybe a dispel?' When they see a magic weapon?
Well, maybe Jack's bad guys...
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January 14th, 2006, 01:05 AM
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Re: OT: Narf has gone looney and wants to GM.
Quote:
Jack Simth said:Granted, there are some practical differences between a +5 Holy Ghost Touch wepaon and a +1 (+5 GMW) Holy Ghost Touch weapon - susceptablity to Dispel Magic, for one....
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Well, yes, but it's a little hard to make the dispel check vs DC 32. In fact, it's quite impossible with the 3rd level Dispel Magic spell. Plus, there's the fact that the 42 hour duration combined with a daily casting routine means you'd actually have to do it twice most of the time. Of course, Mage's Disjunction will get rid of it regardless, but that's a 9th level spell and you have to be really careful about using it - its ability to permanently disenchant magic items tends to annoy players who spent so much time amassing and optimizing their treasured collection of magic items only to have the most important and hard to get one fail its will save...
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January 14th, 2006, 01:24 AM
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Re: OT: Narf has gone looney and wants to GM.
Narf: Oh, just about any spellcaster that's supporting fighting-types against fighting-types. Fighting types are usually even more dependant on magic items than are casting types, and Dispel Magic can seriously cripple a fighter.
Douglas: Even permament Magic Weapons are subject to Dispel Magic and it's Greater counterpart - although only temporarily (1d4 rounds, I think), they suppress the magical qualities. And yes, the +5 from a Greater magic Weapon is difficult to get rid of... but the Ghost Touch and Holy enhancments on the base blade are only caster level 9th (Dispel DC 21). If a necromancer has been Creating Greater Undead (Wraiths, say, although at this level, an evil necromantic cleric is more likely to be building a Specter or two by way of a Bead of Karma, then sacrificing commoners to the specter to have it make more under it's control - with the original specter being under the control of the evil cleric, you basically end up with a king and a general for an undead army... hmmm...) the sudden lack of the Ghost Touch and Holy attributes on the +5 weapon will make it rather.... ineffective, despite being +5 (50% miss chance, lacks the extra +2d6 damage). Sure, with only an AC of 15 and 32 HP, they will go down fast to attacks; but when only every other blow has a chance to hit....
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January 14th, 2006, 03:32 AM
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Re: OT: Narf has gone looney and wants to GM.
Holy, Ghost Touch, Flaming Rapier...
Holy, Ghost Touch, Bane(Undead) Rapier...
Hmm...Can bonuses be stacked?
Holy, Ghost Touch, Holy Rapier...
Thanks for the help! 
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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January 14th, 2006, 04:09 AM
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Re: OT: Narf has gone looney and wants to GM.
No Holy of Holies (that's a reserved status), sorry. But Holy, Flaming, and Bane stack with each other.
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Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
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January 14th, 2006, 05:06 AM
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Re: OT: Narf has gone looney and wants to GM.
Two problems with Bane (Undead): it's completely useless against anything else, and the increase in enhancement bonus doesn't stack with GMW so you'd only get the bonus damage dice. Also, I wouldn't expect Jack to keep throwing undead at us after this ghost, as that would tend to marginalize half the party in combat and that's no fun. Kibin depends on sneak attack for damage, and your Insightful Strike and Precise Strike abilities that will account for a lot of your damage also don't work on enemies immune to crits.
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January 14th, 2006, 07:49 AM
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Sergeant
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Re: OT: Narf has gone looney and wants to GM.
Hmm. My friend apparently hasn't appeared in here yet... well, I'm meeting him today... I'll give him the basics of openRPG; is introducing a new character this session OK with you all?
Aaargh. Competition for Highest Int score... Well. This should be quite interesting on the roleplay side of things...
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January 14th, 2006, 12:08 PM
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Re: OT: Narf has gone looney and wants to GM.
Sure, why not? The more the merrier... And druids can cast Greater Magic Fang!
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