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  #901  
Old September 18th, 2005, 03:55 AM
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Default 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.
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  #902  
Old September 18th, 2005, 04:47 AM
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Default Re: OT: Narf has gone looney and wants to GM.

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
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  #903  
Old September 18th, 2005, 11:27 AM
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Default 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
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).
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  #904  
Old September 18th, 2005, 01:27 PM
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Default 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
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  #905  
Old September 18th, 2005, 03:28 PM
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Default Re: OT: Narf has gone looney and wants to GM.

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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).
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  #906  
Old September 18th, 2005, 03:32 PM
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Default 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.
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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.
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  #907  
Old September 18th, 2005, 04:02 PM
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Default 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
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  #908  
Old September 18th, 2005, 04:35 PM
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Default Re: OT: Narf has gone looney and wants to GM.

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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....
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  #909  
Old September 18th, 2005, 06:03 PM
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Default 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?)
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  #910  
Old September 18th, 2005, 10:50 PM
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Default 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.
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