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PostPosted: Fri Jan 10, 2014 9:35 am 
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Made some more progress...check it out.

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PostPosted: Fri Jan 10, 2014 12:03 pm 
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6) Yeah, I figured I could soak 5% Spell Fail until the next time Spellsword upgraded. Gotta bank on "not a natural 1" most of the time anyway ;)

EDIT: Forgot to give feedback on 7) -- I'm fine however you want to handle crits, so long as I know going in what method is being used. Since doubling a basic roll is easier for you, it sounds good to keep things moving.

8) Since I had to do my skill points level-by-level, I know the whole sequence. The pattern was Fighter - Wizard - Wizard - Fighter - Wizard - Wizard - Spellswordx3. So, in answer to the base question, Fighter.

9) Yeah, that's part of the item mess.

10) I've always been a big fan of the regional feats. :)

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PostPosted: Mon Jan 13, 2014 9:36 am 
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OK, your backpack list looks fine.
Frostsword looks fine
Breastplate looks fine
Headband looks fine
Your heal mark leads me to a question: are you saying that you commissioned this item to be made? I do not see the spells in your character to craft it yourself. As for the item itself: I'm going to allow it. The effect, while very useful, is not going to rock an encounter since it is very easy to overpower, as it is only 1 hitpoint per round and is crafted according to RAW. I might not permit it in my home campaign (since otherwise everyone would be toting one of these around), but this is a pbp and I'm not feeling like a scrooge today. The Broncos won, yesterday was awesome for additional reasons, you get the idea. :D

Your gloves of knocking (whatever you wish to call them, though I prefer the Gloves of the Gatecrasher) is something I still have a question on. How many charges did you use in the figuring of the price? 100? Is there a set times/per day it can be used?

Did I miss anything else you're presently asking about?

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PostPosted: Mon Jan 13, 2014 11:26 am 
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Oh, just realized you have additional items dependent upon wings and other stuff. I'll look at it again at lunch (brought my books to work today). Hopefully you can clarify on the gloves before then.

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PostPosted: Mon Jan 13, 2014 1:20 pm 
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I messed up, doing things from memory. I had priced them as Spell Effect, Command Word (Example Given: Cape of the Mountebank) -- neither charges nor daily charges used.

On review, I messed it up, though: The price is Spell Level * Caster Level * 1800gp, and somehow I'd used 1500.

So, I'll make a quick addendum

Gloves of the Gatecrasher
These sturdy gloves may be invoked, with the use of a command word and subsequent knocking on a target, to open a door or other object, as per the spell Knock. The gloves may only be used in this fashion four times in a single day, after which further attempts to command items open with them results in no magical effect.
Caster Level 3rd. Requires Knock, Craft Wondrous Item
Market Price: 8640gp [(2nd level spell * 3rd level caster+1800gp)÷(5/4) Daily Charges] (2*3*1800)/(5/4) = 10800/1.25 = 8640
Cost to Create: 4320 (180 less than previous estimate)

~~

As to the origin of the Heal Mark, it would have been either personally commissioned or discovered as treasure from some prior adventure -- I didn't have an origin story prepared for it, bit I could go either way with a "how Leana got such a thing" explanation if you'd like (Either who she contacted to make it and why or where it came from otherwise)

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PostPosted: Mon Jan 13, 2014 4:14 pm 
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Not necessary on the mark, to have heraldry/history of it. Found or bought is sufficient for this. Just needed to know whether the price is truly market or discounted. You've answered that.

I'm musing over adding a day warm up period for the healing mark so that it can't be swapped throughout the party to bypass healing for everyone, sort of similar to the ring of sustenance, certainly at the price point it's at (read as REALLY affordable for a non-divine character not needing healing). Having raped and abused Elder Scrolls 3:Morrowind for years with custom item creation, I know the value of 1 continuous point of healing, ... AND its limitations as well. That's ultimately why I accepted it, because it won't save you from disintegration, called death blows, death effects, death by massive damage, or just straight blows past -10.) Yet, healing is one of those must-haves that can really nuke balance in the classes more than not needing food, so long as you can just survive to end of combat (pass it around and no healing spells ever need casting). What do you think about a warm-up period, especially since fast healing is generally reserved to epic levels? Even a day warm-up would take away any real chance to abuse it, all reservations of me permitting in this game, and would make it acceptable at the given price, but not really harm your personal use at all (unless you WERE planning to pass it around :smirk: ). Lol

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PostPosted: Mon Jan 13, 2014 4:55 pm 
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I'm absolutely happy with a day warm-up

Which would leave the item at

Heal Mark
A small gilded seal, the Heal Mark gradually infuses its wearer with positive energy while worn. After being worn continuously for at least 24 hours, the Mark will thereafter heal its bearer for 1 point of damage each round. The Heal Mark may be briefly removed without losing its benefits, but if more than an hour or so is spent without it, the mark will require another full day before bestowing any healing benefit.
Caster Level 1st, Cure Minor Wounds, Craft Wondrous Item.
Market Price: 1000gp (1*0.5*2000gp)

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I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook!
The Accursed, a standalone young adult fantasy adventure.
Witch Hunters, book one of a young adult Scifi-fantasy trilogy.


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PostPosted: Mon Jan 13, 2014 5:36 pm 
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Out of curiosity, now that I've accepted it (I just did), what have other DMs done to permit a similar device that you know of? I ask from a design standpoint only, since this is part acceptable for this adventure and part beta-test for allowing homebrew items in general.

Oh, and your mark is in the necklace slot, correct?

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PostPosted: Mon Jan 13, 2014 6:41 pm 
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Yeah, necklace slot (as I assume wearing a nonmagical item doesn't interfere. Even if it did, that would just mean reassessing how to carry the holy symbol, which is really there for flavor)

Previously, it had been a bit of an oddity, as it got dreamed up and implemented late in a campaign where healing (other than via Heal and later Mass Heal in the middle of a fight) was already being largely covered with wands of cure light wounds, as a mechanism to stop having to track wand charges and roll the d8 for each one. So, at least at high level, it was basically a bookkeeping fix. Haven't started a new campaign at sub-5th, though, where 1 point/round might be both accessible and still super-relevant mid combat other than as a stabilizer. 9th is somewhat on the border of what I've seen, so it will be a little interesting to see just how relevant it turns out to be mid-combat rather than between.

EDIT: Added the Mark (and fluff description) to the character sheet.

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"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."

I have a blog. I review anime, and sometimes related media, with an analytical focus.

I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook!
The Accursed, a standalone young adult fantasy adventure.
Witch Hunters, book one of a young adult Scifi-fantasy trilogy.


Last edited by Tevish Szat on Mon Jan 13, 2014 6:58 pm, edited 2 times in total.

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PostPosted: Mon Jan 13, 2014 6:48 pm 
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Have other DMs put restrictions on it, such as the 1day warmup? Or am I the first? If so, what did they do? :evil: Don't worry, for this adventure the matter is settled, again I am just curious.

And yeah, ES3:M was same for me. I would often enchant an item with a single point constant healing to cut down on resting to heal and menu tinkering, so I get how that came about for your group.

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PostPosted: Mon Jan 13, 2014 6:58 pm 
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No, you're the first one to bring that up, but as I said the experience is somewhat limited. the 1 day warmup is a great idea for keeping it potentially in check, and may well enter the loose leaf pages of my home group's resources.

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I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook!
The Accursed, a standalone young adult fantasy adventure.
Witch Hunters, book one of a young adult Scifi-fantasy trilogy.


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PostPosted: Mon Jan 13, 2014 11:42 pm 
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Yeah, I was thinking about it and the Periapt of Wound Closing and Ring of Regeneration from the DMG, and the epic Ring of Fast Healing are the closest things to what you want in utility, are all much more costly/valuable, but all take effect immediately. A day is pretty steep to wait for healing, so this might be the difference between a really valuable item and one that would not be widely sought or used. I may put this in my binder as well with adjusted warm up depending on how this shakes out. I had another 11 hour day, so I won't be looking at the rest of your items today, but tomorrow may be better.

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PostPosted: Thu Jan 23, 2014 8:04 pm 
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Here's how I feel about the game as it is due to recent unresponsiveness by players. If Planeshaper comes back, I will continue with using Clipper as an NPC, and Tevish will round out a 4th player.

If Planeshaper is out due to real life demands, I can go two ways. 1. I drop Umiki and the party gets by with Tevish's arcane spells. 2. We drop the adventure.

Either way, I don't feel it's good for the party for me to have 40% of the party as NPC, and Umiki can steal a lot of thunder as an NPC. Clipper was developed years ago as a tank NPC that will perform his role well without stealing the spotlight, so my preference as DM would be to keep Clipper and drop Umiki if I drop a character.

Tevish, Tequila, how do you guys feel?

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PostPosted: Thu Jan 23, 2014 8:56 pm 
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I'm comfortable with things going either way. I'd really like to get involved with a game, and it seems like the 3e crowd is kinda small so there aren't that many options. I've never been huge on the idea that a group needs to be built for power to "beat" the adventure, so I'm not worried about role coverage or anything like that. If Umiki drops, though, I might steal her text color so I don't have to use two tags to get a distinct one.

On the other hand, if there's just not enough overall interest to keep the game afloat, I suppose we could interest check and set up a different campaign? I only suggest that because I think there is the crowd for roleplaying on these forums, but I feel like people in general might be reticent about stepping up to the plate of a game that's already gone live. I'd absolutely rather this one goes on, and if we find ourselves undermanned say we can pick up a new player in any port. I'll try to advertize the RPG forums up-board, at least to the crowd I think would be interested too.

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I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook!
The Accursed, a standalone young adult fantasy adventure.
Witch Hunters, book one of a young adult Scifi-fantasy trilogy.


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PostPosted: Thu Jan 23, 2014 9:09 pm 
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That sounds like good options. To be honest, I haven't worked much on your character this week due to lack of response lately by Neo and Planeshaper. I didn't want to waste our time further if there was a likelihood of this folding. Once Tequila comes back and gives his view of things, (which he'll probably say he's still in since he hasn't wavered at all), and we're continuing (which is my preference) I'll get your sheet whipped out and have you in before anything else of consequence happens.

We did lose Neo, for sure, though. He bowed out today. So Clipper is back to me. I think Neo was more interested in me running a Middle Earth adventure anyway.

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PostPosted: Fri Jan 24, 2014 11:18 am 
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Tevish, is the backstory acceptable for how you come across the party? I made the assumption that a character like yours would both be interested and curious about where you are, but likewise cautious.

Hope that didn't miff you, I'd have had you roleplay it, but there won't be time if Tequila gets back to us with any quickness before you're in. This way, you have some hints, but you'll really get to explore with the party.

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PostPosted: Fri Jan 24, 2014 12:31 pm 
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I like it :). You also don't have to worry about my character trying to slip that sort of plot hook, which is positive.

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I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook!
The Accursed, a standalone young adult fantasy adventure.
Witch Hunters, book one of a young adult Scifi-fantasy trilogy.


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PostPosted: Fri Jan 24, 2014 12:56 pm 
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Sweet. As I finally put the ideas running through my head to paper/silicon last night, I'm suddenly getting stoked about this portion of the adventure, as things suddenly coalesced into a much clearer picture.

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PostPosted: Mon Jan 27, 2014 2:55 pm 
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All, some members have dropped out of the adventure. There are currently two active players, Tevish and Bounty Hunter. If you would like to play a 3.0/3.5 adventure (hybrid of both systems), I am taking folks for the next phase of the adventure. It's the perfect time to join.

The two current players active have a spellsword and a rogue. That leaves some group archtypes wide open, notably group healer/divine magic guru, and a wiz/sorc/psion glass cannon. Or, if you are a melee sort, we can also use a tank (I have been NPCing the tank up to now), but all positions open for new players. The level is 9th, so you can have a lot of fun with this character level.

Please join!

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PostPosted: Mon Jan 27, 2014 6:34 pm 
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I know this is probably answered somewhere but what seas exactly are you currently sailing on? I was intrigued by the fact that you included Oriental Adventures and was considering playing a Shou migrant (if only to get some use of of that book) but if we would be splashing around in the Sea of Swords or somewhat I may be just a little too far from home.

Also what, pray tell, is your opinion on the Leadership feat? I ask not for an army of minions but because it's a prerequisite for Purple Dragon Knights.

Edit: Obviously the migrant and knight are two different ideas. A migrant from the empire would have a hard time explaining why he is a member of long line of what are traditionally Cormyr nobility.

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Last edited by Garren_Windspear on Mon Jan 27, 2014 6:43 pm, edited 1 time in total.

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