Everything posted by Retech
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Chapter 1 - Windward
There are nice dueling rules on the PFSRD. :D
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Chapter 1 - Windward
I put "captain" in quotations because I couldn't think of the term for the person who "drove" a ship and pilot didn't sound right. :)
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Chapter 1 - Windward
Yeah, the idea is that the campaign is more freeform, so the best way to do that is to suddenly remove any traces of authority or NPC-controlled transportation. :) Although Liches do have the tendency to return with metaphorical blood boiling in their veins.
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Chapter 1 - Windward
Also for Nex: http://www.d20pfsrd....raging-vitality --- And in general: http://www.d20pfsrd....pirates-arrr-us Ignore the third party stuff on there, but there's lots of good reference on that page for pirate campaign. It would be nice if someone in the party could be the informal (or formal) "captain" and pilot any ship that the party gets its hands on, as well as learn some of the rules for ship combat at least. Would be helpful to have good profession (sailor) and initiative too.
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Chapter 1 - Windward
I am not taking a Resistance item nor huge AC, though. I was considering going into battle without armor, in a fit of suicidal brilliance. I see you won't be convinced though, so I won't further press the point. I'm considering a switch to an Intimidate build to mitigate the fact that despite my Barbaric, Damage Reducing nature, I could easily end up uncomfortably squishy, especially if I ever rage crash. We can always work something out. Shoot me a PM or we can talk about it in live chat sometime? But I think just going with say a mithril breastplate and this "blur" mistcloak for 2160 would provide a good defense against standard fare. Also you can always use hero points to save you from the rage crash, which along with the potential deadliness of the game, was a reason for implementing hero points. ----- Grim, you can count both as I assume that you'd always use them when making undead. As for the zombie giant squid, I'm cool with that, but in general for the starting zombie set, just things that are actually obtainable from being in a pirate's crew (probably not some sort of giant sand worm, or something)
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Chapter 1 - Windward
Grim, you can bring up to twice your HD in undead minions (like a single casting of animate dead) with you at the start of the game, so that you can get started and fill out the portfolio as the campaign progresses. I assume with the loot and burning that people will probably doing, there's probably a good chance that there will be more bodies than you'll need. Nex, the pricing is done based on the blur spell, not the obscuring mist spell. The reason is that obscuring mist remains stationary and doesn't actually move with you, like I think you wanted. Also, I apologize, but I was looking at the wrong page at the time. The mistcloak would only last 3 minutes, but I can give you the minute partitioning, so you could probably use it for three regular combats a day. ----- Archi, it is based on the fact that it takes up an armor slot. The tradeoff is between the huge AC of armor and concealment chance. Compared to if it's in a cloak slot, which is between say a resistance item and the concealment.
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Chapter 1 - Windward
I priced it as a command word version that lasted for 30 minutes. A constant mistcloak would be 24,000 gold (effectively the same as a ring of blur, which has the same effect). Command word: 1800 x 2 x 3 / 5 = 2160 Base times spell level times caster level divided by 5 (since 1 charge) = 2160 A constant mistcloak has the same effect as a ring of blur, which is 2000 x 2 x 3 x 2 (Base times duration times caster level times spell level) = 24,000 The reason for using the blur spell as the basis for pricing is that obscuring mist was the basis for the mistmail, but the actual effect of the obscuring mist is that the spell is stationary. The goal of a 20% concealment chance that follows you around is exactly the same as blur. That constant mistcloak is also essentially known as a lesser cloak of displacement. --- You can save up, but the only issue is that I have seen in the past that people decide to take their entire starting gold as a giant stack of gold and sit there crafting for a whole year before they decide to move anywhere. If you have gold left over, you can certainly just keep it and use it later as part of crafting. It's clear that you weren't trying to abuse it, but it just reminded me of certain circumstances from the past so I thought I would just mention it. Despite that, easy upgrades do exist in the rules and the way you described it is exactly how it works.
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Chapter 1 - Windward
And if you can find a magical item that has any precedent regarding critical hits that I could look at, then we can try to work something out. It seems that based on the balance of the feat though, the dragon totem entry should read "this resistance..." instead of "this DR...". It's hard for me to say that the feat was really intended to give +6 DR and +16 energy resistance or something. But thanks for asking about this instead of letting me find out in play. I can't possibly check everything and I didn't know about this specific feat in particular. --- Also keep in mind that using item creation feats to get double WBL worth of magical items does not actually work. However, I would still suggest getting item creation feats because it will allow you to get the specific items that you want and I don't particularly penalize in terms of WBL for turning loot into magical items (like say 1250 gold into a cloak of elven kind). It's come up before for other campaigns, but basically it is ill-advised to keep all of your WBL as coins so that you can turn them into twice the market value of that in magical items. Although theoretically you could do that, the campaign world continues to churn as the time is spent sitting on the beach crafting magical items and the hidden plots continue to move forward.
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Chapter 1 - Windward
I will get back to you on the rules bits, as there is a thunderstorm again. But yes, the antihero option does exist.
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Chapter 1 - Windward
Also addendum to the mistcloak (or ring of the mists if you prefer), the ability should also read that it lasts for thirty minutes. The idea of the mistmail is that it is a trade between +5 AC and 20% concealment chance, however once put in cloak form, it no longer has such a drawback. The mistcloak is more adequately compared with the ring of blur, which grants continuous 20% miss chance for a far higher price, so if the mistcloak were to have such a low price, it would need an adequate limiter, such as the duration of obscuring mist.
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Chapter 1 - Windward
Based on my calculation on an existing item, a mistcloak would cost 2160. The key thing is that the armor bonus and the mist don't function at the same time, so the mistmail is already at a discount there, but you could still apply a mistcloak (taking up a cloak slot) while still having armor on.
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Chapter 1 - Windward
:thumbup: I encountered it as a homebrew item in a campaign a long while ago and found it very balanced after we used it in play, so just brought it over.
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Chapter 1 - Windward
Well part of the trade-off of getting darkvision is the penalty with light, but there are a variety of ways to get around the blindness aspect, if that is your goal. My first idea is a thin cloth-blindfold. It would give a -2 penalty to ranged attack rolls and sight based perception, but it would allow you to ignore the light blindness. (The basic tradeoff being that you'd take greater consistent penalties) Alternatively the cantrip Penumbra, which Nef could learn and cast on you for a while, though it is a rare cantrip and he doesn't start with it. It may be possible to gain access to that at some point. In general, if there is an existing item that already does what the custom magic item does, then I will defer to the original item pricing when pricing the custom.
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Chapter 1 - Windward
I forgot to mention before, but we are also playing with pirate (hero) points. Everyone starts with two points and the rules are detailed on the SRD. Only thing is that this is a pirate campaign, not a heroic one, so they are more awarded for piratey deeds than heroic ones. And they won't be terribly common, but everyone gets one each time they level. They can also be used to petition me to allow someone to do a feat of piratey goodness that might usually be impossible, though it'll still be very difficult. ^ Generally the same as hero point rules, except that it is a pirate campaign.
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Joyful all ye nations rise
Archi: Is olympic ceremony on Friday, may cause problems
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Chapter 1 - Windward
I think dodge was bumped up since 3.5. It just applies a flat +1 dodge bonus to AC.
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Chapter 1 - Windward
I don't have an issue with ignoring the length of a spellbook. I don't sunder spellbooks either, so no need to worry about that. Also a wizards get 3 first level spells free in their spellbook, + int modifier (+5) and then for level 2 would add +2 more for ten total. I miscalculated before because I assumed level 1 would give 2 bonus spells as well, which I realize that they do not. Wyvren has good suggestions though. Also, lesser metamagic rods are very useful.
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- Chapter 1 - Windward
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Chapter 1 - Windward
Well the party is well-rounded, so any kind of class is great atm. I think Ranger and Bard would be interesting classes to play, even magus. The swashbuckling kinda character is useful in a pirate campaign, and also inspirational characters like the Bard, since they can boost the abilities of the crew as well. But really, anything that you find interesting.
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Chapter 1 - Windward
Barbarian, Ninja, Cleric/Oracle?, Wizard, and not sure what Earth has It seems pretty well rounded, but there is tons of room for characters still. Got any ideas on what you're interested in playing?
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Chapter 1 - Windward
Prayers for a front line melee fighter have been answered. What race? Also might consider investing a few ranks in acrobatics or jump.
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Chapter 1 - Windward
Is this a ready-made rune or another custom item? :shock:
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Chapter 1 - Windward
No, we discussed it and the price calculation is legitimate. But I still need to look at it. What do you mean, fluffyness regarding turtles?
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Chapter 1 - Windward
I will need to review that custom magic item when I have some time. But just a brief look makes it seem like this item is far out of price range Command Word: Spell level (2) times Caster level (3) times 1800 = 10800 though you could say a ranger made it to make it cost 7200 instead Which totals 24,300 when you combine all different resist energies, or 16,200 if a ranger made it And an Ioun stone would multiply that by two again, for not taking a space on the body. I'm pretty hesitant to let custom magical items, although I recall seeing something earlier that somewhat matches what you are going for, so I will look for that after I get back if you'd like.
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Chapter 1 - Windward
On chat #Windward for probably an hour and a half or so. I might be afk, but only for ten or twenty minute periods.
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