Talk about it. Delja'd need a spare standard to flick the blindsense on! (Well, that, or burning the remaining charges of the Battle Belt.)
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Talk about it. Delja'd need a spare standard to flick the blindsense on! (Well, that, or burning the remaining charges of the Battle Belt.)
Whoops! Apparently, my post didn't go through when I tried posting the other day (what is with this 'server is busy' crap?) - I#m sorry for holding up the game! :smalleek:
Screwed up the rolls but it wouldn't matter because spell resistance, so meh. lol
And another Will save: [roll0]
Cold iron, indeed :D
Will Save DC 27: [roll0]
Well, damn. We'll have to steal her knife now to make the thing bleed some MORE. I've the impression it doesn't bleed profusely enough.
Edit: Oh, and speaking of cold iron, D.'s sword is still in cold iron mode. I just forgot to specify.
Sorry mates, busiest week ever.
Ux auto-succeeds even on a 1, but it's a trickier business for Ereshki.
Ereshki Will save: [roll0]
Okay chaincomplex, I'm going to try and pull off an elaborated circus rider stunt.
In a nutshell, Ux will use a move action to have Ereshki use the "Fetch" skill trick on the black orb. Ereshxi then uses a move action to go to it, use a standard action to scoop it in the middle of the move action (would that be permitted as a use of the Flyby Attack feat ?), Ux Utanar will use a standard action for a melee attack with the Ride-by Attack feat and thus evade an AoO on the way back, all the while protecting Ereshki from AoOs with Mounted Combat. Then, they parade around the public to gather a thunderous applause and a 10/10 from the jury.
How does that sound rules-wise ?
Seems like it's RAW since Standard Actions can perform Move Actions. Go for it.Quote:
When flying, the creature can take a move action (including a dive) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Neat! Let's roll.
Posting now.
Very sorry folks, I'll be more consistent with the posting rate from now on.
EDIT: posted. Man, I feel like playing chess. These actions are so complex to map out!
Badass. (One thing, though. The weird pictogram you moved is the contraption with the Evil tome on it, rather than the orb (which is probably Teru's current accomodation, but I digress), and Ereshki really doesn't want to touch that thing.)
Ah, my bad then. Yeah, I agree with you about that tome. Though I'm not quite sure the orb is safe to travel with either :D
I think I'll, um, put the icon of that thing back where it belongs then, if you don't mind.
Oh, come on! We've seen the obyriths handle it without issue (okay, the one that had it kind of died, but I'm 90% sure that was us)! It's perfectly safe!Quote:
Though I'm not quite sure the orb is safe to travel with either :D
I'm having a half a mind to stash her in my haversack, just for that purpose :D
A bag of people-holding would be pretty neat for this party. Yall could stash your skeleton key when there is a risk of her being ganked, and she could stash yall so that it would be easier to portal-hop when necessary.
Set up an Envelopting Pit (Magic Item Compendium, p. 159), which is 10' wide and 50' deep (which is much better than a portable hole's 6'x10' and 16,400gp cheaper) and several enhancements and items from the Stronghold Builder's Guide...you could set up portable camps or even portable hospitals really easily...
*muses on magical fantasy logistical details and starts obsessively updating their 'Essential Items' list with new entries*
Yes, I keep a list of my most-used magical items so I don't have to hunt through sourcebooks when making a character (which is ironic, considering Myriad is the least equipment-diverse character that I have made in a long time lol). Yes, it is an extensive list. Screw it, maybe you'll find some of it helpful lol - here ya go:
Spoiler: Essential ItemsESSENTIAL ITEMS
ARMS
8,500 - Bracers of the Hunter (Secrets of Xen'drik, p. 145)
9,000 - The Crawling Shield (Web: Clockwork Wonders, part 3 of 14)
FACE
8,000 - Horizon Goggles (Complete Mage, p. 133)
FEET
1,400 - Anklet of Translocation (Magic Item Compendium, p. 71)
HANDS
4,000 - Gauntlets of Ghost Fighting (Magic Item Compendium, p. 216)
12,000 - Gauntlets of Heartfelt Blows (Dragon Compendium, p. 136)
HEAD
70,000 - Crown of the North Wind (Dragons of Faerūn, p. 126)
IOUN STONES
50,000 - Ioun Stone of Resistance +5 (Arms & Equipment Guide, p. 134)
32,000 - Ioun Stone of Resistance +4 (Arms & Equipment Guide, p. 134)
18,000 - Ioun Stone of Resistance +3 (Arms & Equipment Guide, p. 134)
8,000 - Ioun Stone of Resistance +2 (Arms & Equipment Guide, p. 134)
5,000 - Dusty Rose Prism Ioun Stone (DMG, p. 260) No Food
4,000 - Clear Spindle Ioun Stone (DMG, p. 260) +1 Insight to Armor
2,000 - Ioun Stone of Resistance +1 (Arms & Equipment Guide, p. 134)
RINGS
3,500 - Lockpicking Ring (Magic Item Compendium, p. 114)
2,200 - Ring of Feather Falling (SRD)
2,000 - Ring of the Darkhidden (Magic Item Compendium, p. 122)
SHOULDERS
27,000 - Cloak of Comfort +5 (Complete Mage, p. 132)
18,000 - Cloak of Comfort +4 (Complete Mage, p. 132)
11,000 - Cloak of Comfort +3 (Complete Mage, p. 132)
6,000 - Cloak of Comfort +2 (Complete Mage, p. 132)
5,500 - Shadow Cloak (Drow of the Underdark, p. 101)
3,000 - Cloak of Comfort +1 (Complete Mage, p. 132)
1,200 - Travel Cloak (Magic of Faerun p. 166)
SYMBIOTS
8,000 - Tentacle Whip Symbiont (Eberron Campaign Setting, p. 300 & Magic of Eberron, p. 154)
THROAT
22,000 - Continuous Collar of Umbral Metamorphasis (tome of Magic, p. 156)
18,000 - Greater Chausible of Fell Power (Magic Item Compendium, p. 85)
8,000 - Chausible of Fell Power (Magic Item Compendium, p. 85)
6,000 - (Lvl 3) Empowered Spellshard (Magic Item Compendium, page 96)
3,000 - (Lvl 2) Empowered Spellshard (Magic Item Compendium, page 96)
1,500 - (Lvl 1) Empowered Spellshard (Magic Item Compendium, page 96)
TORSO
18,000 - Rogue's Vest (Magic Item Compendium, p. 130)
500 - Vestment of Many Styles (Races of Eberron, p. 175)
500 - Shiftweave (Magic Item Compendium, p. 133)
WARFORGED COMPONENTS
56,250 - Embedded Component - Greater Essence of the Guard (Races of Ebberon, p. ???)
18,000 - Embedded Component (Face) - Tracker Mask (Races of Ebberon, p. ???)
8,600 - Embedded Component (Hand) - +2 Battlefist (Eberron Campaign Setting, p. ???
WEAPONS
22,600 - Hank's Energy Bow (Web: Ask Wizards 12/27/2006)
9,610 - Beast Claws (Savage Spiecies, p. 49)
9,000 - Hammer of Earth (Magic of Rokugan, p. 66)
8,305 - Warlock's Sceptor (Magic Item Compendium, p. 63)
60 - Swordcane (Web: Cityscape, Part 3 - Urban Tools)
WAIST
200,000 - Belt of Magnificence +6 (Miniature's Handbook, p. 42)
100,000 - Belt of Magnificence +4 (Miniature's Handbook, p. 42)
25,000 - Belt of Magnificence +2 (Miniature's Handbook, p. 42)
2,000 - Dragon Spirit Cincture (Magic Item Compendium, p. 95)
MISC
20,000 - Codex Advocare (Expedition to Castle Ravenloft, p. 212)
12,800 - Arm of Nyr (Defenders of the Faith, p. 26)
5,040 - Greater holy Symbol (Defenders of the Faith, p. 26)
3,600 - Enveloping Pit (Magic Item Compendium, p. 159)
3,300 - Survival Pouch (Magic Item Compendium, p. 187)
3,000 - Heward's Fortifying Bedroll (Complete Mage, p. 132)
2,000 - Handy Haversack (SRD)
1,400 - Arcane Theives' Tools (Magic Item Compendium, p. 150)
1,000 - Replenishing Skin (Magic Item Compendium, p. 173)
1,000 - Magic Sleeping Bag (Miniature's Handbook, p. 43)
350 - Endless Ration (Magic Item Compendium, p. 160)
ETERNAL WANDS
10,900 - Eternal Wand of Lvl 3 Spell (Magic Item Compendium, p. 159)
4,420 - Eternal Wand of Lvl 2 Spell (Magic Item Compendium, p. 159)
820 - Eternal Wand of Lvl 1 Spell (Magic Item Compendium, p. 159)
460 - Eternal Wand of Cantrip Spell (Magic Item Compendium, p. 159)
STONGHOLD ITEMS
66,000 - Cabinet of Stasis (Stronghold Builder's Guide, p. 73)
44,500 - Bier of Resurrection - Ressurrection (Stronghold Builder's Guide, p. 71)
38,000 - Bed of Restoration (Stronghold Builder's Guide, p. 71)
30,000 - Platform of Healing (Stronghold Builder's Guide, p. 71)
22,500 - Bier of Life - Rasie Dead (Stronghold Builder's Guide, p. 81)
15,000 - Everful Larder (Stronghold Builder's Guide, p. 76)
15,000 - Bed of Wellness - Remove Blindness/Deafness (Stronghold Builder's Guide, p. 71)
15,000 - Bed of Wellness - Remove Curse (Stronghold Builder's Guide, p. 71)
15,000 - Bed of Wellness - Remove Disease (Stronghold Builder's Guide, p. 71)
7,500 - Chamber of Comfort enchantment (Stronghold Builder's Guide, p. 74)
6,000 - Bed of Restoration, Lesser (Stronghold Builder's Guide, p. 70)
4,500 - Everful Basin (Stronghold Builder's Guide, p. 76)
CAMPING KITS
2,200 - Individual Portable Camp, Minor
-------- 1,000 - Magic Sleeping Bag (Miniature's Handbook, p. 43)
-------- 1,200 - Travel Cloak (Magic of Faerun p. 166)
5,200 - Individual Portable Camp, Least
-------- 3,000 - Heward's Fortifying Bedroll (Complete Mage, p. 132)
-------- 1,200 - Travel Cloak (Magic of Faerun p. 166)
-------- 1,000 - Magic Sleeping Bag (Miniature's Handbook, p. 43)
7,300 - Individual Portable Camp, Lesser
-------- 3,300 - Survival Pouch (Magic Item Compendium, p. 187)
-------- 3,000 - Heward's Fortifying Bedroll (Complete Mage, p. 132)
-------- 1,000 - Magic Sleeping Bag (Miniature's Handbook, p. 43)
18,400 - Individual Portable Camp, Greater
-------- 7,500 - Chamber of Comfort enchantment (Stronghold Builder's Guide, p. 74)
-------- 3,600 - Enveloping Pit (Magic Item Compendium, p. 159)
-------- 3,300 - Survival Pouch (Magic Item Compendium, p. 187)
-------- 3,000 - Heward's Fortifying Bedroll (Complete Mage, p. 132)
-------- 1,000 - Magic Sleeping Bag (Miniature's Handbook, p. 43)
21,700 - Group Portable Camp, Least
-------- 7,500 - Chamber of Comfort enchantment (Stronghold Builder's Guide, p. 74)
-------- 3,600 - Enveloping Pit (Magic Item Compendium, p. 159)
-------- 3,300 - Survival Pouch (Magic Item Compendium, p. 187)
-------- 3,300 - Survival Pouch (Magic Item Compendium, p. 187)
-------- 1,000 - Magic Sleeping Bag (Miniature's Handbook, p. 43)
-------- 1,000 - Magic Sleeping Bag (Miniature's Handbook, p. 43)
-------- 1,000 - Magic Sleeping Bag (Miniature's Handbook, p. 43)
-------- 1,000 - Magic Sleeping Bag (Miniature's Handbook, p. 43)
33,600 - Group Portable Camp, Lesser
-------- 7,500 - Chamber of Comfort enchantment (Stronghold Builder's Guide, p. 74)
-------- 3,600 - Enveloping Pit (Magic Item Compendium, p. 159)
-------- 4,500 - Everful Basin (Stronghold Builder's Guide, p. 76)
-------- 3,000 - Heward's Fortifying Bedroll (Complete Mage, p. 132)
-------- 3,000 - Heward's Fortifying Bedroll (Complete Mage, p. 132)
-------- 3,000 - Heward's Fortifying Bedroll (Complete Mage, p. 132)
-------- 3,000 - Heward's Fortifying Bedroll (Complete Mage, p. 132)
-------- 2,000 - Field Provisions Box (Magic Item Compendium, p. 160)
-------- 1,000 - Magic Sleeping Bag (Miniature's Handbook, p. 43)
-------- 1,000 - Magic Sleeping Bag (Miniature's Handbook, p. 43)
-------- 1,000 - Magic Sleeping Bag (Miniature's Handbook, p. 43)
-------- 1,000 - Magic Sleeping Bag (Miniature's Handbook, p. 43)
46,600 - Group Portable Camp, Greater
-------- 15,000 - Everful Larder (Stronghold Builder's Guide, p. 76)
-------- 7,500 - Chamber of Comfort enchantment (Stronghold Builder's Guide, p. 74)
-------- 3,600 - Enveloping Pit (Magic Item Compendium, p. 159)
-------- 4,500 - Everful Basin (Stronghold Builder's Guide, p. 76)
-------- 3,000 - Heward's Fortifying Bedroll (Complete Mage, p. 132)
-------- 3,000 - Heward's Fortifying Bedroll (Complete Mage, p. 132)
-------- 3,000 - Heward's Fortifying Bedroll (Complete Mage, p. 132)
-------- 3,000 - Heward's Fortifying Bedroll (Complete Mage, p. 132)
-------- 1,000 - Magic Sleeping Bag (Miniature's Handbook, p. 43)
-------- 1,000 - Magic Sleeping Bag (Miniature's Handbook, p. 43)
-------- 1,000 - Magic Sleeping Bag (Miniature's Handbook, p. 43)
-------- 1,000 - Magic Sleeping Bag (Miniature's Handbook, p. 43)
PORTABLE HOSPITAL KITS
72,900 - Portable Healing Shelter, Least
-------- 30,000 - Platform of Healing (Stronghold Builder's Guide, p. 71)
-------- 22,500 - Bier of Life - Raise Dead (Stronghold Builder's Guide, p. 81)
-------- 7,500 - Chamber of Comfort enchantment (Stronghold Builder's Guide, p. 74)
-------- 6,000 - Bed of Restoration, Lesser (Stronghold Builder's Guide, p. 70)
-------- 3,600 - Enveloping Pit (Magic Item Compendium, p. 159)
-------- 3,300 - Survival Pouch (Magic Item Compendium, p. 187)
121,200 - Portable Healing Shelter, Lesser
-------- 30,000 - Platform of Healing (Stronghold Builder's Guide, p. 71)
-------- 22,500 - Bier of Life - Raise Dead (Stronghold Builder's Guide, p. 81)
-------- 15,000 - Bed of Wellness - Remove Blindness/Deafness (Stronghold Builder's Guide, p. 71)
-------- 15,000 - Bed of Wellness - Remove Curse (Stronghold Builder's Guide, p. 71)
-------- 15,000 - Bed of Wellness - Remove Disease (Stronghold Builder's Guide, p. 71)
-------- 7,500 - Chamber of Comfort enchantment (Stronghold Builder's Guide, p. 74)
-------- 6,000 - Bed of Restoration, Lesser (Stronghold Builder's Guide, p. 70)
-------- 3,600 - Enveloping Pit (Magic Item Compendium, p. 159)
-------- 3,300 - Survival Pouch (Magic Item Compendium, p. 187)
-------- 3,300 - Survival Pouch (Magic Item Compendium, p. 187)
188,100 - Portable Healing Shelter, Greater
-------- 44,500 - Bier of Resurrection - Ressurrection (Stronghold Builder's Guide, p. 71)
-------- 38,000 - Bed of Restoration (Stronghold Builder's Guide, p. 71)
-------- 30,000 - Platform of Healing (Stronghold Builder's Guide, p. 71)
-------- 15,000 - Bed of Wellness - Remove Blindness/Deafness (Stronghold Builder's Guide, p. 71)
-------- 15,000 - Bed of Wellness - Remove Curse (Stronghold Builder's Guide, p. 71)
-------- 15,000 - Bed of Wellness - Remove Disease (Stronghold Builder's Guide, p. 71
-------- 15,000 - Everful Larder (Stronghold Builder's Guide, p. 76)
-------- 7,500 - Chamber of Comfort enchantment (Stronghold Builder's Guide, p. 74)
-------- 4,500 - Everful Basin (Stronghold Builder's Guide, p. 76)
-------- 3,600 - Enveloping Pit (Magic Item Compendium, p. 159)
Well, the portable hole does have one benefit, though: Delja already owns one. That said, she'd never ever let Myriad into it, lest the damn changeling find a way to create one of those Astral Rifts inside somehow.
If I'm reading this right, blindsense doesn't penetrate displacement:
Also for the next map I'm just going to drop tokens for the PCs on the spreadsheet so it's easier to move around and on top of things.Quote:
Originally Posted by SRD
Ow ow ow. In a few hits, Ux will be locked in place under the weight of his gear. Have you, perchance, not taken into account Ux' Shield Bsock that raises his AC to 35 against O2 ? :D
Also, seems fair about the displacement.
Also, nice list of stuff, Geeks. I know of only some. What does the crawling shield do ?
My go-to list for PC building is Shax' Haversack.
[Sad.] Fair. (Also, just to see with my own eyes how unlucky I can get: miss chance rolls for the two attacks that at least have a chance of maybe hitting (let's say, the higher the better):
[roll0];
[roll1].)
Good idea!Quote:
Also for the next map I'm just going to drop tokens for the PCs on the spreadsheet so it's easier to move around and on top of things.
Eh, he has a bat to help with that!
I'm going to assume Crawl?Quote:
What does the crawling shield do ?
Here is the Crawling Shield Web Article. Or you can...
Spoiler: Read It Here Instead
"You look like an idiot with that turtle crawling all over you," said Regdar. "Why don't you learn a little basic footwork or something?"
"Throw a dagger at me," said Mialee.
"This is a trick, right?" said Regdar. "It's too good to be true. I've dreamed of this day."
"Shut up and throw it."
"Just remember, you asked for it. Hey, how are you moving that thing?"
A crawling shield is a mobile construct about the size of a standard buckler shield. It detects motion and moves to protect its wearer, somehow moving by prescience to ward off true threats and ignoring false ones.
The crawling shields are believed to be items of drow manufacture from Xen'drik, and so far the secrets of their construction have resisted investigation by all of Khorvaire's finest artificers and scholars. They are still found with some regularity by expeditions to the dark continent.
Appearance
The typical crawling shield is made of mithral, and has three or four hooked legs that it uses to swing, jump, or climb around the body of its owner. It rarely moves at all when not in a combat situation, but during combat it scuttles slowly from place to place like an aggressive turtle on its hooked legs.
A crawling shield is roughly 15 inches in diameter, with a curve like a shield boss or turtle shell. Sometimes it is reinforced with metal strips or bars. Some have been found with enameled eyes on the outside, and others have silver, amber, or even mithral specks and dots. The theme of putting eyes on the shell is both quite obvious and quite common. However, a few have been decorated with spirals or zigzags.
A crawling shield seems to bond with whoever picks it up and touches it to his or her wrist. Once bonded this way, the shield doesn't obey anyone but its owner. A crawling shield abandons an owner only after being left behind for seven days or more without use.
Use and Powers
The beauty of the crawling shield is that it doesn't require shield proficiency to function; the shield itself knows where to go to provide the best protection. So far, the only crawling shields found have been made for Small and Medium creatures; no larger ones are known to exist.
A crawling shield provides a +1 shield bonus to Armor Class and weighs as much as a standard buckler. This protection applies even when the owner is unconscious or flat-footed because the crawling shield is still active. It takes up a bracer slot on the body, so the owner could use another shield. The shield bonuses would overlap, but the crawling shield could be enchanted with different abilities than the other shield and both sets of special properties would work.
This strange clockwork construct is not without its flaws. The largest problem is that its movement sometimes interferes with the owner's attack rolls and spellcasting. Any character wearing a crawling shield suffers a -1 circumstance penalty to all melee and ranged attack rolls, and a 10% chance for spell failure.
The crawling shield can move 5 feet per round on its own, but rarely does so unless separated from its owner. It always moves directly toward the owner or in the last known direction of the owner.
CL 9th; Craft Construct; Price 9,000 gp; Cost 4,500 gp + 360 XP.
The TL/DR is that it is a tiny buckler-shaped construct that can be enhanced like a shield, crawls around on your body adding its shield bonus (+1 unenhanced) to your character even if you have no shield proficiencies (and you don't get a penalty for not being shield proficient), even if unconscious at the cost of -1 to all your melee/ranged attacks and +10% Spell Failure chance with a 9,000gp base cost.
Used one in a game where the DM kept giving us escort missions. Ended up getting one enchanted as hell and forcing our current NPC principal to take it out of the box and touch it to their wrist so they would live. Ended up a +5 Averter Death Ward Ghost Touch Heartening Crawling Shield with a Shield Crystal of Greater Arrow Defense attached, if I remember correctly. We had an Eternal Wand of Greater Mage Armor for the same reason. I still hate bards and wild magic casters with a burning passion to this day because of that campaign. I swear to god that DM channeled every terrible escort quest design in videogame history with that campaign.
My character ended up changing alignment to Chaotic Evil because I kept accidentally-on-purpose poisoning the bard at night with drow knockout poison after the Paladin had already conked off to sleep so he'd stay in his damn bed until morning. His intruments may or may not have also been 'accidentally' mistaken for firewood a few times.
CE? That stuff is nonlethal! Also, escort missions are Evil themselves; fighting them is what a Godd guy does and doing so while keeping the world at large safe from wild magic bards is the Lawful thing to do. Clearly, your character should have become Lawful Good.
Not bad at all.
And yeah, escort quests are the worst. They gave me nightmares in Pokemon Mysery Dungeon, where the Cresselia kept KOing herseld and thus having me fail the quest...