Re: How do YOU protect your items?
Ranks in Profession: Something boring or disturbing. I loose my gear, the table gets a lesson where tanneries get some of the chemicals they use on hides or the day to day operations of a fish and cabbage stall.
Most classes are gear dependent. If a DM wants to bring a game to a grinding halt, that is okay with me. I'll earn it back a few copper at a time.
Re: How do YOU protect your items?
Quote:
Originally Posted by
Twilightwyrm
I'm imagining an All warforged society in which even gold pieces have been made as warforged components, so that the warforged walk around paying for other components for themselves with bits of their shirt.
Gives a new meaning to "costs an arm and a leg", no?
Re: How do YOU protect your items?
Quote:
Originally Posted by
Twilightwyrm
I'm imagining an All warforged society in which even gold pieces have been made as warforged components, so that the warforged walk around paying for other components for themselves with bits of their shirt.
No, all Warforged just need the slot-machine attachment.
Re: How do YOU protect your items?
Quote:
Originally Posted by
nedz
No, all Warforged just need the slot-machine attachment.
"Are those jackpot winnings in your pocket, or are you just happy to see me?"
"...yes."
Re: How do YOU protect your items?
Quote:
Originally Posted by
nedz
No, all Warforged just need the slot-machine attachment.
[One disguise check (to look like a Warforged) later...]
"Hey baby, wanna play slots? Give me some coins and just keep pulling this, uh, lever right here..."
Re: How do YOU protect your items?
Quote:
Originally Posted by
tuggyne
Gives a new meaning to "costs an arm and a leg", no?
That it does. The poor from such a society would be left with barely a leg to stand on.
Re: How do YOU protect your items?
Quote:
Originally Posted by
Slipperychicken
It's not using the custom item rules at all. Warforged Components are perfectly legit (straight out of ECS, no changes), it explicitly says any item can be one, and you don't even need a special feat; anyone can make Warforged Components.
You are right, I've missed that line until now:smallamused:
Re: How do YOU protect your items?
I like having most stuff made of Aurorum or Wildwood and giving it the called property. It fixes itself if broken and arrives when you want it.
Re: How do YOU protect your items?
The last time I got pickpocketed at our home table was on my Cleric of Hextor who had a habit of walking around everywhere with a held charge on the highest Inflict spell he could cast.
Got pickpocketed 10ft off the ship in a new town by a little orphan kid and won the Spot vs Sleight of Hand roll...DM says "You feel something tug at your coin purse, and your hand reflexively darts out and grabs the wrist of a small child with his hand in your pouch."
I literally said ":smallamused:"
DM goes, "Oh."
That was 2 years ago.
Re: How do YOU protect your items?
Quote:
Originally Posted by
Medic!
The last time I got pickpocketed at our home table was on my Cleric of Hextor who had a habit of walking around everywhere with a held charge on the highest Inflict spell he could cast.
Got pickpocketed 10ft off the ship in a new town by a little orphan kid and won the Spot vs Sleight of Hand roll...DM says "You feel something tug at your coin purse, and your hand reflexively darts out and grabs the wrist of a small child with his hand in your pouch."
I literally said ":smallamused:"
DM goes, "Oh."
That was 2 years ago.
Funny, I've had a similar situation before, only it was with Necrotic Cyst, not Inflict. Let the little scamp think he got away with a creepy smile at him. A block away (and a 7-th level spell slot from me), he suddenly felt compelled to come back and give me my coins back. And then ended up as the talk of the town when he blew himself up and almost killed the captain of the guard the next day (slow adventuring day, I had a few spare spell slots).
On a more on-topic note, a thing I've bound useful for guarding my stuff is useless minions. The same Enveloping Pit that holds my stuff also holds all the zombies, skeletons, or other undead made from creatures that aren't a match for things now. Keep them in the pit, leave them with instructions to deal with anyone trying to remove things from the bag that aren't you. Even when they come out of your command, the undead follow their last given instructions, so it's all right as long as you don't need your party members to get something from it.Incorporeal guardians are useful because you can shove them anywhere, without regard for space issues.