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  1. - Top - End - #271
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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    Quote Originally Posted by Saintheart View Post
    In terms of options, one relevant thing is that Shambling Mounds uuusually don't have a lot of use for items as such, they're basically carnivorous plants. Might be that your possessions in the cart may be of no interest to it at all. But right during this round I might note that shambling mounds have a movement of 20 feet, which means on a double move or similar that shambler is possibly in strike range of one or more of you.
    I had assumed it was going to move twenty feet and then charge with a standard action, since that was houseruled in.
    If it isn't, then I think we'll be okay if we kite it.
    Do you like inventing your own techniques? Summoning giant monsters? Playing as a knife!Wizard!Mercenary? So do I!
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  2. - Top - End - #272
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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    A bit now turns on how kjel moves Gakan, so this should be interesting

  3. - Top - End - #273
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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    So if Three kicks it when the Shambler takes its turn, what do you guys think I should roll up? At the moment, I'm considering a hobgoblin Crusader or a generalist Wizard of an undetermined race to fill our arcane caster spot, but I'm open to suggestions.
    Last edited by almondsAndRain; 2018-06-03 at 12:24 PM.

  4. - Top - End - #274
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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    Quote Originally Posted by almondsAndRain View Post
    So if Three kicks it when the Shambler takes its turn, what do you guys think I should roll up? At the moment, I'm considering a hobgoblin Crusader or a generalist Wizard of an undetermined race to fill our arcane caster spot, but I'm open to suggestions.
    A Wizard with tons of spell slots sounds good to me
    Quote Originally Posted by Deeds View Post
    Caster backstories require a reason as to why they can cast spells. Wizards study hard to learn spells. Sorcerers often learn of their powers and then hone them through traveling. Clerics use piety to find the gift of spells through the gods or their ideals. Druids shun deodorant until a riding dog appears and they learn Entangle.
    Quote Originally Posted by Red Fel View Post
    Zom, my imaginary hat is off to you. *Horns? *What horns? *It's just an unusual hairstyle.
    Quote Originally Posted by Venger View Post
    There are certain advantages to a game being as badly written as 3.5.

  5. - Top - End - #275
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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    Quote Originally Posted by Zombulian View Post
    A Wizard with tons of spell slots sounds good to me
    Hey, can Spellthieves take specialist slots? If so, I might go Focused Transmuter instead.
    I already have half a backstory floating about for that one.
    Do you like inventing your own techniques? Summoning giant monsters? Playing as a knife!Wizard!Mercenary? So do I!
    But do you like Naruto? I... don't. Fortunately, we don't need to. I'm on the staff of a fifteen year old Naruto-inspired roleplay forum. If you're interested in details, drop me a PM or email!

  6. - Top - End - #276
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    Kobold

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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    Quote Originally Posted by almondsAndRain View Post
    Hey, can Spellthieves take specialist slots? If so, I might go Focused Transmuter instead.
    I already have half a backstory floating about for that one.
    If it's a slot they can grab it (as long as the spell level is equal to half their spellthief level). That's why I like them so much, they're a weird kinda support channeler with decent casting alongside it.
    Conjurer might be cool too because 1) spellthieves don't get access to Conjuration spells off the sorc/wiz list but they do get Ench, Div, Trans, Illus, and Abj. 2) We could double summoned beatstick output and/or get around action usage that's generally a problem with summoning.
    Quote Originally Posted by Deeds View Post
    Caster backstories require a reason as to why they can cast spells. Wizards study hard to learn spells. Sorcerers often learn of their powers and then hone them through traveling. Clerics use piety to find the gift of spells through the gods or their ideals. Druids shun deodorant until a riding dog appears and they learn Entangle.
    Quote Originally Posted by Red Fel View Post
    Zom, my imaginary hat is off to you. *Horns? *What horns? *It's just an unusual hairstyle.
    Quote Originally Posted by Venger View Post
    There are certain advantages to a game being as badly written as 3.5.

  7. - Top - End - #277
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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    Quote Originally Posted by Zombulian View Post
    If it's a slot they can grab it (as long as the spell level is equal to half their spellthief level). That's why I like them so much, they're a weird kinda support channeler with decent casting alongside it.
    Conjurer might be cool too because 1) spellthieves don't get access to Conjuration spells off the sorc/wiz list but they do get Ench, Div, Trans, Illus, and Abj. 2) We could double summoned beatstick output and/or get around action usage that's generally a problem with summoning.
    That could work too. The part of her fluff that would have made Conjuration a barred school is easily changeable*, I'll just have her ban Transmutation instead. I'm less familiar with Conjuration spells, but there are a lot of guides floating about that should help with that.

    *Basically just: comes from a line of sorceresses, none of them ever developed Conjuration Transmutation spells.
    Do you like inventing your own techniques? Summoning giant monsters? Playing as a knife!Wizard!Mercenary? So do I!
    But do you like Naruto? I... don't. Fortunately, we don't need to. I'm on the staff of a fifteen year old Naruto-inspired roleplay forum. If you're interested in details, drop me a PM or email!

  8. - Top - End - #278
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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    So grim!

    (That said, if any of you do feel like your character isn't working out and you'd like to try something else, I'm completely open to that. Doesn't have to come about by death of your current character, either, we can just retire your current one when we next back to Oleg's. Or we can come across your new character in a bandit camp and have your current one trail along as a NPC until a convenient moment comes to say goodbye.)

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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    I'm happy with my characer. Just an alt-a-holic.
    Quote Originally Posted by Deeds View Post
    Caster backstories require a reason as to why they can cast spells. Wizards study hard to learn spells. Sorcerers often learn of their powers and then hone them through traveling. Clerics use piety to find the gift of spells through the gods or their ideals. Druids shun deodorant until a riding dog appears and they learn Entangle.
    Quote Originally Posted by Red Fel View Post
    Zom, my imaginary hat is off to you. *Horns? *What horns? *It's just an unusual hairstyle.
    Quote Originally Posted by Venger View Post
    There are certain advantages to a game being as badly written as 3.5.

  10. - Top - End - #280
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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    Yeah, I'm happy with my character too. But it's low-level D&D, which is basically rocket tag, so it's always handy to have a backup prepared.
    Do you like inventing your own techniques? Summoning giant monsters? Playing as a knife!Wizard!Mercenary? So do I!
    But do you like Naruto? I... don't. Fortunately, we don't need to. I'm on the staff of a fifteen year old Naruto-inspired roleplay forum. If you're interested in details, drop me a PM or email!

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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    Wow. Double Nat 1 and then a 9. Someone else take a turn?
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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    So would Three know that this thing is immune to electricity and resistant to fire? You let us check the Monster Manual because Gakan passed his check, but I'm not sure if that's the same thing as her knowing that or not.
    Also, would parts harvested from this thing or similar creatures have an effect on items crafted out of them? Like a potion of Resist Energy (Fire), a suit of armor enchanted with the Electricity Resistance property, or other things of that nature.
    Do you like inventing your own techniques? Summoning giant monsters? Playing as a knife!Wizard!Mercenary? So do I!
    But do you like Naruto? I... don't. Fortunately, we don't need to. I'm on the staff of a fifteen year old Naruto-inspired roleplay forum. If you're interested in details, drop me a PM or email!

  13. - Top - End - #283
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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    I'm fine with Three realising what its immunities are - once identified it might just be some story or offhand reference she heard somewhere.

    As for whether parts of creatures could be used for crafting stuff: I love the idea thematically, but I have roughly zero idea of any d20 parameters for how it would work - anyone happen to know any third party d20 books that might have gone down those paths?

    The Draconomicon does suggest that big bodies of dragons can be used to create stuff from them, e.g. dragonhide armor and whatnot, but it usually requires fairly useless item creation feats like Dragoncrafting and the benefits were usually pretty minimal - swords made from a dragon's tooth, for example, would provide a +1 ... to damage, that damage being of the type of the dragon involved, e.g. [fire] damage if it was a red dragon's tooth and what have you. Dragonhide leather armour provides 5 fire resistance ... to the armour, not to the person.

    But like I said I do find this idea pretty interesting. Maybe it could work by substituting a spell prerequisite for an item with a particular body part of something that is sort-of linked to it ... for example, this thing is fire-resistant, so you can use some component of its body in place of a spell prerequisite like Resist Energy or the like. That'd certainly raise the whole eye of newt, wing of bat thing, wouldn't it?

    Let's discuss!

  14. - Top - End - #284
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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    Three acts before everyone else, and Korlann's blow is enough to bring it down, so, all over. Everyone hold off a bit, I'm doing up a IC post at the moment.

    EDIT: Post is up. Guess you've got a bit to look over!

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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    That was certainly a thing that happened. Lots of XP, though. And I'm guessing that the scabbard is a Scabbard of Keen Edges, but that's mainly because I don't really know of any other magic scabbards off the top of my head.

    Do we want to worry about splitting the gold among all of us (4 GP, 2 SP, 8 CP for each of us, with 4 GP, 3 SP and 2 CP going to the party fund due to the change), or do we want to just throw it all into the party fund?

    Also, regarding using parts of creatures for item crafting, it really would require a lot of DM adjudication - the best that I could recommend would be to allow components taken from creatures to offset a portion of the costs, as long as the component would make sense for the item involved. Maybe make it a 5% reduction in the item's costs (or, as you said, allowing it to substitute for one of the spell requirements), so long as the CR of the creature is equal to or above the item's caster level requirement to make?
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  16. - Top - End - #286
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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    Forgot to include the 'theme tune' for your new acquaintances. It's now hotlinked in the most recent IC post.

  17. - Top - End - #287
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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    Quote Originally Posted by Saintheart View Post
    The Draconomicon does suggest that big bodies of dragons can be used to create stuff from them, e.g. dragonhide armor and whatnot, but it usually requires fairly useless item creation feats like Dragoncrafting and the benefits were usually pretty minimal - swords made from a dragon's tooth, for example, would provide a +1 ... to damage, that damage being of the type of the dragon involved, e.g. [fire] damage if it was a red dragon's tooth and what have you. Dragonhide leather armour provides 5 fire resistance ... to the armour, not to the person.
    That sword is hilariously bad, but that armor is just hilarious.

    Quote Originally Posted by BluesEclipse View Post
    That was certainly a thing that happened. Lots of XP, though. And I'm guessing that the scabbard is a Scabbard of Keen Edges, but that's mainly because I don't really know of any other magic scabbards off the top of my head.
    Those are worth sixteen-grand, though. I don't think we'd get one this early. Also, they're transmutation and I think this might be a universal item.
    Three'll shove her dagger into it. If something bad happens, we'll lose a one-gold item. If there isn't any noticeable effect, she'll borrow someone else's weapon and put that in.
    She'll probably have to use the Identify infusion on it, but we don't have the gold for that yet.

    Do we want to worry about splitting the gold among all of us (4 GP, 2 SP, 8 CP for each of us, with 4 GP, 3 SP and 2 CP going to the party fund due to the change), or do we want to just throw it all into the party fund?
    I'm okay with either. Anyone else have a preference?

    --

    Quote Originally Posted by Saintheart
    But like I said I do find this idea pretty interesting. Maybe it could work by substituting a spell prerequisite for an item with a particular body part of something that is sort-of linked to it ... for example, this thing is fire-resistant, so you can use some component of its body in place of a spell prerequisite like Resist Energy or the like. That'd certainly raise the whole eye of newt, wing of bat thing, wouldn't it?

    Let's discuss!
    Quote Originally Posted by BluesEclipse
    Also, regarding using parts of creatures for item crafting, it really would require a lot of DM adjudication - the best that I could recommend would be to allow components taken from creatures to offset a portion of the costs, as long as the component would make sense for the item involved. Maybe make it a 5% reduction in the item's costs (or, as you said, allowing it to substitute for one of the spell requirements), so long as the CR of the creature is equal to or above the item's caster level requirement to make?
    Hmm. I admit, I didn't have any idea what kind of benefit this should have when I brought it up. It was late, and I got the idea after I reread its entry and was left wondering why a plant is immune to electricity and resistant to fire. That's just not how plants work.
    Anyway, I figure that monster parts can either affect an item while its being constructed or after its been constructed. Either way, most should be used up during the crafting process. If it affects the item while its being constructed, it should just reduce the cost in some way, like you guys mentioned. Whether that is a spell prerequisite cost, time cost, gold cost, or XP cost doesn't really matter, I'd say. This is probably what the Shambler should offer, since it wasn't unique and isn't that powerful.
    If it affects an item after it's created, it should come from rarer and stronger monster and maybe even make the item harder to craft. So armor enchanted with Fire Resistance with the part of a Red Dragon could provide a greater defense against Fire. Maybe some things made out of even rarer parts could have unique abilities to go along with it (e.g., Perseus beheading Medusa, and Athena using the head to create the Gorgoneion), but those should probably be decided on case-by-case.

    --

    @Saintheart Would you mind if I transferred my inventory into a Google doc or something? I'm running out of space in the MythWeavers sheet.

    EDIT: What is an Elixir of Sneakiness?
    Last edited by almondsAndRain; 2018-06-05 at 10:16 AM.
    Do you like inventing your own techniques? Summoning giant monsters? Playing as a knife!Wizard!Mercenary? So do I!
    But do you like Naruto? I... don't. Fortunately, we don't need to. I'm on the staff of a fifteen year old Naruto-inspired roleplay forum. If you're interested in details, drop me a PM or email!

  18. - Top - End - #288
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    OrcBarbarianGuy

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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    Party Fund: I am fine tossing the full amount into a party fund, it would save Dergosh the effort of attempting to count it. Speaking, who is taking on the bookkeeping effort of tracking this?

    Magic Items: We really should distribute the magic items, such as the potions, to individuals so that they have them when a fight arises. I've seen too many instances of items being largely forgotten otherwise.

    Special Properties: Off the top of my head, I don't know of any official sources to adjudicate this. Personally I find this to be a great in-game tweak, however, that can lead to interesting and unique items, rather than just another +1 sword, for example. It should be somewhat straight forward to calculate the increased cost of the item by comparing the properties to existing enhancements, though personally I'd suggest somewhat of a discount for a PC crafting the item as opposed to purchasing it. Also, you could make the PC make a successful roll of the appropriate type to both identify the required items (say, the "organ" of the shambler that produces the effect) and to properly harvest it, thereby setting some limits.

    As an example, say the Taybuck is a little gazelle-like antelope that escapes its predators through an amazing burst of speed. A set of Taybuck leather armor could have a special property like the ability to increase base speed to 60' for X number of rounds per day. It makes that set of +2 armor perhaps be priced between a set of +2 and +3, but it makes for a unique item.

    Just some food for thought for putting your own spin on this (or ruling it out completely!).
    Dergosh the Loud M Half-Orc Clr 3 | HP: 26/26 | Init +10 | AC 16 T11 FF14 | Fort +5 Ref +3 Will +6 | Listen +1, Spot +4 | ATK +5 melee 1d8+3/x2, +4 ranged 1d6+3/x2 | Cleric Spells: 0--guidance, guidance, light, resistance; 1st- bless, cause fear, command D (DC 14), summon monster I; 2nd- catís grace, sonic weaponD, shield of Gruumsh
    Domain ability: piercing scream (DC 14)


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  19. - Top - End - #289
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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    Quote Originally Posted by Mercurion 2 View Post
    Party Fund: I am fine tossing the full amount into a party fund, it would save Dergosh the effort of attempting to count it. Speaking, who is taking on the bookkeeping effort of tracking this?
    I have it written down on my character sheet. I haven't added the gold from this fight yet, but we're currently at 28GP, 5SP, 8CP.

    Magic Items: We really should distribute the magic items, such as the potions, to individuals so that they have them when a fight arises. I've seen too many instances of items being largely forgotten otherwise.
    This is a good idea. She's holding two Shields of Faith, the Elixir of Sneakiness, and the Oil of Magic weapon, and those would all be better off with someone else.
    I think she should hold onto the new scroll and the weak healing potion we got off of Happs (she's supposed to be a backline combatant, so she can just run over to someone who was downed and dump it down their throat), but I'll have her hand out the rest later.
    Well, except for the scabbard, because she'll probably have to identify it until it can be used, so that will just hang out in the chest until then.

    Special Properties: Off the top of my head, I don't know of any official sources to adjudicate this. Personally I find this to be a great in-game tweak, however, that can lead to interesting and unique items, rather than just another +1 sword, for example. It should be somewhat straight forward to calculate the increased cost of the item by comparing the properties to existing enhancements, though personally I'd suggest somewhat of a discount for a PC crafting the item as opposed to purchasing it. Also, you could make the PC make a successful roll of the appropriate type to both identify the required items (say, the "organ" of the shambler that produces the effect) and to properly harvest it, thereby setting some limits.

    As an example, say the Taybuck is a little gazelle-like antelope that escapes its predators through an amazing burst of speed. A set of Taybuck leather armor could have a special property like the ability to increase base speed to 60' for X number of rounds per day. It makes that set of +2 armor perhaps be priced between a set of +2 and +3, but it makes for a unique item.

    Just some food for thought for putting your own spin on this (or ruling it out completely!).
    I like these ideas.
    Last edited by almondsAndRain; 2018-06-05 at 10:56 AM.
    Do you like inventing your own techniques? Summoning giant monsters? Playing as a knife!Wizard!Mercenary? So do I!
    But do you like Naruto? I... don't. Fortunately, we don't need to. I'm on the staff of a fifteen year old Naruto-inspired roleplay forum. If you're interested in details, drop me a PM or email!

  20. - Top - End - #290
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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    Thanks for taking on the task of bookkeeping!
    Dergosh the Loud M Half-Orc Clr 3 | HP: 26/26 | Init +10 | AC 16 T11 FF14 | Fort +5 Ref +3 Will +6 | Listen +1, Spot +4 | ATK +5 melee 1d8+3/x2, +4 ranged 1d6+3/x2 | Cleric Spells: 0--guidance, guidance, light, resistance; 1st- bless, cause fear, command D (DC 14), summon monster I; 2nd- catís grace, sonic weaponD, shield of Gruumsh
    Domain ability: piercing scream (DC 14)


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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    I am also fine with gold going in the party fund. Thanks for bookkeeping almondsAndRain.

    As for the magic item components, the closest I could find to something similar is the Dynamic Item Crafting ruleset for Pathfinder. It isn't perfect for our purposes but it does provide a framework for making harvesting ingredients from the shambler have a mechanical effect on item crafting. Just create a challenge for the activity and decide the benefits of success and the penalties for failure based off of the existing challenges.
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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    Quote Originally Posted by Mercurion 2 View Post
    Thanks for taking on the task of bookkeeping!
    Quote Originally Posted by bcool999 View Post
    I am also fine with gold going in the party fund. Thanks for bookkeeping almondsAndRain.
    No problem, keeping track of things comes with playing an Artificer.
    Do you like inventing your own techniques? Summoning giant monsters? Playing as a knife!Wizard!Mercenary? So do I!
    But do you like Naruto? I... don't. Fortunately, we don't need to. I'm on the staff of a fifteen year old Naruto-inspired roleplay forum. If you're interested in details, drop me a PM or email!

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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    I'm all for the gold going to the party fund.

    Quote Originally Posted by Saintheart View Post
    Forgot to include the 'theme tune' for your new acquaintances. It's now hotlinked in the most recent IC post.
    Ha! Excellent choice. I haven't listened to that in years.
    Quote Originally Posted by Deeds View Post
    Caster backstories require a reason as to why they can cast spells. Wizards study hard to learn spells. Sorcerers often learn of their powers and then hone them through traveling. Clerics use piety to find the gift of spells through the gods or their ideals. Druids shun deodorant until a riding dog appears and they learn Entangle.
    Quote Originally Posted by Red Fel View Post
    Zom, my imaginary hat is off to you. *Horns? *What horns? *It's just an unusual hairstyle.
    Quote Originally Posted by Venger View Post
    There are certain advantages to a game being as badly written as 3.5.

  24. - Top - End - #294
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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    Quote Originally Posted by bcool999 View Post
    I am also fine with gold going in the party fund. Thanks for bookkeeping almondsAndRain.

    As for the magic item components, the closest I could find to something similar is the Dynamic Item Crafting ruleset for Pathfinder. It isn't perfect for our purposes but it does provide a framework for making harvesting ingredients from the shambler have a mechanical effect on item crafting. Just create a challenge for the activity and decide the benefits of success and the penalties for failure based off of the existing challenges.
    One thing I find interesting in that system is that it can get more members of the party involved rather than just the typical magic item creator. In my previous example you might need one person to succeed on a Knowledge (nature) check to know that the taybuck gets its speed from the haunches so that it the part of the pelt you need, and another to succeed on a Craft (leatherworking) check not to ruin it when stitched together. And so on.

    Of course Dergoh would be nearly useless in such an endeavor having no discernible skills whatsoever...but the rest of you could have fun! :)
    Dergosh the Loud M Half-Orc Clr 3 | HP: 26/26 | Init +10 | AC 16 T11 FF14 | Fort +5 Ref +3 Will +6 | Listen +1, Spot +4 | ATK +5 melee 1d8+3/x2, +4 ranged 1d6+3/x2 | Cleric Spells: 0--guidance, guidance, light, resistance; 1st- bless, cause fear, command D (DC 14), summon monster I; 2nd- catís grace, sonic weaponD, shield of Gruumsh
    Domain ability: piercing scream (DC 14)


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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    Quote Originally Posted by almondsAndRain View Post
    That sword is hilariously bad, but that armor is just hilarious.
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    Quote Originally Posted by almondsAndRain View Post
    Hmm. I admit, I didn't have any idea what kind of benefit this should have when I brought it up. It was late, and I got the idea after I reread its entry and was left wondering why a plant is immune to electricity and resistant to fire. That's just not how plants work.
    I suspect it's some form of half-@$$ed fantasy "evolution": trees get struck by lightning a lot, therefore eventually Darwin will guarantee a tree shows up that first, is not harmed by lightning, and, in time, a tree that is actually made stronger by lightning. Similarly, fire: a tree that resists it is inevitable. (Albeit the frequency of both wildfires and lightning would have to be a lot stronger to generate this sort of evolutionary response, I'd have thought.) Mix that with some fool of a wizard back in the dawn of time deciding to graft an awakened oak tree with a Venus flytrap, and there you have it, the shambling mound.

    Anyway, I figure that monster parts can either affect an item while its being constructed or after its been constructed. Either way, most should be used up during the crafting process. If it affects the item while its being constructed, it should just reduce the cost in some way, like you guys mentioned. Whether that is a spell prerequisite cost, time cost, gold cost, or XP cost doesn't really matter, I'd say. This is probably what the Shambler should offer, since it wasn't unique and isn't that powerful.
    If it affects an item after it's created, it should come from rarer and stronger monster and maybe even make the item harder to craft. So armor enchanted with Fire Resistance with the part of a Red Dragon could provide a greater defense against Fire. Maybe some things made out of even rarer parts could have unique abilities to go along with it (e.g., Perseus beheading Medusa, and Athena using the head to create the Gorgoneion), but those should probably be decided on case-by-case.
    There's a bit to think about in here, and I honestly haven't had time to look at it yet, but I do definitely want to pursue something along these lines. In the meantime so you aren't disadvantaged, I'd suggest Three has a bit of a "Hmmm" moment while looking at the shambling mound's corpse, especially in connection to her past with graverobbers and whatnot, and then harvests about 3 pounds of Shambler Vital Organs, which will do for whatever we come up with later on. No DCs required here. When we've got more specific rules in place this can be a bit more focused, but for the time being, pick up 3 pounds of plant material and we'll rule that's everything useful that could be harvested from the mound's corpse.

    Quote Originally Posted by almondsAndRain View Post
    @Saintheart Would you mind if I transferred my inventory into a Google doc or something? I'm running out of space in the MythWeavers sheet.

    EDIT: What is an Elixir of Sneakiness?
    No problem with moving to a Google doc or similar.

    I misnamed the Elixir of Sneakiness, it's an Elixir of Sneaking. Sorry about the confusion.

  26. - Top - End - #296
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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    Quote Originally Posted by Saintheart View Post
    There's a bit to think about in here, and I honestly haven't had time to look at it yet, but I do definitely want to pursue something along these lines. In the meantime so you aren't disadvantaged, I'd suggest Three has a bit of a "Hmmm" moment while looking at the shambling mound's corpse, especially in connection to her past with graverobbers and whatnot, and then harvests about 3 pounds of Shambler Vital Organs, which will do for whatever we come up with later on. No DCs required here. When we've got more specific rules in place this can be a bit more focused, but for the time being, pick up 3 pounds of plant material and we'll rule that's everything useful that could be harvested from the mound's corpse.
    Works for me, thanks!
    I misnamed the Elixir of Sneakiness, it's an Elixir of Sneaking. Sorry about the confusion.
    Ah, okay. When I googled it, a bunch of Zelda links popped up, so I thought it may have been a homebrew thing.

    EDIT: I like the scabbard. I have no idea what it is, but this seems like it's going to be fun.
    Last edited by almondsAndRain; 2018-06-05 at 08:43 PM.
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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    That scabbard definitely seems interesting. I'm looking forward to finding out what it can do. And if we're looking at distributing the potions and such, Korlann certainly wouldn't say no to a Shield of Faith potion.

    And thanks, Almonds, for handling the party fund.
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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    While we're waiting on posts and what have you, I've had some musings about how we might put some of the "Recover monster body parts" approach to item crafting.

    The first is that this is going to be a bit experimental, and it might involve some DM fiat and working or balancing on the fly. I'd like to propose four possible ways you might be able to use a monster's body part in item crafting.

    As substitute for a spell requirement constructing a magic item: For example, a Weapon Crystal of Lesser Electricity Assault requires Lightning Bolt. But it's not really the spell as such that's needed, it's the crystal's capacity to absorb electricity that really counts ... which is why the shambling mound's skin/liver/heart/organs can be used in substitution for that spell. I wouldn't mind this application at all and it's probably the simplest way to utilise monster bits, particularly with this party, because you haven't got a dedicated arcane caster - and if you wanted to create such a crystal, you'd either go hire someone to cast it as part of the creation or hunt up a scroll so the party mage could scribe it to his spellbook. It'd need a bit of fiat - or some eloquent convincing from you guys - but it's a minimum-harm houserule to introduce, so I'd be happy to go with that. There would likely be a Craft check at a decent level to properly fillet up the monster part so it doesn't corrupt the item (can't prepare blowfish for eating without very carefully taking out all the poison and all that) since ultimately there has to be some skill involved.

    As a discount on gold costs. Straight 5% discount on GP costs to make a normal magic item. The GP cost for making magic items envisions having several obscure components which cost money anyway, but you can only pull 5% at maximum no matter how many body parts you drop into it.

    Using the body part under Dynamic Magic Item Creation rules to control the grant of a Perk. On success or critical success, you get a bonus Perk to the weapon, which you can pick, it isn't a random selection. It depends on you having a monster part that fits thematically with the Perk involved. For example, the Eager perk - don armor or draw weapons faster than usual - depends on you having dissected a monster which can pull dimension door, or which is extremely fast, or similar. This also requires an additional Craft check to fillet up the body part sufficiently well to make it work in the creation of the item, on top of what's there.

    Using the body part under Dynamic Magic Item Creation rules and also as an enhancement to trigger stronger abilities. So you use shambler heart to make a Weapon Crystal of Lesser Electricity Assault ... but you also make an unguent of shambler ichor (maybe 5 uses or so), which, when wiped on that crystal, suddenly makes it add 2d6 damage rather than 1d6 for a certain number of rounds. The ichor has no effect on any weapon other than that which also used shambler parts in its creation.

    Germinal thoughts at the moment, but happy for comment.

  29. - Top - End - #299
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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    Quote Originally Posted by BluesEclipse View Post
    That scabbard definitely seems interesting. I'm looking forward to finding out what it can do. And if we're looking at distributing the potions and such, Korlann certainly wouldn't say no to a Shield of Faith potion.
    Okay. So that's a Shield of Faith to him and the Elixir of Sneaking to either Gakan or Ruk. That leaves a healing potion that was described as being in bad shape, another Shield of Faith, and the Oil of Magic Weapon. If anyone wants these things, let me know.
    And thanks, Almonds, for handling the party fund.
    No problem.

    Quote Originally Posted by Saintheart View Post
    The first is that this is going to be a bit experimental, and it might involve some DM fiat and working or balancing on the fly.
    Of course. Feel free to change the rules, nerf the items created by them, or whatever else you need to do to keep it balanced.
    As substitute for a spell requirement constructing a magic item: For example, a Weapon Crystal of Lesser Electricity Assault requires Lightning Bolt. But it's not really the spell as such that's needed, it's the crystal's capacity to absorb electricity that really counts ... which is why the shambling mound's skin/liver/heart/organs can be used in substitution for that spell. I wouldn't mind this application at all and it's probably the simplest way to utilise monster bits, particularly with this party, because you haven't got a dedicated arcane caster - and if you wanted to create such a crystal, you'd either go hire someone to cast it as part of the creation or hunt up a scroll so the party mage could scribe it to his spellbook. It'd need a bit of fiat - or some eloquent convincing from you guys - but it's a minimum-harm houserule to introduce, so I'd be happy to go with that. There would likely be a Craft check at a decent level to properly fillet up the monster part so it doesn't corrupt the item (can't prepare blowfish for eating without very carefully taking out all the poison and all that) since ultimately there has to be some skill involved.
    I like this. It's pretty simple. If we go this route, the DCs probably shouldn't be too high. Otherwise, Three would have an easier time meeting the UMD DCs (20 + Caster Level of the spell) than meeting the DCs to get the part, and would probably make items the normal way to avoid wasting resources.
    I don't really understand what you're talking about with the arcane casters, though.
    As a discount on gold costs. Straight 5% discount on GP costs to make a normal magic item. The GP cost for making magic items envisions having several obscure components which cost money anyway, but you can only pull 5% at maximum no matter how many body parts you drop into it.
    This is the only one that I'm not really a fan of. Like, I don't dislike it, but it's boring compared to the others. Also, it has the odd side effect of making crafting magic items harder. Artificers can roll one UMD check per day per spell prerequisite they need to meet, and the time required to create an item is determined by its price.
    Using the body part under Dynamic Magic Item Creation rules to control the grant of a Perk. On success or critical success, you get a bonus Perk to the weapon, which you can pick, it isn't a random selection. It depends on you having a monster part that fits thematically with the Perk involved. For example, the Eager perk - don armor or draw weapons faster than usual - depends on you having dissected a monster which can pull dimension door, or which is extremely fast, or similar. This also requires an additional Craft check to fillet up the body part sufficiently well to make it work in the creation of the item, on top of what's there.

    Using the body part under Dynamic Magic Item Creation rules and also as an enhancement to trigger stronger abilities. So you use shambler heart to make a Weapon Crystal of Lesser Electricity Assault ... but you also make an unguent of shambler ichor (maybe 5 uses or so), which, when wiped on that crystal, suddenly makes it add 2d6 damage rather than 1d6 for a certain number of rounds. The ichor has no effect on any weapon other than that which also used shambler parts in its creation.
    I like these ones too. They're pretty neat, and thematic to boot.

    @bcool999 I didn't have time to read the Dynamic Magic Item Creation rules until just now, but I like them. Good find, thanks!
    Do you like inventing your own techniques? Summoning giant monsters? Playing as a knife!Wizard!Mercenary? So do I!
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    Default Re: Kingmaker in the Forgotten Realms [OOC thread]

    Quote Originally Posted by almondsAndRain View Post
    I don't really understand what you're talking about with the arcane casters, though.
    Bad phrasing by me. In other campaigns I've run, characters could cooperate to create magic items, i.e. contribute prerequisites to the item. Our main crafter was divine, and I'd ruled the party's arcane caster could contribute spells to a magic item that the divine caster was making. In my very personal and subjective experience, a lot of handy magic items seem to require stuff from the arcane list more often than the divine. What I was trying to get at was that since you don't have an arcane caster in the vein of a mage or sorcerer in the party, it makes it more difficult to come up with arcane spells as prerequisites on the hop. Anyway...

    Also, if it wasn't clear, I was contemplating allowing all four types of monster anatomy usage in magic items, mostly because choices and options are a lot more fun than just shopping and formulae. Still happy to discuss.

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