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Old 07-22-2012, 11:10 PM   Top  -  End  -  #151
Keylac
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Default Re: The Journal of Herlam Corkwill - OOC

Two questions for ya real quick TSM, then I'll roll my Reflex.

1) I'm going to assume the answer is yes, but did he cast defensively, so I don't get an AoO?

2) Correct me if I'm wrong, but isn't it a bad idea to summon fire when you're standing (sry, laying) on top of a Grease spell? That stuff is supposed to be flammable.

And to DW.

Nice! That ones not enjoying today, that's for sure.

Edit: Oh and I didn't say we'd torture anyone; I'm a good guy, I can't. I said we'd THREATEN them. Nothing in the alignment guide says I can't do that.

Edit 2: Wow that was not a good Reflex save. Apparently I drank WAY too much, and are more combustible then normal.

- Key

Last edited by Keylac : 07-22-2012 at 11:15 PM.
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Old 07-22-2012, 11:40 PM   Top  -  End  -  #152
The Smoking Man
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Default Re: The Journal of Herlam Corkwill - OOC

Otythil did indeed successfully cast defensively. As for the Flaming Sphere, the guy's using a spell that is controlled by the thoughts of the caster, so I guess he's either not worried or a bit of a "Divine Wind" sort of bloke. (Kamikaze? Ah? Ahhhh-hahahah...)

TSM

EDIT:
Quote:
Rolling Reflex to avoid Otythir's Great Ball of Fire: (1d20+5)[8]
You sir, just won DnD for the Jerry Lee Lewis link in that roll post. So, who wants to start a new campaign, seeing as Key just won?
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Old 07-22-2012, 11:53 PM   Top  -  End  -  #153
Keylac
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Default Re: The Journal of Herlam Corkwill - OOC

Quote:
Originally Posted by The Smoking Man View Post
Otythil did indeed successfully cast defensively. As for the Flaming Sphere, the guy's using a spell that is controlled by the thoughts of the caster, so I guess he's either not worried or a bit of a "Divine Wind" sort of bloke. (Kamikaze? Ah? Ahhhh-hahahah...)

TSM

EDIT:
You sir, just won DnD for the Jerry Lee Lewis link in that roll post. So, who wants to start a new campaign, seeing as Key just won?
Go Me! And now off to remove another 10 hitpoints from my sheet to account for my recent Flambéing. My only comfort is the fact that even if he doesn't torch himself, Neth will in a bit here.

- Key
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Old 07-23-2012, 12:31 AM   Top  -  End  -  #154
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Default Re: The Journal of Herlam Corkwill - OOC

Quote:
Originally Posted by Keylac
Go Me! And now off to remove another 10 hitpoints from my sheet to account for my recent Flambéing. My only comfort is the fact that even if he doesn't torch himself, Neth will in a bit here.
Sorry bout the barbeque. If we end up adventuring in the wild together I promise to light all the campfires and carry all the torches as an apology. And Gyl will sing you lullabies.
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Old 07-23-2012, 07:02 AM   Top  -  End  -  #155
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Default Re: The Journal of Herlam Corkwill - OOC

Quote:
Originally Posted by The Smoking Man View Post
Otythil did indeed successfully cast defensively. As for the Flaming Sphere, the guy's using a spell that is controlled by the thoughts of the caster, so I guess he's either not worried or a bit of a "Divine Wind" sort of bloke. (Kamikaze? Ah? Ahhhh-hahahah...)
HAH

Congrats on being the first person on these forums to make a comment about my name that -isn't- some sort of bad fart joke! (And the first one to correctly reference its implied meaning~).

Anywho, once the self BBQ is over (or rather, the immediate inferno is over. The building will probably be on fire.), I do believe I'll be hopping up on the table and participating in Tripfest 2012: Ring of Fire edition.

Key, you've started something here...
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Old 07-23-2012, 08:51 AM   Top  -  End  -  #156
RaggedAngel
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Default Re: The Journal of Herlam Corkwill - OOC

I will make a note; Grease is explicitly not flammable, since there's a 2nd level spell in the PHBII that is just "Grease, but flammable". So we don't need to worry about that.
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Old 07-23-2012, 05:59 PM   Top  -  End  -  #157
The Smoking Man
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Default Re: The Journal of Herlam Corkwill - OOC

In the spirit of fun, I'll be ruling that the Grease is indeed flammable, but only by non-magical fire sources or magical fire sources that "naturally" light things on fire anyway. Also, I'll say that after it is lit on fire it works basically like Alchemist's Fire and lasts in each affected square for 1d3 rounds (rolling separately for each square... though in this case for ease's sake I'll likely just roll it once for each casting) or when the spell's duration is up; whichever comes first. I think these stipulations keep it in check power-wise, and still allow for creative combos.

While I'm on the subject, another homebrew I like regarding the Grease spell: creatures balancing to stay afoot within the affected area still retain DEX to AC (as I believe the whole prone thing is crippling enough).

And just so you guys don't think I'm ruling tooo arbitrary-like, please note that the fire/Grease house rule is one that I've used for years upon first thinking it was neat.

I'll be sure to come up with a detailed list of house rules concerning spells and such that I tend to utilize in a non-standard way, to avoid confusion/conflict.

Perelia: Haven't read your whole (most recent) post yet... I'm sure it won't make much of a difference this time around, but Groban and Daurily still have to act in your phase. Also, I have yet to post my lead-in post to the next initiative phase. No biggie, though. I'll let you know if anything in my coming post interferes with any of your intentions.

Everyone: Sorry about the delayed postage during combat! Worked a crazy back-to-back shift that left me little energy for descriptive posting. Have a bunch of days off coming up though, so posting should be pretty regular.

Thanks all!

TSM

EDIT: It's all good Perelia. Your actions don't interfere in the slightest. Also keep in mind that you've got Noristuor's Mage Armor still active.
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Old 07-23-2012, 07:01 PM   Top  -  End  -  #158
RaggedAngel
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Default Re: The Journal of Herlam Corkwill - OOC

Quote:
Originally Posted by The Smoking Man View Post
I'll be sure to come up with a detailed list of house rules concerning spells and such that I tend to utilize in a non-standard way, to avoid confusion/conflict.
That would be very handy, as I'd like Perelia to use her spells as creatively as possible.
Quote:
EDIT: It's all good Perelia. Your actions don't interfere in the slightest. Also keep in mind that you've got Noristuor's Mage Armor still active.
Sorry about that; I got the phases a bit mixed up. I'll make sure to be more careful reading next time.
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Old 07-23-2012, 08:50 PM   Top  -  End  -  #159
Neth
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Default Re: The Journal of Herlam Corkwill - OOC

TSM tells me he's sorry for the delay and he'll post IC later tonight. And I intend to make sure he does.
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Old 07-23-2012, 09:22 PM   Top  -  End  -  #160
TheDivineWind
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Default Re: The Journal of Herlam Corkwill - OOC

Go Neth go~ :D


-edit-
lurking and reading dice rolls...

Whoa, that Gnoll just got its day wrecked!!

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Old 07-23-2012, 11:09 PM   Top  -  End  -  #161
The Smoking Man
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Default Re: The Journal of Herlam Corkwill - OOC

Wrecked indeed, good sir. 30-effingThree!!! Groban appears to be, as they say, the stone-cold pwnage.

Can't wait to see what you crazy butchers-for-Good get up to next!

TSM

EDIT: (May have underestimated the challenge this combat would present to you guys... Ah well, I'll use it as a yard-stick of sorts... a deadly +2 Yardstick made of Darkwood...)
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Old 07-23-2012, 11:18 PM   Top  -  End  -  #162
Keylac
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Default Re: The Journal of Herlam Corkwill - OOC

Quote:
Originally Posted by The Smoking Man View Post
Wrecked indeed, good sir. 30-effingThree!!! Groban appears to be, as they say, the stone-cold pwnage.

Can't wait to see what you crazy butchers-for-Good get up to next!

TSM

EDIT: (May have underestimated the challenge this combat would present to you guys... Ah well, I'll use it as a yard-stick of sorts... a deadly +2 Yardstick made of Darkwood...)
Pssht, we'll be fine. Heck, we got them outnumbered 7 to 7.

Edit: By the way, just in case there's any question, yes my character is somewhat mocking towards Otythir. I keep that in mind by always repeating his title (such as in the dice posts). I'm not attempting to mock you or your dialogue though TSM. It fits really well for a Red Wizard... which Ryn does not.

- Cheers, Key
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Last edited by Keylac : 07-23-2012 at 11:47 PM.
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Old 07-24-2012, 01:05 AM   Top  -  End  -  #163
The Smoking Man
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Default Re: The Journal of Herlam Corkwill - OOC

Key: I was more hoping you'd pick up on the "Architect of your demise!" bit, but yeah, the redundant statement of title is darn funny too. Glad it was appreciated.

And just to clarify, I meant that the combat might be a smidgen too easy... might be too early to tell though. We shall see! Also, took a look at the campaign you're running, sir. Looks very cool and would love to post interesst (as I've been prowling around for a solid 3.5 game) but alas, I saw it too late and work tomorrow. I'll do up a character though and send it your way for Alternate purposes. Setting and such looks super-cool.

Everyone: Neth may not want me to tell you guys this yet, but she's working on campaign art that encompasses the whole party. She's surrounded by art things and covered in graphite and charcoal. She's got, like... reference materials and things. It's bananas.

TSM.
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Old 07-24-2012, 01:24 AM   Top  -  End  -  #164
Keylac
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Default Re: The Journal of Herlam Corkwill - OOC

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Originally Posted by The Smoking Man View Post
Key: I was more hoping you'd pick up on the "Architect of your demise!" bit, but yeah, the redundant statement of title is darn funny too. Glad it was appreciated.

And just to clarify, I meant that the combat might be a smidgen too easy... might be too early to tell though. We shall see! Also, took a look at the campaign you're running, sir. Looks very cool and would love to post interesst (as I've been prowling around for a solid 3.5 game) but alas, I saw it too late and work tomorrow. I'll do up a character though and send it your way for Alternate purposes. Setting and such looks super-cool.

Everyone: Neth may not want me to tell you guys this yet, but she's working on campaign art that encompasses the whole party. She's surrounded by art things and covered in graphite and charcoal. She's got, like... reference materials and things. It's bananas.

TSM.
Hmm, sry, nope, didn't get the reference. Unless you mean the song by Malefice, in which case I don't want to get it (I'm not a metal fan).

As for playing in my game, sure, feel free to post interest/send an alternate. Then I can set you on fire too.

As for Neth... huh. That sounds like the artist version of mad science. I approve.

- Cheers, Key
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Old 07-24-2012, 02:29 AM   Top  -  End  -  #165
Neth
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Default Re: The Journal of Herlam Corkwill - OOC

Quote:
Originally Posted by TSM
Everyone: Neth may not want me to tell you guys this yet, but she's working on campaign art that encompasses the whole party. She's surrounded by art things and covered in graphite and charcoal. She's got, like... reference materials and things. It's bananas.
Oh you bhaa'sterd. Last time I ever show you my lair. You'd think a DM creating a campaign would understand how much someone making art values the surprise aspect of it.

If there are no further posts from TSM from this point on, I wish it to be known that he brought his fate upon himself.
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Old 07-24-2012, 07:09 AM   Top  -  End  -  #166
TheDivineWind
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Default Re: The Journal of Herlam Corkwill - OOC

Cool! My character's physical description suddenly seems awfully light. I'll flesh it out a bit.

Also, holy crap I want the knight's hat. I love that hat. One of my favorite magic items. XD
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Old 07-24-2012, 10:13 AM   Top  -  End  -  #167
RaggedAngel
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Default Re: The Journal of Herlam Corkwill - OOC

Quote:
Originally Posted by Neth View Post
Oh you bhaa'sterd. Last time I ever show you my lair. You'd think a DM creating a campaign would understand how much someone making art values the surprise aspect of it.

If there are no further posts from TSM from this point on, I wish it to be known that he brought his fate upon himself.
TSM, a lady showed you her lair and you revealed it to the world? For shame.

Don't worry, dear, I'm here for you. We can talk about the boys behind their backs and, uh, do whatever else girls are supposed to do. I'm actually terrible at acting like a girl. Don't tell anyone.
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Old 07-24-2012, 03:53 PM   Top  -  End  -  #168
RaggedAngel
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Default Re: The Journal of Herlam Corkwill - OOC

I'm just going to make a quick note, because it seems that a rule or two was missed.

A weapon with a special ability must have at least a +1 enhancement bonus.
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Old 07-24-2012, 06:41 PM   Top  -  End  -  #169
The Smoking Man
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Default Re: The Journal of Herlam Corkwill - OOC

At work right now so I'll keep this short.

Thanks Perelia, for pointing that out! Rule was indeed missed, and it's one that I abide by, but for the sake of going with the flow I'll just keep that in mind when it comes to loot/xp for Roen. It's up to you, Roen, which I deduct from in the future. Or, alternatively, you can ret-con your equipment and be rid of the extra enchantment on the crossbow. Mucho sorry for not noticing this earlier!

If anyone has a good rules-lawyer argument for why it might be cool to allow any enchantment worth a +1 instead of just a regular +1, I'm more than open to it!

I'll be posting when I get home from work in the wee hours.

Thanks folks!

TSM.

Oh, and Key: The thing about what the Red Wizard said was not a reference to anything. I was merely musing that you didn't pick up on the cheesiness of that line vs. the "Red Wizard of Thay" thing, 'tis all. And for the record, I too have no love for metal music, with, like, one exception.

Peace!
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Old 07-24-2012, 06:43 PM   Top  -  End  -  #170
Dragonsong
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Default Re: The Journal of Herlam Corkwill - OOC

Hrm. I was under the impression that said rule means that you have to trade at least a +1 bonus to get an ability. I do apologize; I seem to end up saying that a lot, for which I further apologize. I'll go back and make the necessary edits; the rolls can't be edited of course, but if the crossbow has to simply be +1 rather than shocking (for the same price I paid) the damage rolls would be a whopping 3 and 4, attack rolls unchanged.

EDIT: All mention of the offending enchantment has been expunged with extreme prejudice.

Last edited by Dragonsong : 07-24-2012 at 06:49 PM.
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Old 07-24-2012, 07:06 PM   Top  -  End  -  #171
TheDivineWind
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Default Re: The Journal of Herlam Corkwill - OOC

The important part is here...
Quote:
In addition to enhancement bonuses, weapons can have one or more of the special abilities detailed below. A weapon with a special ability must have at least a +1 enhancement bonus.
To get effects (special abilities), you have to have a minimum +1 enchantment bonus on the weapon (enchantment adding a +1 to hit and damage). From that point, you can pack on up to +5 worth of effects.

The price guide for the item refers to the total enchantment value (enchantment bonus + the value of effects). So if you have a +1 flaming longsword (effect value of +1), the total cost of the item is that of a +2 item, plus the cost of the masterwork base item, for a total of 8000gp (cost of a +2 weapon) + 315gp (cost of a masterwork longsword) for a total cost of 8315gp.

Long story short, weapons are friggen expensive.





I suspect everyone already figured it out, but I'm bored and figured I'd try to help just in case~
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Old 07-24-2012, 07:11 PM   Top  -  End  -  #172
Keylac
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Default Re: The Journal of Herlam Corkwill - OOC

Quote:
Originally Posted by TheDivineWind View Post
The important part is here...


To get effects (special abilities), you have to have a minimum +1 enchantment bonus on the weapon (enchantment adding a +1 to hit and damage). From that point, you can pack on up to +5 worth of effects.
Technically, you can pile on up to +10 worth of Enhancements to the weapon.

In fact, the best weapons are actually ranged ones (such as crossbows). You can put +5 on the Weapon, plus another +5 worth of additional stuff, then put +1 on a bolt (needed, as RA pointed out) then +9 more additional stuff.

Bane and Return work great for putting on the ammunition too. Run around with enough +1 Returning Bane +7 other enhancement arrows and you're golden.

As for him making his crossbow electric, I always figured that was just TSM's house rule. It kinda sucks to have to get the +1 first, especially since it has to be Masterwork as well. 2,000 gold for a +1 to damage (you already get the +1 to Attack) instead of +1d6 electric... blows.

- Cheers, Key
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Old 07-24-2012, 08:17 PM   Top  -  End  -  #173
TheDivineWind
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Default Re: The Journal of Herlam Corkwill - OOC

Yeah, but only +5 on enchantment bonus (the kind that adds hit/dmg bonuses), and the other +5 has to be abilities (flaming, electric, bane, etc...) for a total of a +10 bonus.

Quote:
Bane and Return work great for putting on the ammunition too. Run around with enough +1 Returning Bane +7 other enhancement arrows and you're golden.
Well, not quite. You can't have +7 enchantment bonus arrows unless you can make epic equipment. The maximum enchantment bonus you can have is +5 before epic. Epic gear can have a total enchantment of +20, +10 is an enchantment bonus, +10 is abilities. Further...

Quote:
Ranged Weapons and Ammunition
The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies.
So, it doesn't matter what the enchantment bonus is on the arrow, especially if the bow/crossbow has a higher bonus. What one could do is get a bow with a +5 enchantment bonus, then arrows that have +1 enchantment bonus with returning and whatever other bonuses for superior variability (I like bane, actually. That's a great idea, especially if you know you'll be running into a mess of specific types of creatures).

Then again, returning doesn't work for arrows, only thrown weapons...
Quote:
Returning
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn).
Not to mention the fact that arrows have (I think) a 50% chance of getting destroyed on use.

Because of that, enchanting arrows (while extremely advantageous) is also very expensive. It might be more useful to have a #/day quiver that can bestow the spell flaming arrows, or any of the other temporary arrow enchanting spells. That way, you can pour your money once into an awesome quiver, and then always have arrows that do 1d6 fire damage. An enchanter with the energy admixture feat, or levels in archmage, could add other elemental bonuses. I'm not familiar with other spells that enchant arrows, though I know a few exist.


-edit-
Actually, I personally haven't pushed much into characters with bows or crossbows as their primary weapons. I like using a character that throws daggers (wider crit range) with the far shot feat (60ft range, which can be extended by other class abilities). You can put returning on those items, you can't run out of ammo with returning, and using a couple of the Meteoric Daggers from the Magic Item Compendium to start a low level character off with and then further enchanting them as you have the cash is awesome.

I have a dagger throwing whisper gnome in another game that is pretty effective that way, though he rarely gets in more than one fight a day, due to the nature of the game. Still, not a bad way to roll. Actually, I didn't know about the rule that required the +1 bonus to add effects to weapons, so technically some of that characters items are illegal. XD

Last edited by TheDivineWind : 07-24-2012 at 08:26 PM.
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Old 07-24-2012, 11:28 PM   Top  -  End  -  #174
Keylac
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Default Re: The Journal of Herlam Corkwill - OOC

Note: I think any confusion stems from my use of Enhancement to mean not only the actual Enhancement Bonus on a weapon (ie, +1, +2) but also to refer to the total level of magical enchantments on an item (ie, a +1 Longsword of Shock has a total enchantment of +2). I do that a lot. Still, replies down below, just in case. I went ahead and avoided both those words in order to try and avoid confusion.

Quote:
Originally Posted by TheDivineWind View Post
Yeah, but only +5 on enchantment bonus (the kind that adds hit/dmg bonuses), and the other +5 has to be abilities (flaming, electric, bane, etc...) for a total of a +10 bonus.

Well, not quite. You can't have +7 enchantment bonus arrows unless you can make epic equipment. The maximum enchantment bonus you can have is +5 before epic. Epic gear can have a total enchantment of +20, +10 is an enchantment bonus, +10 is abilities. Further...
I'm aware of that actually . That's why I they should be +1 arrows (IE, carrying an enhancement bonus of +1) with +7 additional bonus (ie, having a total additional bonus, on top of the +1, Bane, and Returning, of +7). The total magical bonuses comes to +10, the maximum non-epic.

Quote:
So, it doesn't matter what the enchantment bonus is on the arrow, especially if the bow/crossbow has a higher bonus. What one could do is get a bow with a +5 enchantment bonus, then arrows that have +1 enchantment bonus with returning and whatever other bonuses for superior variability (I like bane, actually. That's a great idea, especially if you know you'll be running into a mess of specific types of creatures).
Yep, that's also correct. That's why the ranged weapon should be a +5, with +5 in additional bonuses (say Flaming Burst, Icy Burst, and Shock) with the arrows only being +1, with an additional +9 worth of other bonuses. I'm aware the +1 doesn't stack, but technically, it is required for the arrows to carry the other bonuses.

Quote:
Then again, returning doesn't work for arrows, only thrown weapons...

Not to mention the fact that arrows have (I think) a 50% chance of getting destroyed on use.
Actually, technically, that's not always true. Note the description below:

Quote:
Returning: This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn).
As I so recently demonstrated, arrows CAN be thrown. It doesn't specify THROWING WEAPONS, which, I agree, are a different category, merely that the weapon CAN be thrown. So, Returning might work, depending on the DM's interpretation.

As for the fact that they break (it's actually 50% if they miss, 100% if they hit, which is why I only have 39 arrows at the moment), that is possibly still true. I would argue, however, that if the arrow breaks, Returning becomes irrelevant, therefore they shouldn't break. Again, up to DM approval, but it might hang together.

And as a last point, I'll admit I wasn't thinking of the Returning property exactly, when I wrote that. I was thinking of Raptor Arrows, found in the Magic Item Compendium. These are arrows that DO return, and are never destroyed when fired, assuming correct alignment. If left with no other options, one could simply improve the bonuses on the Raptor Arrows to get the same effect.

Quote:
Because of that, enchanting arrows (while extremely advantageous) is also very expensive. It might be more useful to have a #/day quiver that can bestow the spell flaming arrows, or any of the other temporary arrow enchanting spells. That way, you can pour your money once into an awesome quiver, and then always have arrows that do 1d6 fire damage. An enchanter with the energy admixture feat, or levels in archmage, could add other elemental bonuses. I'm not familiar with other spells that enchant arrows, though I know a few exist.
Actually, there's no hypothetical reason why you couldn't have a bow with a total bonus of +10 (+5 Enhancement, +5 additional bonus), arrows with +10 (+1 Enhancement, Returning, 8 additional levels of bonuses) AND a quiver such as you describe.

Quote:
-edit-
Actually, I personally haven't pushed much into characters with bows or crossbows as their primary weapons. I like using a character that throws daggers (wider crit range) with the far shot feat (60ft range, which can be extended by other class abilities). You can put returning on those items, you can't run out of ammo with returning, and using a couple of the Meteoric Daggers from the Magic Item Compendium to start a low level character off with and then further enchanting them as you have the cash is awesome.

I have a dagger throwing whisper gnome in another game that is pretty effective that way, though he rarely gets in more than one fight a day, due to the nature of the game. Still, not a bad way to roll. Actually, I didn't know about the rule that required the +1 bonus to add effects to weapons, so technically some of that characters items are illegal. XD
We wont tell the DM of that game if you don't.

- Cheers, Key
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Old 07-25-2012, 12:26 AM   Top  -  End  -  #175
The Smoking Man
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Dragonsong: Please don't feel bad! I probably make WAY more rules mistakes than yourself. I'm just spoiled because I'm the DM and my will and whim is LAW. Ahem. But seriously, your roleplaying more than makes up for a minor mistake or two. No one's perfect.

Key and Doroga: On that note, you guys make me feel ashamed of the munchkicampus part of my brain... I think I was born with a congenital disorder that left it several orders of magnitude smaller than either of yours. Your lengthy rules discussions are most educational indeed!

Also, new post on its way in the coming hours.

TSM
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Old 07-25-2012, 12:35 AM   Top  -  End  -  #176
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Key and Doroga: On that note, you guys make me feel ashamed of the munchkicampus part of my brain... I think I was born with a congenital disorder that left it several orders of magnitude smaller than either of yours. Your lengthy rules discussions are most educational indeed!
People have been telling me I should be a Lawyer since I was a teenager. I've never really been sure if they're insulting me or not, but I do make a pretty good rules lawyer. I'm just glad I use my powers only for good.

- Cheers, Key
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Old 07-25-2012, 02:59 AM   Top  -  End  -  #177
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Posted!

Moved Groban and Daurily up slightly in initiative order, as I think it helps posting. Neth and Doroga are up. And this time, folks, let's remember to let me do my response post to your actions before the next round begins!

TSM
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Old 07-25-2012, 03:42 AM   Top  -  End  -  #178
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Quote:
Attack of Opportunity against the Gnoll Archer: (1d20+9)[17]

Damage on Attack of Opportunity against the Gnoll Archer: (2d6+6)[11
*walks away, whistling*
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Old 07-25-2012, 08:01 AM   Top  -  End  -  #179
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Originally Posted by The Smoking Man View Post
Key and Doroga: On that note, you guys make me feel ashamed of the munchkicampus part of my brain... I think I was born with a congenital disorder that left it several orders of magnitude smaller than either of yours. Your lengthy rules discussions are most educational indeed!

TSM: Hehehe, I appreciate the compliment, but as I've just learned from another game, I know -crap- compared to other people. Also, it is very important that if you're doing a cheese build arena, you clearly state that in the looking for players thread.

Key: Okay, I have been at this for years and I never knew you could just pile on effects. Holy cow. I feel like I've missed something drastically important. Thanks for pointing that out! XD

-edit-
Bee tee dubs, is it possible to get an updated battle map? I've been trying to keep track of everyone in my head, but I am not sure where the Thayan knight/polymorphed wizard is. I'll try and wing it from the last map, because I -think- no one has really moved much except one or two of the gnolls.

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Old 07-25-2012, 09:15 AM   Top  -  End  -  #180
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Originally Posted by TheDivineWind View Post
Bee tee dubs, is it possible to get an updated battle map? I've been trying to keep track of everyone in my head, but I am not sure where the Thayan knight/polymorphed wizard is. I'll try and wing it from the last map, because I -think- no one has really moved much except one or two of the gnolls.
Admittedly, I'd rather appreciate another one as well, though I know they suck to make; Perelia has several area-control spells, and I'd rather not catch our own people in a Web if I don't have to.
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