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Messages - RealMarkP

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21
Min/Max 3.x / Re: DM Requesting builds for brawling, cage-match fighting
« on: December 26, 2012, 11:10:39 PM »
Nope. Unless it's obvious, like Enlarge Person or some sort of glowing magical effects. I'm probably am going to place some casters into the room as observers, for the purpose of weeding out magical effects, but they may be easily swayed (bribed) or distracted (wink wink).

22
Min/Max 3.x / DM Requesting builds for brawling, cage-match fighting
« on: December 26, 2012, 08:23:54 PM »
I'll be putting my PCs through a bit of a challenge encounter. The premise is that they will be competing in a cage-match, where the room for maneuverability is very limited (probably a 15x15 cage). What I want to put them against is various types of foes specializing in one type of fighting style.

The rules are fairly simple. No weapons. No Armors. No Magic. However, no one said contestants can't cheat :smirk. I'm assuming my players will come up with creative ways to boost their abilities or will do silent/still/concealed casting or use poisons and things. So, assume you can use anything as long as the judges and audience don't notice it. And yes, it's an actual cage.

Conditions:
- Any Eberron race, including goblinoid, orcish, gnoll, drow, Rakshasa or half-breed.
- ECL 6


Thanks in advance.

EDIT: Some weapons may be allowed or thrown into the ring by onlookers. Mostly light weapons.

23
Gaming Advice / Re: Improving an item
« on: December 22, 2012, 11:46:56 PM »
Quote
Can you, instead of casting a spell into a ring, use a scroll as the magical source for the ring?

I know the answer is yes, but I can't find the exact rule for that.  You could also have someone else cast it for you.

I could be wrong on this, but I think the spell is triggered/used EACH day during item creation.  So if you're creating something that takes 3 days, you would need 3 scrolls.
Yes, you're right. I just found the source for this:

Quote
A character relying on a scroll to provide the required invisibility spell would need at least 20 scrolls -- one for each day of working on the ring.

So it is possible to make a ring of almost any spell. Which seems a bit over powered. The rules don't state that there is much of a limitation on what can be put into a ring. So you can make a ring of continuous cure minor wounds for an effective spell equal to that of fast healing 1.

( Spell level × caster level × 2,000 gp ) / 2 = (1 * CL1 * 2,000 gp) / 2 = 1,000 gp.

Does this not seem a tad over powered? A point of reference would be the ring of rapid healing.

EDIT: Doing some research, I stumbled on to a page where someone claimed that instantaneous spells cannot be made continuous. Because the word 'continuous' is short form for 'the spell's duration is expanded to a 24hr period.' That's why there is a foot note in the page that states:

Quote
If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.

Makes sense.

24
Gaming Advice / Improving an item
« on: December 21, 2012, 02:28:42 PM »
Lets say you have a ring of Sustenance (which is roughly equivalent to a +1 item). Here are my questions:

1. Can you improve rings? If so, what's the cost?
2. Can you, instead of casting a spell into a ring, use a scroll as the magical source for the ring?
3. Is it possible to make a ring of Presditigiation with an unlimited charges and command-word activation?

25
Gaming Advice / Re: Having fun with an Item Familiar
« on: November 13, 2012, 08:58:24 AM »
I could see playing around with him a bit, but I'd suggest not royally screwing him over. He blew a feat on it. Why does he deserve to be punished for one of his feat choices? If you don't like Item Familiars, then don't allow them in the game.
this cannot be emphasized enough.
Don't get me wrong, this is not what I'm after. The campaign starts with this PC in prison, so naturally his ring has been stripped of him for a long time. Rather than the penalties resulting from this being permanent, I house-ruled that they are temporary until he gets his ring back. He only felt withdraw symptoms within the first week of being separated from the item. So a fetch quest begins here (and I'd like for it to be the only one, since they are tedious and offer nothing to a campaign).

However, after the fetch quest is done, what kind of stuff can I do to make the item a bit more significant? I was thinking, on occasion, using the spell Grim Revenge (BoVD), which basically rips his arm off and have the arm beat his silly. If the arm that contains the ring is removed, so is the ring's powers.

... The best thing right now is to embellish the chase as much as possible. Have near-grabs where the ring rolls away, falls into a cavern for a dungeon adventure. Inside they will fight a level-appropriate dragon, which probably means a wyrmling of some sort...

Basically, don't just make this a little, forgettable task. You have a plot on your hands.
This is a neat idea and it has inspired me to make into a chase. Your idea of using goblins and wyrmling fits well into what I have planned for the campaign. The drawback is that I cannot keep it away from him for too long. He is rather gimped without it, having invested spell slots and skills in it.

Because of the ego contest that ensues when an item like this is given to a new owner, I was thinking it might have a Lord-of-the-rings-esque twist on it. A Goblin comes to own it, the ego contest ensues and the item begins to taunt him and mold his inferior will. This 'Goblin Frodo' will then be convinced by a friend that it's imperative that it be destroyed, it's cursed they say! So they venture to some underground setting and try to destroy the item in a poor-man's-mount-doom type lava pool. This works well in Sharn.

This may not be as epic as the LotR books, but there is some detective work that needs to be done. Since the party is generally unscrupulous, houses may be broken into and knees might be bludgeoned to get some info.

I wonder how this would look to the characters, not the players. Like the ring being too powerful for the goblin to even hold...

Plus the player might boast "I can kill goblins with my ring" which is all sorts of wrong :P
"My precious?"

26
Gaming Advice / Having fun with an Item Familiar
« on: November 12, 2012, 02:13:25 PM »
One of my players decided to take the Item Familiar feat, making his ring a Familiar. It has not yet gained sentience (PC level 6), so he has only incurred XP penalty and skill point loss. There will be a side quest to retrieve it. My question is: as a DM, what kind of fun can I have during the retrieval process and after the ring is regained (Short of taking it away again)??

27
Gaming Advice / Re: Need ideas for evil campaign
« on: November 07, 2012, 03:20:51 PM »
Ages ago, back in prehistory, I ran an evil campaign that was Undead only.  The premise was that each of the PCs were the great enemies of a given kingdom/region throughout history, and that they had been returned through some hocus pocus, presumably to resume their badness.  Good times (no pun intended).
This premise sounds so cool. If i was not committed to what I have already written, then this would be what I run. Consider your idea stolen.

28
Gaming Advice / Re: Need ideas for evil campaign
« on: November 02, 2012, 02:51:54 PM »
Becoming the secret society that runs politics behind the curtain?
Assassinating key figures to cause the downfall of a nation?
The two points seem like the way to go for the time being. I'm still leaning towards doing an RHoD campaign with slight modifications. Here are my notes, please comment if you think there might be a better way of slipping into RHoD or if it's not a viable adventure path.

1. The problem with running it in Eberron, particularly near Sharn is that you have the Brelish army and they can squash anything that comes their way. So, what I want to do is a prelude to RHoD, where the PCs cause political strife between Breland and a neighboring nation(s). Basically, terrorists. The would have to assassinate key figures and possibly plant evidence.

2. They would have to help a shadow government take power by helping impostors gain a foothold. This will weaken the nation politically and cause the impostors to go to war with a neighboring nation. This causes the army to be nowhere near Sharn.

3. ????

4. The person they ended up helping all this time is Azzar Kul, who is now recruiting the goblin workforce from the Cogs into his army. The PCs are asked by a criminal cartel to see why their 'customers' are leaving in droves. Then the PCs realize that they just helped Azzar amass an army.

5. Queue RHoD.

6. Profit.

EDIT: This is all while the PCs are considered wanted men.

My suggestion is to have the PCs be a "security consulting firm", who get hired to protect places from "incursions and trespassers".  The latter, of course, being goody-two-shoes adventurers.
I really like this idea, still. But I don't know how I could even fit it into the aforementioned adventure path.

29
Gaming Advice / Re: Need ideas for evil campaign
« on: November 02, 2012, 02:06:24 PM »
They will object most vehemently, to greater effect, with the end desire of conquering the evil doer instead and taking his stuff.
You make a good point.

Quote from: CaptRory
... Which left only the Super Villains to oppose their plans.
I think if I was to couple this with the previous quote, this would make an interesting twist on RHoD. Now, I have not read all of RHoD to judge that this is a good course of action, so I'm still open to suggestions. Evil based adventures are always welcome.

30
Gaming Advice / Re: Need ideas for evil campaign
« on: November 02, 2012, 10:00:59 AM »
Basically, D&D meets Dungeon Keeper.

Dungeon Keep was a brilliant game. I had this exact thought this morning and I came to the conclusion that I could strip down an adventure, say Red Hand of Doom, where the PCs are on Azarr Kul's side. The problem is that now you lose all the intrigue and role playing that good aligned characters have to do. Granted, evil characters still can run through the adventure, but for different reasons. I just can't find a good reason why the party would want to thwart an evil doer when they agree with his actions.

31
Gaming Advice / Need ideas for evil campaign
« on: November 02, 2012, 09:01:31 AM »
I'm starting up a new campaign. The players will be starting off at ECL 6 in the Eberron campaign setting, in the city of Sharn. I've been looking through published adventures to start me off in a direction, but all of them seem to focus on good aligned PCs vanquishing evil. When reading through adventure hooks and backgrounds, I tried to imagine what this adventure would be like if the players were on the evil side, and I came to the conclusion that it would be a tremendous amount of work for me to modify an adventure to be from the point of view of the evil dude.

So, fellow minmaxers, could you recommend any adventures that I could kick start my campaign with? Or if any published adventures could be easily modified to be from the PoV of the evil guy (ie. BBEG hires party to do his dirty work).

32
D&D 3.5 and Pathfinder / Re: Maxing out the fun in a bland encounter
« on: September 19, 2012, 03:47:15 PM »
These are all good ideas and for the sake of giving future forum lurkers ideas, I'll put mine in:

If the group is carrying a particularly important item, it may become a beacon for poachers. Or, if the group doesn't have such an item, have them come across it (and have it  activate itself upon being touched/picked up). Perhaps have it inside a rusty iron chest that was once forgotten.

While travelling, the group is attacked first by a band of goblins, lead by a particular magic-craving sorcerer. Second, a band of Drow/Tiefling join in. Then finally a young dragon. The fight should be run as a free-for-all which can give the players the opportunity to RP. As an example, they may wish to help a certain side or completely not take part in the encounter. But if they decide to run, there are many a foe ready to bring them back in.


33
D&D 3.5 and Pathfinder / Maxing out the fun in a bland encounter
« on: September 17, 2012, 06:52:55 PM »
Pick a rather bland location, such as a sparse forest or in the middle of a field. How would you alter the environment, the enemy or the encounter mechanics so that the players are forced to fight in a way that is not a standard smash-and-grab?

My thoughts:
- Throwing a rust monster at the group is always interesting.
- Ditto for Acid.
- Wet weather might cause a field to be marshy, resulting in difficult terrain. Or perhaps heavy wind.
- A field could have boulders, invoking climb checks.

For the purpose of this thread, keep it at around CR 5.

34
Min/Max 3.x / Re: Building a rogue from a Psion
« on: August 29, 2012, 12:40:58 PM »
Psychic Rogue kind of sucks. Just Rogue 1/Psion X can work fine. If you don't actually need the trapfinding stuff (and honestly, it's over rated), Ranger 1/Psion 6/Slayer 10/Psion +X works well, also.

I was hoping to take advantage of the Sneak attack abilities (as much for combat as backstory reasons). Would your build allow for that?

I'm also allowed one Flaw, which I will take.

35
Min/Max 3.x / Building a rogue from a Psion
« on: August 29, 2012, 10:51:44 AM »
I will be starting a campaign in the Warhammer 40K universe. The DM spent a considerable amount of time converting a GRUPS WH40K rulebook and modifying the d20 Modern rules to fit into it. Psionics is the bread and butter of the game and yours truly will be taking part in that. We are using a point buy system for EVERYTHING (feats, power points, skills, etc), where you exchange XP points for these things. He has also limited us to only the Psion abilities and powers.

So, given that I basically have a Psion and core non-psionic classes what are my options for making a rogue-like character with psionic powers? What kind of feats/powers should I invest in (Core books, plus complete psionic and expanded psionic books)?

As a side note, I'm in the process of asking if the Psychic Rogue variant is allowed. EDIT: This class is allowed.

36
D&D 3.5 and Pathfinder / Disguising a low-level BBEG
« on: July 31, 2012, 11:49:20 AM »
Consider a level 3 BBEG Changling that is trying to infiltrate the upper ranks of a city. What types of items would you give her so that she appears concealed to many mundane spells (such as detect evil). For example, I gave her a Ring of Mind Shielding to keep her alignment and thoughts a secret. What other items (keep it under 10,000 gp/ea) would you give her so that PCs of equal level would be fooled to believe she is a law-abiding citizen with a good heart.


37
Homebrew and House Rules (D&D) / Re: Negative HP/Stabilization
« on: July 19, 2012, 10:38:43 PM »
I'm not quite sure what my thinking was at the time, but you do make a good point. A static DC should suffice.

38
General D&D Discussion / Eyes of the Lich Queen or RHoD?
« on: July 18, 2012, 03:36:41 PM »
I've started a campaign and introduced the players to the ancient House of Vol, the Queen of the Dead (Vol), The Blood of Vol and many of the cults that worship her. Now, the players are only on level 2 and have a lot of playtime ahead of themselves. As I'm trying to plan the general arc of the campaign, I'm torn between slipping in the Red hand of Doom (levels 5-10) as the climax or bringing back a concept that the players were introduced to by running Eyes of the Lich Queen.

I've never played EotLQ. Some posts on GiantITP and the old boards make it sound mediocre. But it does contain lots of fluff about Vol and perhaps, I could use it to segway into bringing back Vol's House. However, the Red Hand of Doom needs no introduction and is considered one of the best published adventures from WoTC.

So, which direction should you choose?

Depending on which adventure is chosen, levels 2-5 will be molded to fit that arc.

39
Homebrew and House Rules (D&D) / Re: Negative HP/Stabilization
« on: July 18, 2012, 03:21:44 PM »
I've been rather busy and have not be able to read your posts. But I've noticed that it may have been overkill when one player ended up at 1 CON after being unable to stabilize. So, I applied a slight fix:

Stabilization:
Instead of rolling a percentile dice, the player rolls a Fortitude save. The DC is 18 + # of HD the character has. Our Dwarven fighter took Great Fortitude and has very little trouble stabilizing. I also allow other players to aid the struggling character with a heal check (DC 10). Every point above DC will be added to the character's Fortitude roll, increasing his odds at stabilizing.

This modification has worked well and both I and my players are happy with it. Since the recovery rate of CON damage is longer, I give the players an opportunity to rest. Currently they're in prison and have many days of rest. Previously they were able to purchase rooms in a lavish Inn, giving them the ability to restore damage at 1.5 times regular rate. And, IMO, this is a harder campaign (players were not given many points to distribute and started off as commoners).

Maybe instead of con damage you can give penalties like dragon age and cure lights and above heal them one at a time?

The penalties were random so it may be more work than you were looking to do though.

Where does one find Dragon Age?

Except that makes death at low-levels extremely dangerous, and penalizes people for days for taking risks. Say the cleric just barely manages to get to the fighter after the fight against a kobold patrol.
Fighter has 2 CON.
Great.

No ability damage healers available before Level 4 or 5 in most parties.

I like it, but this major flaw is crippling
This may be true, but I find that the players become evermore ingenious with their tactics. When at full health, they charge into combat. When nearly crippled, they sneak, diplo, backstab, and use skills in ways that I never thought of. This, I believe, is what the game should be about. Though, I am very much aware that it can be stifling, so walking this fine line is tricky.

40
Legends of the Heroes / Archetypes in a Prison Setting
« on: June 23, 2012, 04:11:55 PM »
I'm looking to make a prison the main setting for my campaign and I'm looking for ideas for prisoners that the players could run into. I'm looking for more than just the plain murderer/thief/pick pocket archetypes. Think of this as a super-max prison, where the more interesting prisoners go. Here is my list thus far:

- Thugs/Gang Members/Triad?
- Political Spy
- Corrupt Politician
- Shaman
- Poisons Expert
- Prisoners of War (of the last great war, so they're really old)
- Cultist Leader (and underlings)
- Religious Terrorist
- Thieves Guild
  - Smuggler (of slaves?)
  - Money Forger
  - Jewel Thief
  - Assassins
- Explosives Expert
- Necromancer
- Pirates (guild?)

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