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Messages - Dwarfi

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21
Gaming Advice / Re: Reincarnate spell 3.5e
« on: September 04, 2016, 08:10:25 AM »
Ah ok, so my initial thought was correct.

In case of my gnome I would just reset the physical racials (-2ST,+2Dex) and ignore the rest.
I keep all  abilities the gnome had before

I change the body and adjust the physical changes.
And I gain the new abilities.

It says you keep your feats, so I would keep a human-bonus-feat if I was one before.
But would I gain one if I became a human? Its really one of those wonky parts of the spell.
If you were a human and became a human I wouldnt allow another feat though.

22
Gaming Advice / Reincarnate spell 3.5e
« on: September 02, 2016, 09:00:54 AM »
Hello everyone, as my group basically never really used the spell I wanted to check on it before I might use it.

In my example, my PC is a chaotic gnome who loves trying out new ways of life. So that spell looked like fun and at first I didnt mind the possible effects that much.

The correct use is just a bit confusing:

Undo ALL racial adjustments? For example: My gnome has +2DEX, +2INT, -2STR, -2WIS (Dragonlance) Would all that go to +/-0 or do I keep the INT/WIS/CHA stats?
The thing that I only GAIN changes from the new body based on STR/DEX/CON is what confuses me.
So if I use this spell as a race that gives an edge on mental stats, I would basically loose that without getting anything if I return as a race with INT or WIS bonus. Even if I reincarnated as the same race I would loose those stats and only gain/loose  based on STR/DEX/CON ?

What happens to LV adjustments ?

How do you handle changing size? Usually your size effects weapons and clothing.

You gain ALL abilities and alike of the new form but keep your feats, skills.... so no new skill/feat if I become a human, but I dont loose one either if I was a human?


Thanks,
Dwarfi

23
D&D 3.5 and Pathfinder / Re: Some basic questions on spells and treasure
« on: August 17, 2016, 09:02:38 AM »
The group right now is a bit more balanced out in terms of wealth/level. (Lv14 and mostly +2 items and very few higher ones+some artifacts)

We are closing in on the next level up (+50k GP in wealth) and we actually didnt gain that much stuff so far.
And what do you know, a group of 6 assasins comes along, each wearing stuff worth 56k.
Lets see, if I would give all that to the players that would be:
6x56.000 = 336.000 (Treasure for that ECLv after the PHB would 25.000)
lets say they dont want to keep anything and sell it:
336.000/2 = 168.000
/4 players = 42.000 per each PC

I expect them to keep at least some of the items (like +2 nat armor or +2 AC ring for some PCs) beyond that they are likely to sell it or hoard part of it.
Spending the money though is hard in this universe as there are rarely any citys with more than a 15k price limit. Which is really low for Lv14-15 characters

A tricky thing this treasure management. Especially since the entire adventure is filled with human like enemys. But rarely with anything better than +2.

24
Gaming Advice / Re: D&D 3.5e - something on grapple/pins
« on: August 12, 2016, 07:28:38 AM »
Thanks, one more to add:

Does it matter who started the grapple? Lets say a PC grapples a monster with Rake, constrict or alike abilities that can be used during grapple. Can the monster immediately use them on its turn or does it have to "take control" by winning a grapple check? Is just beeing in a grapple not enough to use them?

thanks again

25
Gaming Advice / D&D 3.5e - something on grapple/pins
« on: August 10, 2016, 07:50:05 AM »
As my group likes to come up with scnarios and questions that I usually dont think about, but do once we have a beer and start discussing,
here some questions around grapple and pins: I found the Handbook a bit confusing at times.

D&D 3.5e

1) Can you make a grapple check for each Attack/Round that you have (Based on your BAB)?
Lets say you have 3 attacks per round, can you replace every one of those in a Full attack to make grapple checks?

1b) Can you replace an Aoo with a grapple check? I know you can for trip and disarm and alike, so I would say yes, but I am not sure.

2) Pin: A pin works until you next turn and has to be reestablished each round to keep the target pinned. Keeping a pin up is a standart or atk action / round?
Can you make attacks while pinning an opponent? Do you have to make grapple checks to do it if possible?

3) Can a pinned character use a breath weapon? It says a pinned characters can be stopped from talking, but a breath weapon?

Thanks again,
best
Dwarfi

26
D&D 3.5 and Pathfinder / Can a familiar use wands?
« on: July 28, 2016, 08:37:11 AM »
Hello everyone,

again some questions came up that I usually dont think about which need clarification.

1) - One of my players has a raven familiar, which can speak. Now he argues that the raven should be able to hold and use wands while flying around.
I believe that it can hold a wand in its claws and fly around, but casting from it? I dont know, is talking all thats necessary to use a wand?

2) - Pin an opponent + potions?
 you pin an opponent, stop him from speaking and then search for a potion and drink it? I am not very used to the rules when it comes to pinning an opponent.

Thanks again.
best, Dwarfi

27
I finally managed to get an estimated wealth, each character in our group has (mine not included as I DM at the same time, but its not much)
Although its a bit rough and might not be 100% correct as not every item has a price tag.

Lv12:
Fighter/Cleric: ~68.k (the 2 biggest divine items not included)
Wizard: 80-90k + Spellbook + divine item
Fighter (loot hoarder) 150-200k a big part comes from the +1 fire/ flaming burst/ speed whip

Now the current LV wealth should be around 88k
With the 2 Level ups ( raising wealth to 150k) ahead I get closer to the loot hoarder, but the others fall behind. So I will see that they get some stuff in the near future.

Edit: The boss leaves a lot of +4 items behind, so that should take care of it. But I will have to keep an eye on some of the characters.

28
D&D 3.5 and Pathfinder / Re: Edit: Some basic questions on spells
« on: July 18, 2016, 04:14:15 AM »
Update:

As this is the finale of an adventure, I am currently preparing the next one, which would be the final book of a trilogy.
The book was rather open about the level the group should be by the end of the 2nd book 12-15 (currently 12), but the next book very cleary states that you should be 14 at the beginning of the next adventure, which causes me some trouble.

One Lv up can be covered by the bosses our group is fighting through, and the other as a reward for solving the adventure.
But that Lv boost also makes it tricky in terms of wealth.

After the book, a player should gain ~60.000 in wealth from Lv12 to 14.
The adventure itself doesnt give the players a really expensive treasture, just the ability to add +2 to any nonmagical item. Which isnt that much, when we talk about Lv12-14.
To make it worse, the book actually wants the players to give away a major artifact (if they do it or not is another matter)
The party can gain some more wealth when starting the next adventure (depending on where they go), but overall I am a bit at a loss and hope for some ideas from you guys.
How would you go about this and fix this.

Furthermore I rarely ever played with Lv13/14 characters so I dont really know what sort of gear a character of that Lv would ususally have. (Core only, so no fancy MIC stuff or alike.)





29
D&D 3.5 and Pathfinder / Re: Edit: Some basic questions on spells
« on: July 02, 2016, 08:34:36 AM »
I know its just a rough guideline and varys anyway.

12th    88,000 gp
app. gain per LV: 22.000
13th    110,000 gp

- Lets just say:
A mithrall breastplate: 4200 GP
A +2 weapon 8ooo GP
2x +2 Abil items 8000GP
other protection items ~12.000 GP
+potions ~2000GP
other stuff: 5000 GP

25k in jewels or others

+ a selection of unique magical items as described above.
This is a very basic idea of one of our characters that I based this on:
evil dagger with con drain effect
Fiery Flaming burst whip of speed
Amulett of water breathing
Scabberd of keen edges

I guess its the rather unusual concentration of wealth in form of those epic items that throws me off.

30
D&D 3.5 and Pathfinder / Re: Edit: Some basic questions on spells
« on: July 01, 2016, 02:31:47 AM »
@Kerrus: Maybe Quest-item was a wrong choice of words now that I think about it.
Quest related sounds more fitting.

Examples:
A short sword +2/ +4vs evil
deals double dmg to undead and outsider/3x dmg on crit and an arrey of extra effects like true seeing, ignore AC once a day or week...
Not a quest item, just related to the story, but not necessary.
Would equal a +5 or +6 weapon if not more.

A holy dragonlance - Acts as +5 Con drain, dragon and evil killing keen weapon in the hand of a good character.
Sadly there is no good character in the group, just a neutral one that can at least use some of the powers.
Not a quest item, but a weapon of legend in the current adventure.
~150-200k  in worth I would guess if not more.

Flaming burrst, fire whip of speed ....no quest item. That thing alone equals a +6 weapon ~72.k in worth.
 
2xpearls of a good goddess: Both gain a charge/day - Use up x number of charges to cast any of 10 different healing spells. Kind of like a really powerfull wand or rod.
These actually are quest items and are needed later on.
Give+4 to +5 AC for the user.

An evil dagger with some sick con dmg effects

.... So thats the base.

Plus the DM who ran the start of the adventure gave everyone a free mithrall armor with some fire resistance.
The adventure tends to have more of those treasures around - Its either easy to miss the loot all together, you get nothing or you get an epic item with divine powers.
Not to mention the 25k+ that each character still holds in riches.



31
D&D 3.5 and Pathfinder / Re: Edit: Some basic questions on spells
« on: June 30, 2016, 12:28:29 PM »
Thanks a lot Kitep, that cleared most of it up.

Thread can be closed.

32
D&D 3.5 and Pathfinder / Re: Edit: Some basic questions on spells
« on: June 30, 2016, 05:36:14 AM »
I know the questions on the spells are basic knowledge, but I would love some clarification on it. Thanks again.

33
D&D 3.5 and Pathfinder / Re: Some advice on rolling treasure
« on: June 28, 2016, 04:11:53 AM »
Thank you Samwise.
Thats some usefull feedback.

I faced loot and treasure problems before, but since this adventure feels particulary item restricted, I think I will go with designing the treasures myself.

The problem is that the story gave us a bunch of very powerfull divine objects (needed for story) that can each be equal to a +5 weapon or higher. Which obviously results in problems caculating the total wealth.
Which is why our group didnt get anything more than a +2 item (max) in all other regards and feels starved on otherwise common items, except flat out Gold. Which is particularly hard to spend, as we just come into small cities or countrysides.

34
D&D 3.5 and Pathfinder / Some basic questions on spells and treasure
« on: June 27, 2016, 08:47:19 AM »
Hello again everybody.

Scroll to the later question further down in the thread please.

EDIT:
Since the question further below has been answered already, I would like to check something else about spell casting that I was a bit uncertain of.

1) Casting a spell -line of sight/line of effect: I find the PHB to be a bit confusing about this. On the one hand it says that I have to specify one corner of a square, so I would have to see the point and aim at it. But then it says that its enough for spells like summon monster to just be specified in some way. The difference in both is if you can cast a spell (lets say fireball) into an area that you can't see, like darkness or a fog cloud.
So, do I NEED line of sight or is line of effect sufficient for a fireball?

1b) If you can cast it blindly, what would happen if you dont actually know the distance to a surface? Lets say you are in total darkness, cast a fireball and dont know that 10ft in front of you is a wall?

We had a bit of confusion yesterday, as a monster was inside a fog cloud and we wanted to shoot ray attacks blindly into the square the beast was supposed to be.
Reading up on it later, I am sure that rays are to be handled like ranged attacks with a bow. But a fireball doesnt work like that, its not "thrown" like a missile, it actually emminates from one spot.

2) Do cloud effects stack? Lets say I cast a 2nd acid cloud inside of another acid cloud. Does that work or does it just replace the previous cloud?

3) Touch attacks as attack action? The wiz uses a touch spell and tries to touch a target. The first time he does this he uses his action to cast the spell including the touch attack. Lets say he misses , then the spell is still charged. In the next turn he would have 2 attack actions (thanks to fighter lv and total Lv) can he now make 2 touch attack -attempts (or until discharged) ?
I would say yes, as the casting of the spell is what stops you from doing it multiple times in the first round. Equally, touch attacks as AOOs (the spell was cast before but is not discharged)?


Thank you again.

-------------------



I am currently running a campaign in which I usually was very stingy with treasure in general as the book that I follow gave away some very powerfull items but barely anything else.

Now I am checking what a treasure of the current Level would look like and I would like some advice on that.
The group so far:
4xLv12 Well equipped I would say with 20-25k extra for shopping, which they just cant spent anymore as they already shopped the town empty by buying for 10-15k each.

The next encounters are dangerous at times, but from 6-7 encounters only 2 give treasure and one+2 item of choice/character from the story itself ) if I follow the Monster manual:

1EL13 (2xCR11) normal treasure (13k) in a hoard
1EL14 (2xCR12) double treasure +3 large longspear (2 elder celestial salamander)

The 2nd one is giving me some problems. When checking the DMG, an EC14 encounter should give~17k, correct? The +3 longspear alone is worth that much already (~18k) do I subtract that from the treasure?
Or does this really mean that I should give the group 2x +3 longspear AND treasure worth 34k (because double)?

Of course they might not even get all the treasure, if they dont find the hoard or dont kill both monsters.

I am not used to this, so I would like some advice on this from someone who is more used to reading treasure tables and creating them.
Thanks.

35
D&D 3.5 and Pathfinder / Inspiration for a swamp encounter?
« on: April 15, 2016, 11:05:11 AM »
Hello everyone.
I am currently leading my group through a swamp, complete with a Black dragon at the end. So no dragon encounters needed.
My players are really hyped about this area and so I want to give them some really sweet encounters instead of just some random rolls for random encounters that just die too easily anyway.
And so I would like to ask for some ideas. Basically anything is possible as an encounter, it shouldnt have much treasure if any at all though.

Group: LV11- some nice armor items and weapons but overall not overequipped
Wizard of high sorcery-necromancer
Beguiler (my PC)
Fighter
Fighter/cleric

NPCs: We have 3 other gnomes and a Lv7 kobold wizard with us as well. The kobold helps in battles.

We are using 2 boats and a raft tied to it as means of transport and we will travel for 3 days until we reach a ruin in the swamp, where the dragon lives.
Day 1- open marsh - belly deep swampy water, grass and a lot of water ways and fog, some trees here and there. At the late afternoon we come across a 12 headed hydra, which was a lot of fun to beat up.

Other ideas so far:Letting them decide which path to take:
Deeper water but faster travel: (CR10)
Wyndlass- Kind of close to the Hydra encounter, bigger surprise attack and more dangerous in deeper water for sure. 10 attacks, grapple lots of damage. Can die as easily as the Hydra if it eats a ray of exhaustion or a hold monster. The guide on the boat would definately warn them about possible dangers on this way. If it manages to stay underwater and attack from there then its even more dangerous. Potent but a bit repetative with the previous Hydra.

Water path through the forest: (CR11)
2d6 x shocker lizard (tribe) + 1 Behir
Maybe the PCs see some signs for a tribe, like totems and then meet only one of them, which returns with a group and a Behir to attack.

Vinespawn - x1 (CR7) x4 (CR11)
Pretty disgusting as it is a plant type (useless beguiler). Very strong, fast and can dish out lots of damage. The effect of the "spawn" is a great element to describe ingame. ^^

Swamp gas ? negative effects or igniteable when fire is used?

What have you played so far, or what comes to your mind?

36
D&D 3.5 and Pathfinder / Checking on rules - starting an encounter
« on: April 03, 2016, 11:20:49 AM »
Hello everyone, I read through the PHB part about starting an encounter, but it confuses me a bit when in use, so I would like to countercheck how this is done correctly.

1: both partys are unaware of each other until:
2: Spot/ Listen checks - are spot/listen checks always made against a monsters hide/move silently check or against a surrounding based check? Usually a walking character is not trying to hide or move silently, a monster in a swamp might though.

3: result: Only 1 side is aware > start of a  surprise round, where you can make limited actions. Enemys unaware are flat footed.

after that or:
4: Both are aware of each other: Roll for initiative and begin the turn.

Question there:
Even if both are aware of each other, is a character flat footed until he takes his first turn or is he automatically not flat footed once he is aware of the enemy?

Thanks again everyone

37
D&D 3.5 and Pathfinder / Re: DnD 3.5e - Boss too powerfull?
« on: March 24, 2016, 10:31:09 AM »
Just to make it complete:
The black wizard was confused and shot a  ray at the minotaur, which cost him 3 Levels and triggered the defensive attack during confusions.
The gnome and the human used a dom. person (which failed) and a calm emotions spell from a scroll to stop it.

Out of luck the next wave of attacks from the machine hit illusions and the minotaur, which was now free to rip the capsule out of the machine and run downstairs.

The rest of the group followed quickly, leaving only illusions and the human behind.
Those got attacked with a chaos hammer, but most dmg and the slow were deflected with a good save.

So far it was a thrilling fight, but not much dmg has been dealt, so I spiced it up a bit from here.
The chaos hammer destroyed the floor and collapsed it. The machine and everything around it fell down, forcing a Ref SV on the group against a bit of fall and stone damage.
The group slightly heals and then runs down the next stairs, down the tower, while the machie smashed another floor, repeating the process from before. It fell on a lower room with a fire orb, which dealt some fire dmg to the PCs after its destruction.
After falling 2 floors, the machine falls apart releasing its magical energy in a growing and vibrating sound.

I make a D4 roll to see how much more of the tower gets destroyed (1) and let the group run as far down as possible before describing the explosion above.
The players were amazed by the fight and recieved a Level up as a well deserved reward.

Thanks to everyone for the ideas, it was a blast.

38
D&D 3.5 and Pathfinder / Re: DnD 3.5e - Boss too powerfull?
« on: March 02, 2016, 04:35:45 AM »
Hello again, thought I might throw in the current state.

I gave the group lots of warning signs and even the option to spy on the construct beforehand.
As far as buffs go we used: Mirror image for the 2 casters, prot from evil (although useless here) and Freedom of movement for everybody (which used up all Lv4 spells from the beguiler)
And a haste

We went in under a creative idea from the wizard: Using a pillow and a gust of winds to create a 1 round smog effect made of feathers, granting total concealment while entering the room.
Adding an invisibility for the Minotaur, a magic weapon for the 2nd melee and a group of illusions as diversions.

The construct used Cloak of Chaos as a 1st protection, but the melee made the save and did some damage.
The beguiler tried a slow but the Construct made the SV.
While the minotaur moves around the construct and finds a cylinder, built into the machine. We are looking for a magical scroll, which we know is in or near the machine. Anyway, the Minotaur is sure that the scroll is inside, or it is at least important and breaks the invis. by starting to rip it out. This part is new, but I think its a nice way to do something else than only melee for X rounds.
He needs to break 3 holding arms to get it out though, while the machine starts to see him as a threat.

The 2nd attack of the machine: 4tentacles: Hit a mirror image and 1 illusion, 1 trip for the minotaur and the other one misses on a 1. (Lucky)

The wizard casts a swarm of rats to run into the machine (nice idea and will be rewarded) and later shoots the last holding mechanism of the cylinder, for an easier final strength check.

The machine uses word of chaos, Deaf is almost irrelevant, stun is negated by freedom of movement (might be wrong but whatever ^^), and the confusion (we only roll once/char as it usually results in too much work when used on enemys to roll every turn.

1) Beguiler- is chaotic so imune anyway
2) 1st melee: Act normaly (super luck)
3) Minotaur: Attack nearest creature - a 50/50 to attack the wiz or the machine and he attacks the machine (but stops pulling on the cylinder) still very lucky again
4) Wiz: Has to roll on his next turn

This is where we had to stop, but they overcame the worst with a lot of buffs and pure luck.
The next round will be tentacles again, where at least 1 will go for the tauren and the other melee, the other 2 at random (most likely mirror image or illusion)

If the machine is still alive after that round and the group hasnt taken the cylinder and runs - it uses chaos hammer for some real damage.
The only thing I can plan is that the beguiler trys to dispell the confusion when possible (he cant see half of the team)

For a more dramatic ending: If they get the cylinder the machine will destabilize and destroy the floor, making it fall down to the lower one. Dealing some damage to everyone but destroying itself in the process as well. Or something alike ^^

39
D&D 3.5 and Pathfinder / Re: DnD 3.5e - Boss too powerfull?
« on: February 21, 2016, 12:04:04 PM »

The map is.... tricky
The construct is on the top floor of a tower and can reach any place on that floor with its attacks.
When the group wants to retreat they would have to pass throuh another room below which , by its design is only safe on the stairs. Passing through that room usually means more damage.

I surely will give the group a sense of the great danger ahead, hoping that they heal and buff as much as they can.
Mirror images for the beguiler(me) and maybe illusions or (greater) invisibility for the group might do a lot for survival chances. At least in regards to the slam and grapple attacks. The spells are much harder to defend against.

I could add a room or corridor to rest right before the boss too...

All of that might give them a chance. Gr Invis might be the best thing I can add, although I dont remember if the boss has tremorsense or alike.
This will be a tuff nut.

40
D&D 3.5 and Pathfinder / DnD 3.5e - Boss too powerfull?
« on: February 19, 2016, 09:26:45 AM »
Hi everyone,

I am currently running an adventure for my 4 man group in a dragonlance setting.
Usually the encounters are pretty easy thanks to our group composition:

1-tauren fighter
2-human mystique/fighter mix
3-wizard black robe, focus on necromancy and some other spells
4 Beguiler (my character)

But right now we are about to face a boss character, which is almost perfectly made to fight our group, if I just play it after the book.
Not to mention that he is really powerfull:

We are all Lv10, the CR is 12 although we defeated other CR like that with easy already.
The problem is that it is a construct with 250HP and Chaos spells.
Not just any, Cloak of Chaos, Chaos Hammer, Confusion, Word of chaos, 4x +25 slam attacks for a lot of dmg, +45 grapple/trip, constrict, smite law.... even if all players were Lv12 this would be hard, but Lv10... I have serious doubts.
The cloak of chaos alone is a Lv8 spell with no save if I remember correctly.

All the melees and I think the wiz as well are lawfull and thereby prone to the anti law effects.
The tauren fighter uses a fire whip which is bad against constructs (because of the fire dmg)
The necromancer because he cant debuff it
And my char can at least use illusions or haste, so maybe I can buy them some time.

I would like to hear some feedback and ideas from you as I dont want to kill my entire group with this.
What would you do?


 

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