Castle Clover: METACHAT
- BMR
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Spoon, would you allow an Unguent of Timelessness to work on Kalar? Was kinda banking on this part of the text "When applied to any matter that was once alive this ointment allows that substance to resist the passage of time." to make it so Kalar doesn't decay quite so rapidly, however, if you rule that it can't, I'm fine with that as well.
Last edited by BMR on Sun Jun 07, 2015 2:07 pm, edited 1 time in total.
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- Spoonweaver
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- BMR
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So, I was thinking of buying Kalar a horse and a cart. And then buying a ballista and mounting it onto the cart. After that, kill and zombify the horse to basically create a chariot-mounted ballista of sorts. Only problem is, ballista take a medium character two full rounds to reload. On the other hand, 3d8 damage at ranges of 120 feet. I could have Kalar riding the horse, and Voulton (Large creature) riding on the cart manning the ballista, while everyone else is on the wagon. Hopefully, it would at least allow us to take down a few enemies as they're coming towards us, like the dire bears from the previous encounter.
What you guys think?
EDIT:
MasterK, anything from these pages unless Spoony vetoes something:
What you guys think?
EDIT:
MasterK, anything from these pages unless Spoony vetoes something:
Last edited by BMR on Mon Jun 08, 2015 1:14 am, edited 4 times in total.
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- Spoonweaver
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The limit on items availible is "The party can buy roughly any magic item with value less than 5,000gp. Non-magical items are limited to things no bigger than a suit of armor. "
Oh, and you're need something bigger than a cart to mount a ballista on. A wagon would be pushing it.
Oh, and you're need something bigger than a cart to mount a ballista on. A wagon would be pushing it.
Last edited by Spoonweaver on Mon Jun 08, 2015 3:46 am, edited 1 time in total.
- BMR
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Ah, righto then. So no ballista chariots, a shame. Oh well.
Btw, Spoon. Was going to put this together, so I want to get your approval on it first before buying the materials Kalar will need to make it:
Holy Symbol of Reanimation
This is Kalar's holy symbol, but imbued with greater power. Once every three days, the user of this holy symbol can animate up to 32 HD of undead (as per the Animate Dead spell). Doing so does not require the use of black onyxes. Instead, the owner of the symbol touches it once against each corpse to be animated. Upon being touched, a small black flame visible only to the owner of the symbol alights above the head of the corpse. Touching the corpse again removes this flame. Upon uttering the word "morvire", the spell animates all marked corpses. Undead created in this way remain indefinitely under the owner of the symbol's control. At any one time, the owner of the symbol can only control 4 HD worth of undead per caster level. If the owner of the symbol is a cleric, any undead controlled via his power to command or rebuke undead do not count toward the limit.
Spell Used: Animate Dead
Spell Level: 3
Caster Level: 8
Spell Used: Desecrate
Spell Level: 2
Caster Level: Lowered to 3
Command word: 3 (spell level) × 8 (caster level) × 1,800 gp = 43,200 gp (Animate Dead)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp (Desecrate)
Multiple Different Abilities: 10,800 gp + 50% = 16,200 gp
Base Total: 59,400 gp
Charges per day: 59,400 gp / (5 / (1/3 days) charges per day) = 3,960 gp
Require Alignment (Evil): 3,960 gp - 30% = 2,772 gp
Arbitrary (Does not provide any of the other benefits of the Desecrate spell e.g. Undead combat bonuses, increased undead hp, weakened turning, cutting off shrines, area effect, countering consecrate, hourly duration, etc...): 2,772 gp - 25% = 2,079 gp
Final Cost: 2,079 gp & 84 xp + 1,250 gp of black onyxes (50 onyxes) + 1,250 gp of unholy water (50 vials) + 1,250 gp of silver dust (250 lbs)
Overall Cost: 5,829 gp
Btw, Spoon. Was going to put this together, so I want to get your approval on it first before buying the materials Kalar will need to make it:
Holy Symbol of Reanimation
This is Kalar's holy symbol, but imbued with greater power. Once every three days, the user of this holy symbol can animate up to 32 HD of undead (as per the Animate Dead spell). Doing so does not require the use of black onyxes. Instead, the owner of the symbol touches it once against each corpse to be animated. Upon being touched, a small black flame visible only to the owner of the symbol alights above the head of the corpse. Touching the corpse again removes this flame. Upon uttering the word "morvire", the spell animates all marked corpses. Undead created in this way remain indefinitely under the owner of the symbol's control. At any one time, the owner of the symbol can only control 4 HD worth of undead per caster level. If the owner of the symbol is a cleric, any undead controlled via his power to command or rebuke undead do not count toward the limit.
Spell Used: Animate Dead
Spell Level: 3
Caster Level: 8
Spell Used: Desecrate
Spell Level: 2
Caster Level: Lowered to 3
Command word: 3 (spell level) × 8 (caster level) × 1,800 gp = 43,200 gp (Animate Dead)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp (Desecrate)
Multiple Different Abilities: 10,800 gp + 50% = 16,200 gp
Base Total: 59,400 gp
Charges per day: 59,400 gp / (5 / (1/3 days) charges per day) = 3,960 gp
Require Alignment (Evil): 3,960 gp - 30% = 2,772 gp
Arbitrary (Does not provide any of the other benefits of the Desecrate spell e.g. Undead combat bonuses, increased undead hp, weakened turning, cutting off shrines, area effect, countering consecrate, hourly duration, etc...): 2,772 gp - 25% = 2,079 gp
Final Cost: 2,079 gp & 84 xp + 1,250 gp of black onyxes (50 onyxes) + 1,250 gp of unholy water (50 vials) + 1,250 gp of silver dust (250 lbs)
Overall Cost: 5,829 gp
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- BMR
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Oh, also, shouldn't his control over Bill be separate from his control over the bloodhulks? He controls the former via Animate Dead and the latter via rebuke/command, and the two have separate HD pools. Unless the thing with Dispater changed stuff up?
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- Spoonweaver
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Looks fine.
Ah, ok I'll explain that a bit more. Ok so, Dispater willed it so that you would control the bloodhulks, however you don't have the ability to do so. So, your control over them was spread out over your various methods.
So, you have a choice, you can release one of your undead or try to keep it together and see how you fair.
Ah, ok I'll explain that a bit more. Ok so, Dispater willed it so that you would control the bloodhulks, however you don't have the ability to do so. So, your control over them was spread out over your various methods.
So, you have a choice, you can release one of your undead or try to keep it together and see how you fair.
Last edited by Spoonweaver on Mon Jun 08, 2015 4:21 am, edited 1 time in total.
- BMR
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If the time dilation thing does come into play, Kalar will make these items in this order:
Holy Symbol of Reanimation
(See above)
(3 days)
Belt of Dark Power
This belt provides the wearer with a +2 bonus to Strength.
Spell Used: Bull's Strength
Spell Level: 2
Caster Level: Lowered to 3
Ability bonus (enhancement) (Bonus squared × 1,000 gp): 2² x 1,000 gp = 4,000 gp
Require Alignment (Evil): 4,000 gp - 30% = 2,800 gp
Final Cost: 2,800 gp & 112 xp (3 days)
Cloak of the Fighter
Any who directly attack the wearer of this cloak must succeed on another DC 17 Will save or become shaken for 1 minute. A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Spell Used: Bane
Spell Level: 1
Caster Level: Lowered to 1
Use-activated or continuous: 1 (spell level) × 1 (caster level) × 2,000 gp = 2,000 gp
Require Class (Fighter): 2,000 gp - 30% = 1,400 gp
Final Cost: 1,400 gp & 56 xp (2 days)
Silver Sanctuary Stone (×4)
This silver nugget looks like an ordinary alchemical silver bullet and can be used as such. Using it in this manner does not create any sort of effect though. However, when the stone is held in a closed fist and the word, "Donarus" is said, the holder is encased in a divine shield. For three rounds, any attempting to attack the holder of the stone must first succeed a DC 17 will save. The effect wears of either after three rounds, or if the holder of the stone makes any sort of hostile move against an opponent. Once the effect is over, the magic of the stone is lost.
Spell Used: Sanctuary
Spell Level: 1
Caster Level: Lowered to 3
Single use, use-activated: 1 (spell level) × 3 (caster level) × 50 gp = 150 gp
Final Cost: 150 gp & 6 xp (1 day)
And if Kalar meets up with Bill (and the money in the saddlebags)
Glove of Dark Power
Upon uttering the command word "an mani" the wearer of this glove can channel negative energy into an undead target, healing it by 1 hp. This has no effect on the living.
Spell Used: Inflict Minor Wounds
Spell Level: 0
Caster Level: Lowered to 1
Command word: 0.5 (spell level) × 1 (caster level) × 1,800 gp = 900 gp
Require Alignment (Evil): 900 gp - 30% = 630 gp
Arbitrary (Does not harm the living.): 630 gp - 5% = 598 gp
Add to existing (+50% of price): 598 gp × 1.5 = 898 gp
Final Cost: 898 gp & 36 xp (1 day)
Cloak of Dark Power
The wearer of this cloak must be undead. If the wearer of this cloak would be reduced to 0 hit points, the cloak immediately unleashes 4d8+7 points of negative energy into the wearer, healing him. This only functions once a week.
Spell Used: Inflict Critical Wounds
Spell Level: 4
Caster Level: Lowered to 7
Use-activated or continuous: 4 (spell level) × 7 (caster level) × 2,000 gp = 56,000 gp
Charges per day: 56,000 gp / (5 / 0.142857142857143 charges per day) = 1,600 gp
Require Alignment (Evil): 1,600 gp - 30% = 1,120 gp
Final Cost: 1,120 gp & 45 xp (2 days)
Tent of Fine Resting
This tent has room in it for up to two Medium-sized creatures. Those who spend the night inside the tent recover at twice their natural rate, healing twice the number of hit points and ability damage.
Spell Used: Healthful Rest (Spell Compendium)
Spell Level: 1
Caster Level: Lowered to 2
Use-activated or continuous: 1 (spell level) × 2 (caster level) × 2,000 gp = 4,000 gp
Continuous: 4,000 gp × 0.5 = 2,000 gp
Arbitrary (The spell normally works up to 25 ft. + 5 ft./2 levels. This only works inside the tent.): 2,000 gp - 5% = 1,900 gp
Final Cost: 1,900 gp & 76 xp (2 days)
Totem of Divine Power
This totem is a 6 ft. Long shaft of wood, around an inch thick. One end is sharpened into a point, while the other has a red cloth tied to it. Once the totem is planted into the ground, the red cloth unfurls and all creatures within 30 ft. Allied to the individual who planted the totem receive a +2 morale bonus to their saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. This effect lasts for 3 rounds and can be used once a week.
Spell Used: Nobility Domain
Spell Level: 1
Caster Level: 8
Command word: 1 (spell level) × 8 (caster level) × 1,800 gp = 14,400 gp
Charges per day: 14,400 gp / (5 / (1/7 days) charges per day) = 411 gp
Arbitrary (Lasts longer than Kalar would normally be able to use the power.): 411 gp + 10% = 453 gp
Final Cost: 453 gp & 19 xp (1 day)
Totem of Divine Power
This is an additional power that is added to the Totem of Divine Power. It can be used either together with or separate of other powers. Like other powers, it can be used once a week.
Once activated, all allies within 80 ft. of the individual who planted the totem gain a +2 morale bonus to their Strength and Dexterity. Their speed also increases by +5 feet. This effect lasts for 3 rounds.
Spell Used: Elation
Spell Level: 2
Caster Level: Lowered to 3
Use-activated or continuous: 2 (spell level) × 3 (caster level) × 2,000 gp = 12,000 gp
Charges per day: 12,000 gp / (5 / (1/7 days) charges per day) = 343 gp
Final Cost: 343 gp & 14 xp (1 day)
Totem of Divine Power
This is an additional power that is added to the Totem of Divine Power. It can be used either together with or separate of other powers. Like other powers, it can be used once a week.
Once activated, all allies within 20 ft. of the individual who planted the totem gain a +1 morale bonus to their AC and on saving throws. This effect lasts for 3 minutes.
Spell Used: Divine Protection
Spell Level: 2
Caster Level: Lowered to 3
Use-activated or continuous: 2 (spell level) × 3 (caster level) × 2,000 gp = 12,000 gp
Charges per day: 12,000 gp / (5 / (1/7 days) charges per day) = 343 gp
Final Cost: 343 gp & 14 xp (1 day)
Glove of Undead Slaying
This glove is designed for fighting against undead. It starts out with 50 charges. Once per day, the wearer of this glove can project a ray of searing light from his palm. On a succesful ranged touch attack, this deals damage against undead, the amount of which depends on the number of charges used. For each charge expended, the glove deals 1d6 damage. No more than 5 charges can be used per day. It has no effect on the living.
Spell Used: Searing Light
Spell Level: 3
Caster Level: Lowered to 5
Command word: 3 (spell level) × 5 (caster level) × 1,800 gp = 27,000 gp
Charges per day: 27,000 gp / (5 / 1 charges per day) = 5,400 gp
Charged: 5,400 gp / 2 = 2,700 gp
Require Class (Fighter): 2,700 gp - 30% = 1,890 gp
Arbitrary (Only damages undead, not the living or constructs): 1,890 gp - 30% = 1,323 gp
Final Cost: 1,323 gp & 53 xp (2 days)
All in all, that should take 19 days.
And until he meets up with the others again, I suppose he's out of play for the time being. Unless the Inquisition manage to track us down and attack or something.
Holy Symbol of Reanimation
(See above)
(3 days)
Belt of Dark Power
This belt provides the wearer with a +2 bonus to Strength.
Spell Used: Bull's Strength
Spell Level: 2
Caster Level: Lowered to 3
Ability bonus (enhancement) (Bonus squared × 1,000 gp): 2² x 1,000 gp = 4,000 gp
Require Alignment (Evil): 4,000 gp - 30% = 2,800 gp
Final Cost: 2,800 gp & 112 xp (3 days)
Cloak of the Fighter
Any who directly attack the wearer of this cloak must succeed on another DC 17 Will save or become shaken for 1 minute. A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Spell Used: Bane
Spell Level: 1
Caster Level: Lowered to 1
Use-activated or continuous: 1 (spell level) × 1 (caster level) × 2,000 gp = 2,000 gp
Require Class (Fighter): 2,000 gp - 30% = 1,400 gp
Final Cost: 1,400 gp & 56 xp (2 days)
Silver Sanctuary Stone (×4)
This silver nugget looks like an ordinary alchemical silver bullet and can be used as such. Using it in this manner does not create any sort of effect though. However, when the stone is held in a closed fist and the word, "Donarus" is said, the holder is encased in a divine shield. For three rounds, any attempting to attack the holder of the stone must first succeed a DC 17 will save. The effect wears of either after three rounds, or if the holder of the stone makes any sort of hostile move against an opponent. Once the effect is over, the magic of the stone is lost.
Spell Used: Sanctuary
Spell Level: 1
Caster Level: Lowered to 3
Single use, use-activated: 1 (spell level) × 3 (caster level) × 50 gp = 150 gp
Final Cost: 150 gp & 6 xp (1 day)
And if Kalar meets up with Bill (and the money in the saddlebags)
Glove of Dark Power
Upon uttering the command word "an mani" the wearer of this glove can channel negative energy into an undead target, healing it by 1 hp. This has no effect on the living.
Spell Used: Inflict Minor Wounds
Spell Level: 0
Caster Level: Lowered to 1
Command word: 0.5 (spell level) × 1 (caster level) × 1,800 gp = 900 gp
Require Alignment (Evil): 900 gp - 30% = 630 gp
Arbitrary (Does not harm the living.): 630 gp - 5% = 598 gp
Add to existing (+50% of price): 598 gp × 1.5 = 898 gp
Final Cost: 898 gp & 36 xp (1 day)
Cloak of Dark Power
The wearer of this cloak must be undead. If the wearer of this cloak would be reduced to 0 hit points, the cloak immediately unleashes 4d8+7 points of negative energy into the wearer, healing him. This only functions once a week.
Spell Used: Inflict Critical Wounds
Spell Level: 4
Caster Level: Lowered to 7
Use-activated or continuous: 4 (spell level) × 7 (caster level) × 2,000 gp = 56,000 gp
Charges per day: 56,000 gp / (5 / 0.142857142857143 charges per day) = 1,600 gp
Require Alignment (Evil): 1,600 gp - 30% = 1,120 gp
Final Cost: 1,120 gp & 45 xp (2 days)
Tent of Fine Resting
This tent has room in it for up to two Medium-sized creatures. Those who spend the night inside the tent recover at twice their natural rate, healing twice the number of hit points and ability damage.
Spell Used: Healthful Rest (Spell Compendium)
Spell Level: 1
Caster Level: Lowered to 2
Use-activated or continuous: 1 (spell level) × 2 (caster level) × 2,000 gp = 4,000 gp
Continuous: 4,000 gp × 0.5 = 2,000 gp
Arbitrary (The spell normally works up to 25 ft. + 5 ft./2 levels. This only works inside the tent.): 2,000 gp - 5% = 1,900 gp
Final Cost: 1,900 gp & 76 xp (2 days)
Totem of Divine Power
This totem is a 6 ft. Long shaft of wood, around an inch thick. One end is sharpened into a point, while the other has a red cloth tied to it. Once the totem is planted into the ground, the red cloth unfurls and all creatures within 30 ft. Allied to the individual who planted the totem receive a +2 morale bonus to their saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. This effect lasts for 3 rounds and can be used once a week.
Spell Used: Nobility Domain
Spell Level: 1
Caster Level: 8
Command word: 1 (spell level) × 8 (caster level) × 1,800 gp = 14,400 gp
Charges per day: 14,400 gp / (5 / (1/7 days) charges per day) = 411 gp
Arbitrary (Lasts longer than Kalar would normally be able to use the power.): 411 gp + 10% = 453 gp
Final Cost: 453 gp & 19 xp (1 day)
Totem of Divine Power
This is an additional power that is added to the Totem of Divine Power. It can be used either together with or separate of other powers. Like other powers, it can be used once a week.
Once activated, all allies within 80 ft. of the individual who planted the totem gain a +2 morale bonus to their Strength and Dexterity. Their speed also increases by +5 feet. This effect lasts for 3 rounds.
Spell Used: Elation
Spell Level: 2
Caster Level: Lowered to 3
Use-activated or continuous: 2 (spell level) × 3 (caster level) × 2,000 gp = 12,000 gp
Charges per day: 12,000 gp / (5 / (1/7 days) charges per day) = 343 gp
Final Cost: 343 gp & 14 xp (1 day)
Totem of Divine Power
This is an additional power that is added to the Totem of Divine Power. It can be used either together with or separate of other powers. Like other powers, it can be used once a week.
Once activated, all allies within 20 ft. of the individual who planted the totem gain a +1 morale bonus to their AC and on saving throws. This effect lasts for 3 minutes.
Spell Used: Divine Protection
Spell Level: 2
Caster Level: Lowered to 3
Use-activated or continuous: 2 (spell level) × 3 (caster level) × 2,000 gp = 12,000 gp
Charges per day: 12,000 gp / (5 / (1/7 days) charges per day) = 343 gp
Final Cost: 343 gp & 14 xp (1 day)
Glove of Undead Slaying
This glove is designed for fighting against undead. It starts out with 50 charges. Once per day, the wearer of this glove can project a ray of searing light from his palm. On a succesful ranged touch attack, this deals damage against undead, the amount of which depends on the number of charges used. For each charge expended, the glove deals 1d6 damage. No more than 5 charges can be used per day. It has no effect on the living.
Spell Used: Searing Light
Spell Level: 3
Caster Level: Lowered to 5
Command word: 3 (spell level) × 5 (caster level) × 1,800 gp = 27,000 gp
Charges per day: 27,000 gp / (5 / 1 charges per day) = 5,400 gp
Charged: 5,400 gp / 2 = 2,700 gp
Require Class (Fighter): 2,700 gp - 30% = 1,890 gp
Arbitrary (Only damages undead, not the living or constructs): 1,890 gp - 30% = 1,323 gp
Final Cost: 1,323 gp & 53 xp (2 days)
All in all, that should take 19 days.
And until he meets up with the others again, I suppose he's out of play for the time being. Unless the Inquisition manage to track us down and attack or something.
Last edited by BMR on Mon Jun 08, 2015 4:58 pm, edited 1 time in total.
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- Bob the Hamster
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I was thinking about buying a few more scrolls for Rob. I was reading this http://www.d20srd.org/srd/magicItems/scrolls.htm and if I understand correctly, as a Bard, Rob can use all the same scrolls a Wizard or Sorcerer could use, and that at his current level he should be able to read scrolls up to level 4 without risk of "mishap" Does that sound correct?
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Since Lynda's acquired so many things and changed appearance, I updated her sheet. Went through some of the campaign to see what I might have missed.
I didn't know there was so many things Lynda had.
I didn't know there was so many things Lynda had.
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Last edited by Master K on Tue Jun 09, 2015 3:41 am, edited 1 time in total.
- Spoonweaver
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