Castle Clover: METACHAT
- Feenicks
- Metal Slime
- Posts: 648
- Joined: Tue Aug 10, 2010 9:23 pm
- Location: ON THE AIR IN THE AIR
- Contact:
Might as well link Rachelle's edited sheet as well. Hopefully I changed everything correctly.
I'm still working up my buy/sell stuff. Right now, it's looking something like:
Starting Gold: 2045 GP
Items Sold:
Cloak of Resistance +1 - 500 GP
Leather Armor +3 - 4505 GP
+1 Adamantine Breastplate - 5600 GP
New Gold: 12650 GP
Items Bought:
+2 Heavy Steel Shield 4170 GP
Large Cold Iron Battle Axe 40 GP
4 Large Cold Iron Throwing Axes 128 GP
+1 Fullplate 2,650 GP
Ring of Protection +1 2000 GP
Mastework Woodworking Tools 55 GP
Final Gold: 3607 GP
Results:
Voulton loses 1 to each of his saves (but opens a slot for the cloak Kalar made).
Voulton loses his 2 points of Damage Reduction
Voulton's base AC increases by 3 due to Fullplate over Breastplate. 21 instead of 18.
While wielding the shield, this increases to 25.
The ring of protection takes this up to 26.
The downside is that while using the shield, he's unable to use his beloved great axe. Hence the Battle Axe, and hence the throwing axes to try to get a little ranged combat going (Hit them while they can't hit you!). In preparation for demonic encounters I'm buying cold iron, because Holy is waaaay too expensive to possibly afford and in most other situations I expect to be too busy breaking swords (Best defense is a good offense!) with the great axe. I'm taking Quick Draw as my fighter bonus feat to make this kind of switching more viable.
Am I going to have a problem going around in fullplate? Is there anything I could be spending my money on more prudently? Am I stupid to have 4 feats tied up into a weapon I'm not even going to be using all the time now? Should I make these weapons masterwork? Get an enchanted non-cold iron weapon? Anyone has any thoughts, lemme know
Gonna be a lot of weight, I realize, but I should be able to salvage most of it by ditching the excess beef jerky and putting the oil, lanterns and rope into the wagon. Might even buy a pack mule.
Updated my sheet with the hypothetical new weapons. Didn't monkey with the equipment yet, all I did was change my BAB, Saves, HP and Skills. As always that's http://www.thetangledweb.net/forums/pro ... ?cid=80313
EDIT: And just for reference... spooky, terrible reference. 26 AC isn't enough to safely fight Dire Bears: They have +19 to attack! Damn nature, you scary!
Starting Gold: 2045 GP
Items Sold:
Cloak of Resistance +1 - 500 GP
Leather Armor +3 - 4505 GP
+1 Adamantine Breastplate - 5600 GP
New Gold: 12650 GP
Items Bought:
+2 Heavy Steel Shield 4170 GP
Large Cold Iron Battle Axe 40 GP
4 Large Cold Iron Throwing Axes 128 GP
+1 Fullplate 2,650 GP
Ring of Protection +1 2000 GP
Mastework Woodworking Tools 55 GP
Final Gold: 3607 GP
Results:
Voulton loses 1 to each of his saves (but opens a slot for the cloak Kalar made).
Voulton loses his 2 points of Damage Reduction
Voulton's base AC increases by 3 due to Fullplate over Breastplate. 21 instead of 18.
While wielding the shield, this increases to 25.
The ring of protection takes this up to 26.
The downside is that while using the shield, he's unable to use his beloved great axe. Hence the Battle Axe, and hence the throwing axes to try to get a little ranged combat going (Hit them while they can't hit you!). In preparation for demonic encounters I'm buying cold iron, because Holy is waaaay too expensive to possibly afford and in most other situations I expect to be too busy breaking swords (Best defense is a good offense!) with the great axe. I'm taking Quick Draw as my fighter bonus feat to make this kind of switching more viable.
Am I going to have a problem going around in fullplate? Is there anything I could be spending my money on more prudently? Am I stupid to have 4 feats tied up into a weapon I'm not even going to be using all the time now? Should I make these weapons masterwork? Get an enchanted non-cold iron weapon? Anyone has any thoughts, lemme know
Gonna be a lot of weight, I realize, but I should be able to salvage most of it by ditching the excess beef jerky and putting the oil, lanterns and rope into the wagon. Might even buy a pack mule.
Updated my sheet with the hypothetical new weapons. Didn't monkey with the equipment yet, all I did was change my BAB, Saves, HP and Skills. As always that's http://www.thetangledweb.net/forums/pro ... ?cid=80313
EDIT: And just for reference... spooky, terrible reference. 26 AC isn't enough to safely fight Dire Bears: They have +19 to attack! Damn nature, you scary!
Last edited by Gizmog on Thu Jun 11, 2015 10:24 am, edited 1 time in total.
- BMR
- Metal King Slime
- Posts: 3310
- Joined: Mon Feb 27, 2012 2:46 pm
- Location: The Philippines
- Contact:
Looks good to me.
If you have 3,607 gp left, and if you can somehow get the money to Kalar, then I can have him make one of these for you:
Balor's Belt
Once per day, the wearer of this belt can activate it with the word "sanct flam". Upon activation, the wearer bursts into flame. These flames do not harm the wearer or his equipment, but if the wearer is grappling then the creature being grappled takes 6d6 points of fire damage each round the grapple is maintained. This effect lasts 6 rounds.
Spell Used: Balor Nimbus (Spell Compendium)
Spell Level: 2
Caster Level: Lowered to 6
Command word: 2 (spell level) × 6 (caster level) × 1,800 gp = 21,600 gp
Charges per day: 21,600 gp / (5 / 1 charges per day) = 4,320 gp
Require Class (Fighter): 4,320 gp - 30% = 3,024 gp
Final Cost: 3,024 gp & 121 xp (4 days)
Belt of the Animal
Three times per day, upon uttering the word "carnax vas" the wearer of this belt receives a +2 bonus to Strength, Dexterity, and Constitution. This bonus lasts for 1 minute (10 rounds).
Spell Used: Animalistic Power (Player's Handbook II)
Spell Level: 2
Caster Level: Lowered to 3
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp
Charges per day: 10,800 gp / (5 / 3 charges per day) = 6,480 gp
Require Class (Fighter): 6,480 gp - 30% = 4,536 gp
Arbitrary (Only lasts for 1 minute as opposed to the 3 minutes of the spell.): 4,536 gp - 20% = 3,629 gp
Final Cost: 3,629 gp & 145 xp (4 days)
Obscuring Vest
The wearer of this vest is surrounded by a chaotic blast of multicolored hues. All incoming arrows, rays, and other ranged attacks that require an attack roll have a 20% miss chance.
Spell Used: Entropic Shield
Spell Level: 1
Caster Level: Lowered to 1
Use-activated or continuous: 1 (spell level) × 1 (caster level) × 2,000 gp = 2,000 gp
Continuous: 2,000 gp × 2 = 4,000 gp
Require Class (Fighter): 4,000 gp - 30% = 2,800 gp
Final Cost: 2,800 gp & 112 xp (3 days)
Vest of Faith (This might be more cost-effective than the Ring of Protection)
The wearer of this vest is bestowed with divine protection. He receives a +2 deflection bonus to AC.
Spell Used: Shield of Faith
Spell Level: 1
Caster Level: Lowered to 1
Use-activated or continuous: 1 (spell level) × 1 (caster level) × 2,000 gp = 2,000 gp
Continuous: 2,000 gp × 2 = 4,000 gp
Require Class (Fighter): 4,000 gp - 30% = 2,800 gp
Final Cost: 2,800 gp & 112 xp (3 days)
Mask of the Heavens
The wearer of this mask can focus on a single creature with evil alignment to grant it a vision of the Seven Heavens. Doing so is a Standard Action and the creature must be within 25 feet. If the creature fails a DC 17 Will save, it becomes dazed. This is a mind-affecting effect, and does not apply to creatures immune to mind-affecting spells.
Spell Used: Vision of Heaven (Book of Exalted Deeds)
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)
Glove of Healing (With this one, if Spoon OKs the mechanics, I could make one for every party member.)
The wearer of this glove can, at will, heal 1d8+1 points of damage. This has the opposite effect on undead and instead harms them. This glove is tied to Kalar, and only works when within 30 ft. Of him. Each glove in existence not in Kalar's possession removes the use of one of his 2nd level spell slots.
Spell Used: Cure Light Wounds
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
Arbitrary (Only functions near Kalar, removes the use of one of his 2nd level spell slots.): 1,400 gp - 50% = 700 gp
Final Cost: 700 gp & 28 xp (1 day)
If you have 3,607 gp left, and if you can somehow get the money to Kalar, then I can have him make one of these for you:
Balor's Belt
Once per day, the wearer of this belt can activate it with the word "sanct flam". Upon activation, the wearer bursts into flame. These flames do not harm the wearer or his equipment, but if the wearer is grappling then the creature being grappled takes 6d6 points of fire damage each round the grapple is maintained. This effect lasts 6 rounds.
Spell Used: Balor Nimbus (Spell Compendium)
Spell Level: 2
Caster Level: Lowered to 6
Command word: 2 (spell level) × 6 (caster level) × 1,800 gp = 21,600 gp
Charges per day: 21,600 gp / (5 / 1 charges per day) = 4,320 gp
Require Class (Fighter): 4,320 gp - 30% = 3,024 gp
Final Cost: 3,024 gp & 121 xp (4 days)
Belt of the Animal
Three times per day, upon uttering the word "carnax vas" the wearer of this belt receives a +2 bonus to Strength, Dexterity, and Constitution. This bonus lasts for 1 minute (10 rounds).
Spell Used: Animalistic Power (Player's Handbook II)
Spell Level: 2
Caster Level: Lowered to 3
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp
Charges per day: 10,800 gp / (5 / 3 charges per day) = 6,480 gp
Require Class (Fighter): 6,480 gp - 30% = 4,536 gp
Arbitrary (Only lasts for 1 minute as opposed to the 3 minutes of the spell.): 4,536 gp - 20% = 3,629 gp
Final Cost: 3,629 gp & 145 xp (4 days)
Obscuring Vest
The wearer of this vest is surrounded by a chaotic blast of multicolored hues. All incoming arrows, rays, and other ranged attacks that require an attack roll have a 20% miss chance.
Spell Used: Entropic Shield
Spell Level: 1
Caster Level: Lowered to 1
Use-activated or continuous: 1 (spell level) × 1 (caster level) × 2,000 gp = 2,000 gp
Continuous: 2,000 gp × 2 = 4,000 gp
Require Class (Fighter): 4,000 gp - 30% = 2,800 gp
Final Cost: 2,800 gp & 112 xp (3 days)
Vest of Faith (This might be more cost-effective than the Ring of Protection)
The wearer of this vest is bestowed with divine protection. He receives a +2 deflection bonus to AC.
Spell Used: Shield of Faith
Spell Level: 1
Caster Level: Lowered to 1
Use-activated or continuous: 1 (spell level) × 1 (caster level) × 2,000 gp = 2,000 gp
Continuous: 2,000 gp × 2 = 4,000 gp
Require Class (Fighter): 4,000 gp - 30% = 2,800 gp
Final Cost: 2,800 gp & 112 xp (3 days)
Mask of the Heavens
The wearer of this mask can focus on a single creature with evil alignment to grant it a vision of the Seven Heavens. Doing so is a Standard Action and the creature must be within 25 feet. If the creature fails a DC 17 Will save, it becomes dazed. This is a mind-affecting effect, and does not apply to creatures immune to mind-affecting spells.
Spell Used: Vision of Heaven (Book of Exalted Deeds)
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)
Glove of Healing (With this one, if Spoon OKs the mechanics, I could make one for every party member.)
The wearer of this glove can, at will, heal 1d8+1 points of damage. This has the opposite effect on undead and instead harms them. This glove is tied to Kalar, and only works when within 30 ft. Of him. Each glove in existence not in Kalar's possession removes the use of one of his 2nd level spell slots.
Spell Used: Cure Light Wounds
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
Arbitrary (Only functions near Kalar, removes the use of one of his 2nd level spell slots.): 1,400 gp - 50% = 700 gp
Final Cost: 700 gp & 28 xp (1 day)
Being from the third world, I reserve the right to speak in the third person.
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
That Balor's belt is something fierce! The only downside is that I'm not eligible for Improved Grapple, which limits my grappling to defensive situations. As ace in the holes go though, it's fantastic! Any caster would be a dumbass not to have one of those.
I'm also liking the Obscuring Vest, but "chaotic blast of multicolored hues" sounds like "Big neon sign that says I'm using magic".
Vest of Faith is definitely more cost effective than the Ring of Protection and I think that's what I'm gonna go with. Would leave me with 2807 GP which is a great number, leaves a ring slot open for later, and furthers the friendship of Kalar and Voulton, the Ebony and Ivory of Avagina.
EDIT: Oh and MasterK, the final call is obviously up to Spoony, but this page might give you a ball park figure: http://www.d20srd.org/srd/treasure.htm#tableGems . It might be the wrong ball park, but at least it's a figure.
I'm also liking the Obscuring Vest, but "chaotic blast of multicolored hues" sounds like "Big neon sign that says I'm using magic".
Vest of Faith is definitely more cost effective than the Ring of Protection and I think that's what I'm gonna go with. Would leave me with 2807 GP which is a great number, leaves a ring slot open for later, and furthers the friendship of Kalar and Voulton, the Ebony and Ivory of Avagina.
EDIT: Oh and MasterK, the final call is obviously up to Spoony, but this page might give you a ball park figure: http://www.d20srd.org/srd/treasure.htm#tableGems . It might be the wrong ball park, but at least it's a figure.
Last edited by Gizmog on Thu Jun 11, 2015 8:49 pm, edited 1 time in total.
- Spoonweaver
- Liquid Metal King Slime
- Posts: 6247
- Joined: Mon Dec 08, 2008 7:07 am
- Location: Home
- Contact:
- BMR
- Metal King Slime
- Posts: 3310
- Joined: Mon Feb 27, 2012 2:46 pm
- Location: The Philippines
- Contact:
What do you need the slippers for? Lynda can already fly, and those slippers only work for 10 minutes each day. That, and they wouldn't work too well outdoors. For 10k-ish, Kalar can make you that belt that gives you an extra pair of arms. Or, if you don't like that, for 6,703 gp, Kalar can make you boots that will let you walk on air for up to an hour each day.
Boots of Air Walk
When the wearer of these boots utters the command word "levitus", the magic activates and the user can walk on air as if it were solid ground. She can move upwards at an angle of up to 45 degrees in order to gain altitude. The wearer moves through air at a speed equal to her base land speed. In order to deactivate the boots, she need only say the command word again, at which point she will float downwards at a speed of 60 feet per round for 1 round, causing no damage. This power can be used for up to 60 minutes each day, but these need not be consumed all at once and can instead be spread out over a day.
Spell Used: Air Walk
Spell Level: 4
Caster Level: Lowered to 7
Command word: 4 (spell level) × 7 (caster level) × 1,800 gp = 50,400 gp
Charges per day: 50,400 gp / (5 / 1 charges per day) = 10,080 gp
Require Class (Ranger): 10,080 gp - 30% = 7,056 gp
Arbitrary (Only lasts for 1 hour, unlike the potentially longer amount of time the spell would provide. Also floats downwards for only 1 round, instead of 1d6 rounds.): 7,056 gp - 5% = 6,703 gp
Final Cost: 6,703 gp & 268 xp (7 days)
Boots of Air Walk
When the wearer of these boots utters the command word "levitus", the magic activates and the user can walk on air as if it were solid ground. She can move upwards at an angle of up to 45 degrees in order to gain altitude. The wearer moves through air at a speed equal to her base land speed. In order to deactivate the boots, she need only say the command word again, at which point she will float downwards at a speed of 60 feet per round for 1 round, causing no damage. This power can be used for up to 60 minutes each day, but these need not be consumed all at once and can instead be spread out over a day.
Spell Used: Air Walk
Spell Level: 4
Caster Level: Lowered to 7
Command word: 4 (spell level) × 7 (caster level) × 1,800 gp = 50,400 gp
Charges per day: 50,400 gp / (5 / 1 charges per day) = 10,080 gp
Require Class (Ranger): 10,080 gp - 30% = 7,056 gp
Arbitrary (Only lasts for 1 hour, unlike the potentially longer amount of time the spell would provide. Also floats downwards for only 1 round, instead of 1d6 rounds.): 7,056 gp - 5% = 6,703 gp
Final Cost: 6,703 gp & 268 xp (7 days)
Last edited by BMR on Fri Jun 12, 2015 5:14 am, edited 1 time in total.
Being from the third world, I reserve the right to speak in the third person.
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
- Spoonweaver
- Liquid Metal King Slime
- Posts: 6247
- Joined: Mon Dec 08, 2008 7:07 am
- Location: Home
- Contact:
- BMR
- Metal King Slime
- Posts: 3310
- Joined: Mon Feb 27, 2012 2:46 pm
- Location: The Philippines
- Contact:
Huh, good point, hadn't thought of that. Change that to... I dunno, something else that's Latin-y. "Levis corpus"?Gizmog wrote:Is Levitus a good command word when we're fighting Levistus?
As for leaving town, I say stay for another day or so. Give Kalar time to make items while maybe Voulton pimps out the wagon.
Being from the third world, I reserve the right to speak in the third person.
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
- BMR
- Metal King Slime
- Posts: 3310
- Joined: Mon Feb 27, 2012 2:46 pm
- Location: The Philippines
- Contact:
Was thinking about additions to the wagon. This is really expensive, but could be useful:
Lance Turret
This cylindrical piece of wood is around a foot in diamter on one end, tapering down to a six inch diamter on the other. The thicker end has two handles attached to it that allow it to be gripped and aimed. It is around two feet long and mounted onto a wooden stand that allows it to pivot and turn. The entire body is carved with all sorts of divine symbols and runes. It is far too unwieldy to be used as a weapon by itself, instead needing to be mounted onto a platform. The thicker end has a single onyx embeded into it. When the onyx is aimed and pressed (a standard action), the weapon activates, and sends out a lance of pure sound which strikes unerringly at its target. This lance does 6d6 damage (Fort half, DC 19) and can hit targets up to 160 feet away. There is no limit to the number of times the weapon can be fired each day. The weapon contains 50 charges, and each shot uses up one charge. It can be recharged by casting divine spells into it. Each 4th level divine spell cast into it provides half a charge. 3rd level spells provide a quarter of a charge, but anythin 2nd level and lower is too weak to have any effect. 5th level spells provide a full charge, but anything 6th level and higher is too powerful and will instead damage the weapon.
Spell Used: Sound Lance (Savage Species)
Spell Level: 3
Caster Level: Lowered to 6
Use-activated or continuous: 3 (spell level) × 6 (caster level) × 2,000 gp = 36,000 gp
Charged: 36,000 gp / 2 = 18,000 gp
Arbitrary (Kalar must be within 30 ft. Of the weapon. As long as the weapon has charges, he gives up the use of a 4th and a 3rd level spell slot.): 18,000 gp - 40% = 10,800 gp
Final Cost: 10,800 gp & 432 xp (11 days)
Voulton would have to make the wooden part, seeing as how he's the only one of us who has Craft skills.
Lance Turret
This cylindrical piece of wood is around a foot in diamter on one end, tapering down to a six inch diamter on the other. The thicker end has two handles attached to it that allow it to be gripped and aimed. It is around two feet long and mounted onto a wooden stand that allows it to pivot and turn. The entire body is carved with all sorts of divine symbols and runes. It is far too unwieldy to be used as a weapon by itself, instead needing to be mounted onto a platform. The thicker end has a single onyx embeded into it. When the onyx is aimed and pressed (a standard action), the weapon activates, and sends out a lance of pure sound which strikes unerringly at its target. This lance does 6d6 damage (Fort half, DC 19) and can hit targets up to 160 feet away. There is no limit to the number of times the weapon can be fired each day. The weapon contains 50 charges, and each shot uses up one charge. It can be recharged by casting divine spells into it. Each 4th level divine spell cast into it provides half a charge. 3rd level spells provide a quarter of a charge, but anythin 2nd level and lower is too weak to have any effect. 5th level spells provide a full charge, but anything 6th level and higher is too powerful and will instead damage the weapon.
Spell Used: Sound Lance (Savage Species)
Spell Level: 3
Caster Level: Lowered to 6
Use-activated or continuous: 3 (spell level) × 6 (caster level) × 2,000 gp = 36,000 gp
Charged: 36,000 gp / 2 = 18,000 gp
Arbitrary (Kalar must be within 30 ft. Of the weapon. As long as the weapon has charges, he gives up the use of a 4th and a 3rd level spell slot.): 18,000 gp - 40% = 10,800 gp
Final Cost: 10,800 gp & 432 xp (11 days)
Voulton would have to make the wooden part, seeing as how he's the only one of us who has Craft skills.
Being from the third world, I reserve the right to speak in the third person.
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
- Bob the Hamster
- Liquid Metal King Slime
- Posts: 7460
- Joined: Tue Oct 16, 2007 2:34 pm
- Location: Hamster Republic (Ontario Enclave)
- Contact: