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Post by Nygil, Nickolie on Mar 28, 2011 15:41:27 GMT -5
Last question first, yes... MM 3 or 4 I think....it maybe in 5. Any case it is there.
Now, as for pets.... no. I hate keeping track of a dozen things per PC. It is a pain in the butt. So get it as a class feature or don't get it. Cool idea though.
As for 'arming' an animals to give it better damage.... maybe... but it would have a penalty to hit.
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Post by markuswolfe on Mar 28, 2011 15:53:47 GMT -5
I'm only intent on getting one.....well, one at any given time, they might die whilst I ride them. And I would handle it all, I would even feed it and keep track of its advancement myself, I promise.
Checked out MM3. It had Mastodon, but it did not list a price for it. It just said that each tusk sold for 500 gp and that if you took one as an animal companion to apply a -15 adjustment to your level for determining its characteristics and special abilities.
Nevermind, I'll just get it with warbeast template and use the given mechanics to sort it out.
Let's see......that's 1150gp for the mammoth and 1225gp for the mastodon, or 1225gp and 1300gp if you include the hitdie they gain.
Any chance I'd get these with full hitdice, or just half?
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Post by Nygil, Nickolie on Mar 28, 2011 16:32:42 GMT -5
Class features get max hp, bought animals would have half.
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Post by markuswolfe on Mar 28, 2011 17:25:09 GMT -5
Alrighty then. One last question: What happens if you have the Trample feat and the creature you're riding already has trample?
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Post by Nygil, Nickolie on Mar 28, 2011 17:27:13 GMT -5
Nothing.
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Post by markuswolfe on Mar 29, 2011 15:11:42 GMT -5
Alright, if you let me get a mammoth at a reasonable level, which I can give more hitdice in exchange for reasonable amounts of exp, I promise to:
A) Pay what is needed to feed and shelter it. B) Splurge a great deal of wealth on it's equipment as opposed to my own. C) Take numerous mounted combat feats without taking a single level in fighter. D) Overall, if a DM gets tired of my mounted shenanigans, all they need do is force me onto foot, leaving me a bard who isn't that great at fighting. E) Let other people ride it, despite being CE, F) DO NOT DO whatever it is Liam did with that dinosaur skeleton.
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Post by Nygil, Nickolie on Mar 29, 2011 15:40:03 GMT -5
I agree to this, in theory at least. It sounds fun.
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Post by markuswolfe on Mar 31, 2011 8:48:35 GMT -5
Alright, I'll ask this now: with the exception of the fact that it can carry 4 or 5 people and only 1 of them needs to make a ride check, is there any effective difference between a howdah and a saddle?
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Post by Nygil, Nickolie on Mar 31, 2011 13:01:42 GMT -5
Naww, the Howdah is just so others can be on it, and make attacks and stuff with out the normal penltys.
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Post by arhino on Apr 1, 2011 1:03:32 GMT -5
Well, with my last essay finished and exams still a few weeks off I had some free time and a hankering for some character building. I figured I would post the general build and see what you guys think. The character will be based heavily on the use of various auras for party buffing. Right now I'm thinking paladin 3/pious templar 1/ marshal rest. The marshal class seems a bit weak to me, but Shines was a non-combatant for four levels so I don't think that will be too much of a problem. The main advantage of the marshal is the fact that all of his boosts are circumstance bonuses. I cant think of any other class that provides that kind of bonus, so the marshal will work extremely well with other buffers like bards. In terms of fighting style I'm thinking standard "sword and board". Probably a heavy pick with lots of critical boosters. He'll be out shined by fighters and barbarians in melee 90% of the time, but when he gets a crit it will really hurt. I'm not sure what kind of building rules were using next year so I assumed the same point buy and flaw limits. The following race, feats and equipment are not on the automatically approved list so I thought I would request it here: Hellbred: Fiendish Codex II. Yes the flavour will make sense and be awesome. Expanded Aura of Courage: Heroes of battle, increases Paladins aura of courage to 60 feet Double Draconic Aura: Dragon Magic, allows two major auras to be maintained at once, requires character lvl 12 A variation of the above that works for minor auras, I already talked to Nygil about this and he seemed cool with it. I figured similar, maybe slightly lower lvl requirement. The Inspiration shield enhancement: Doubles aura range, 11,000 gp www.wizards.com/default.asp?x=dnd/ex/20070618a&page=4 (bottom of the page) Let me know if there's a problem with any of this. If you guys can think of anything other feats or equipment that would boost aura's let me know, I've had a hard time finding anything!
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Post by markuswolfe on Apr 1, 2011 11:33:25 GMT -5
Alright, I've got a few more things to ask.
First, Cityscape listed the 'Skilled City-Dweller' Variant Class feature, which allowed one to loose Ride as a class skill and gain Tumble as a class skill. Any chance I can get the reverse of this.
Second, I know you guys aren't big on 3rd party books, so I'll just run this stuff I found by you first:
Quintessential Bard:
Variants: Minstrel: 1 Bardic feat (though unless you like the bardic feats from same book, would probably change that to Bardic Music feat) at level 1, 6, 12 and 18. Can only use simple weapons and light armor, Alchemy, Concentration and Spellcraft are cross-class skills. May never use the Decipher Script, Scry and Use Magical Device skills. Skald: uses d8 hitdie, may cast one less spell per spell level.
Stuff: Masterwork instrument effects from Tools of the Trade Drum of the Deep: Can be heard from 3 miles away above ground, 6 miles away underground, summons 1d4 large earth elementals once per day, 36,400gp
Misc: Skill uses described in Tricks of the Trade. Bardic Lore uses described in The Power of Lore Rules from Bardic Duels and Venues
Quintessential Bard II:
Stuff: From Superior Tools: Whipblade: 1d6, crits for X2 on 18-20, 10ft reach Laden Cape: +1 Shield Bonus (doubles if actively used in off hand), 6gp Silk Steel Shirt: +2 Armor bonus, 400gp, stacks with normal armor. Snakepipe: ".....Because of its additional ‘air’ capacity, the player can stop blowing for three rounds while the air in the bag provides the sound, during which a bard may speak, utter command words and cast spells without interrupting a bardic music ability. The character may not activate a second bardic music ability with his voice unless he has the appropriate ranks in Perform (singing) or Perform (poetics)." 8gp Saddledrums: "....The saddledrums are a pair of large drums that fit on each side of a saddle, struck with a bare hands or drumsticks, depending on the effect desired. A bard can control his mount while playing the drums, although he first needs to make a Ride or Handle Animal check (DC 15) to avoid spooking the mount. The mount can be taught to withstand the music as a normal trick. Using the hands increases the duration of the inspire courage class ability to eight rounds after the character stops playing, while using the drumsticks does the same for the inspire greatness ability." 5gp From The Magical Bard: The rules for enchanted instruments
Misc: The rules for using Gather Information to spread rumors
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Post by Nygil, Nickolie on Apr 1, 2011 17:13:36 GMT -5
Scott, I like this dude, in theory. He is a good start.... thinking we will start at a lower level next year, and likely end at a lower level as well. Maybe lvl 3 to lvl 14
Mark: trade tumble for Ride, I'd be cool with ... sure. The other stuff would need to be looked at once things were more in order.
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Post by Naelwyn on Apr 4, 2011 0:04:51 GMT -5
I plan on either DMing heavily or PCing heavily next year. It comes down to a combination of schedule and how much of another games stuff is used in the club game.
Things that are on my "Do not use" list for next years game for myself, mostly out of having done already:
Artificers (I know the item rules too well.) Evocation (I wanted to see if I could make an effective character that was just evocations. The answer was YES.) Enchantment/Illusions (I know these too well as well.) Summoning (Too much WORK.) Calling (Works too MUCH.) Melee Beatstick (Talian, Done it.) Melee Tank (Liberty, Done it) Sneak Attack DPSer (Shaco, Done it.) Divine Casters (Uxaether, Frost. Done it)
Roles:
Tank DPS Control
If a PC, my characters will do some combination of, and only of:
Skillmonkey (Changling Rogue, Subbing out SA / Bard) Abjurations (Dispel/Counterspell Focus) Divinations (Infodex)
After which point I think I will have played every archetype of character I can think of.
With the possible exception of the Pacifist/Healstick.
So, I think I can do all of my possible requests for a whole year in one go, for all the possible characters, of which I'd probably just pick one:
Pacifist: Apostle of Peace (BoED) or Radiant Servant of Pelor(CD) Diviner: Some combo of either: Cloistered Cleric(UA)/ Divine Oracle(CD) or Spontaneous Divination Wizard(CC)/Loremaster Skillmonkey: Changeling Rogue(RoE)/Exemplar(CV)/Thief-Acrobat(CV) Abjurer: Wizard/Master Specialist(CM)/Initiate of SFV(CA)/Archmage
Highlights: Pacifist: Weapons shatter when they hit him, Can Magnetize Self Diviner: Knows Stuff Skillmonkey: Can take 10 on anything Abjurer: No magic for you.
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Post by Apples on Apr 4, 2011 0:22:25 GMT -5
What would you classify a wizard that only does utility spells as?
(stuff like wall of iron, shrink object, fling object)
I guess that would be conjuration/evocation/transmutation.
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Post by Naelwyn on Apr 4, 2011 0:25:12 GMT -5
Batman Wizard/God Wizard as appropriate.
(Utility Belt vs Battlefield Control/Manipulation)
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