Grief. Such a strange
emotion. At least to one like me. It is human nature to feel great remorse over
the loss of loved ones. But how can I
show absolute faith and belief in Pelor if I mourn the loss of one of his
servants too much? I’m sure Gaje knew what it meant to come to the material
plane and fight evil in Pelor’s name. I
invited him to leave the temple and adventure with me. I did so in hopes that it would aid him in
his quest to better himself and become a top commander for the army of good. But I also hoped that he would be able to stand by me on my own quest, and protect me. Now I feel so helpless... so defenseless. Together Gaje and I were able to defeat a powerful evil known as an Erinyes. But the might of a dragon is too much. Gaje had too much heart, and too much pride and went to fight the dragon with know one standing with him. He died so fast. Of course I will mourn his loss, but I must also go on. I have faith that his life force continues on in another form. Hopefully Pelor will see fit to help him and guide him to a knew life and new mission. I also pray for forgiveness in my failure and wish to gain a new cohort. If Pelor, in all his mighty wisdom, sees fit to return Gaje to me and give the two of us another chance I will be grateful beyond compare.
Contributors
Saturday, December 28, 2013
Shackled City: ECL 8 Osiris Eloah Elf Generalist Wizard: Entry 17
A young black dragon, no problem. A wraith, no worries. A room full of screaming colored fungus, right. A frog like ninja on a wall, doubt it. The party is so focused right now no enemies can stand in our way, as they crumble like dust beneath our feet! For those few foolish enemies that still hold the dwarf captive, they should pray for a swift demise. However, I'm not sure I feel so magnanimous today.
Friday, December 27, 2013
Some More New Achievements
Even more new achievements, from the mind of Jr. These have also been added to the "Aryathan Jiil Campaign Setting.pdf" and uploaded to the google drive.
Hidden Dragon
Shooting and Scooting
Spraying and Praying
Hidden Dragon
Tier I Inflict
massive damage on an enemy that consists of at least 20 points of precision
damage (such as sneak attack, sudden strike, or skirmish).
Tier II Inflict
massive damage on an enemy that consists of at least 35 points of precision
damage (such as sneak attack, sudden strike, or skirmish).
Tier III Inflict
massive damage on an enemy that consists of at least 50 points of precision
damage (such as sneak attack, sudden strike, or skirmish).
Tier I You must
successfully hide at least 10 feet away from your target, fire a single successful
ranged attack at that target, then Move Silently away from that spot using a full
move action and make a new Hide check with a -20 penalty. To earn this
achievement, you must remain undetected by that target for all aspects of this
maneuver.
Tier II You must
fulfill the same requirements as for tier I, but against one or more targets in
3 consecutive rounds.
Tier II You must
fulfill the same requirements as for tier I, but against one or more targets in
5 consecutive rounds.
Tier I Firing
ranged attacks at targets that you cannot see, either because you are blind,
the targets have total concealment from you, or the targets are invisible. You
must fire at least 5 such ranged attacks consecutively and intentionally hit at
least one enemy and unintentionally hit one ally (neither of which are visible
to you).
Tier II Same as
for tier I, except that you must fire 10 such consecutive ranged attacks.
Tier III Same as
for tier I, except that you must fire 20 such consecutive ranged attacks.
Also note a new option for using achievements:
Floating
Bonus Option: You may choose to permanently lose the +1% bonus per
achievement on 1d100 rolls and instead gain a number of daily floating +1 morale
bonuses that may be added to any d20 roll based on the number of achievements
you have. Refer to the chart below to see how many daily floating +1 morale
bonuses you can use. You may spend as many daily bonuses as you like on a given
d20 roll. You may choose to declare the use of one or more such daily bonuses
after the d20 roll is made but before the results of the roll are announced by
the DM.
ECL
|
Achievements and
Floating Bonuses
|
1-4
|
Each 5 achievements
grant 1 daily bonus
|
5-9
|
Each 4 achievements
grant 1 daily bonus
|
10-14
|
Each 3 achievements
grant 1 daily bonus
|
15-19
|
Each 2 achievements
grant 1 daily bonus
|
20+
|
Each 1 achievement grants 1 daily bonus
|
Thursday, December 26, 2013
Some New Achievements
Here are some new achievements that have been added to the "Aryathan Jiil Campaign Setting.pdf" and updated on the google drive.
Blastmaster
Devoted Parishioner
Spellslinger
Total Annihilation
Blastmaster
Tier I Kill 5
enemies with a single effect in a single round during combat.
Tier II Kill 20
enemies with a single effect in a single round during combat.
Tier III Kill 50
enemies with a single effect in a single round during combat.
Tier I Set up 5 consecrated shrines to your deity. Each shrine
costs 66 gp and consists of a holy book, a wooden holy symbol, 2 candles, an
altar, and a consecrate spell (the total
cost includes the material components for the spell as well). Each shrine must
exist for at least a month to qualify.
Tier II Set up 20
consecrated shrines to your deity.
(See tier 1 for details).
Tier III Set up
50 consecrated shrines to your deity.
(See tier 1 for details).
Tier I Successfully
cast 3 spells in a single round that meaningfully affects the outcome of
combat.
Tier II Successfully
cast 5 spells in a single round that meaningfully affects the outcome of
combat.
Tier III Successfully
cast 10 spells in a single round that meaningfully affects the outcome of
combat.
Tier I Score 2
consecutive critical hits during a single combat encounter.
Tier II Score 3
consecutive critical hits during a single combat encounter.
Tier III Score 5
consecutive critical hits during a single combat encounter.
Saturday, December 21, 2013
Shackled City: ECL 8 Osiris Eloah Elf Generalist Wizard: Entry 16
Despite the absence of a few of the party members, the warlock, swashbuckler, monk and myself managed to defeated a few of the stragglers left defending the area including two swarms that appeared to have traces of black dragon ancestry. Interesting, very interesting. Was it wise to sleep in a chamber that I believe is a hatchery for such creatures? If we live through the night I suppose I'll have my answer.
Tuesday, December 17, 2013
Swordsage and Dread Necromancer
I am removing these two classes (Swordsage and Dread Necromancer) from retirement, so they are playable classes again.
This will also set all of the martial disciplines back to their original classes as well.
This will also set all of the martial disciplines back to their original classes as well.
Saturday, December 14, 2013
Shackled City: ECL 8 Osiris Eloah Elf Generalist Wizard: Entry 15
And who would have imagined the encounter with the devil would be survived? Every second we are in the under dark our fighting skills improve. Yes there are still times when our teamwork could use some work, but so far we have managed and most importantly, survived! The Warlock showed impressive self preservation skills that lead to the defeat of an ancient cleric creature and the fool who allowed himself to be controlled by him, by himself. My party never ceases to amaze me. I wonder what else is in store for use?
Sunday, December 8, 2013
Shatter and Baleful Utterance notes
Shatter and Baleful Utterance Notes
Here are some of my notes for the Shatter spell as well as the Baleful Utterance invocation.
Spell Version
|
Brittle Nonmagical Objects
|
Sunder Single Solid Nonmagical Object
|
Damage Crystalline Creature
|
Area/Target:
|
Area: All within a 5-ft
radius spread
|
Target: One solid
object
|
Target: One crystalline
creature
|
Saving Throw:
|
Will negates (object); unattended nonmagical objects fail all saves
|
Will negates (object); unattended nonmagical objects fail all saves
|
Fort half
|
Composition:
|
Crystal, glass,
ceramic, or porcelain.
|
Any
|
Crystalline creature
|
Weight Limit:
|
1 lb/caster level
|
10 lbs/caster level
|
Any
|
Result
|
Shattered (destroyed)
|
Sundered (destroyed)
|
Sonic damage 1d6/level
(max 10d6)
|
Examples for Shatter’s Sunder Version
Object
|
Weight
|
Minimum Caster Level to Sunder with
Shatter
|
Silver Holy Symbol
|
1 lb
|
1st
|
Longsword
|
4 lbs
|
1st
|
Orc-double axe
|
15 lbs
|
2nd
|
Chain shirt
|
25 lbs
|
3rd
|
Chainmail
|
40 lbs
|
4th
|
Full Plate
|
50 lbs
|
5th
|
Simple Wooden Door (oak)
|
93 lbs to 140 lbs
|
10th to
14th
|
Stone Door (granite)
|
413 lbs to 430 lbs
|
42nd to
43rd
|
10-ft cube of stone (granite)
|
165,000 lbs to
172,000 lbs
|
16,500th
to 17,200th
|
Shatter
Evocation [Sonic]
Level: Brd 2, Chaos
2, Clr 2, Destruction 2, Sor/Wiz 2
Components: V, S,
M/DF
Casting Time: 1
standard action
Range: Close (25 ft. +
5 ft./2 levels)
Area or Target: 5-ft.-radius
spread; or one solid object or one crystalline creature
Duration: Instantaneous
Saving Throw: Will
negates (object); Will negates (object) or Fortitude half; see text
Spell Resistance: Yes
(object)
Shatter creates a loud, ringing noise that breaks brittle,
nonmagical objects; sunders a single solid, nonmagical object; or damages a
crystalline creature.
Used as an area attack, shatter destroys nonmagical objects
of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot
radius of the point of origin are smashed into dozens of pieces by the spell.
Objects weighing more than 1 pound per your level are not affected, but all
other objects of the appropriate composition are shattered.
Alternatively, you can target shatter against a single solid
object, regardless of composition, weighing up to 10 pounds per caster level.
Targeted against a crystalline creature (of any weight), shatter deals 1d6
points of sonic damage per caster level (maximum 10d6), with a Fortitude save
for half damage.
Arcane Material Component
A chip of mica.
Baleful Utterance
Least; 2nd
You speak a single syllable of the Dark Speech (described in
Book of Vile Darkness), affecting an
object or area as if by a shatter spell.
If a creature is holding or wearing the target of the spell and the target is
destroyed, the creature must make a Fortitude save or be dazed for 1 round and
deafened for 1 minute by your terrible word. This is a sonic effect.
Saturday, November 23, 2013
Shackled City: ECL 7 Korinth the Protector Silverbrow Human Cloistered Cleric 5/ Radiant Servant of Pelor 2: Entry 13
When Korinth told me he would help me with my quest as long as I travelled with him and his companions, helping him bring the light of Pelor to the people of this plane, I didn't think he meant going to the darkest parts of existence. How can we hope to make any difference in the lives of people that choose to dwell in places so dark they have never seen the light. What happens when we leave and our influence leaves with us. The dark will come back because that is its home. Is it not better then to simply destroy whatever we find that is unwilling to accept our offer?
Shackled City: ECL 7 Osiris Eloah Elf Generalist Wizard: Entry 14
Watching the party make short work of the 7 headed cryo hydra, with a great deal of help from a new addition to the party, it was nice to see how the team work has significantly increased. The body a female drow provided a few items that I hope would make our continued journey into the under dark, a little easier. As we continued down into the dark for what felt like ten miles, a relative of a beholder with only 6 eye stalks, gave us a little trouble with it's center sleep eye, however we persevered and soon the upper hand and didn't let up. I can't wait see what else awaits us. I pray we are ready!
Saturday, November 16, 2013
Shackled City: ECL7 Korinth the Protector Silverbrow Human Cloistered Cleric 5/ Radiant Servant of Pelor 2: Entry 12
Journal Entry 5215
I would dare say that the problem with that man is he has been away from the light for too long. I'm sure that whatever imaginary world he has created in his mind has kept him from a loneliness so deep he would consider ending his life. However, he has allowed his methods of survival to warp his perceptions of reality. His mind is broken. I don't know what I could do to help him. He needs Pelor's divine assistance.
To be attacked and almost eaten by a dragon, that just burned your home to the ground, then brush it off as a "daily delivery"; sounds to me like a terrible way to live ones life. I am just thankful that Pelor saw fit to give me enough help to defend ourselves against the dragon. No one was lost.
I would dare say that the problem with that man is he has been away from the light for too long. I'm sure that whatever imaginary world he has created in his mind has kept him from a loneliness so deep he would consider ending his life. However, he has allowed his methods of survival to warp his perceptions of reality. His mind is broken. I don't know what I could do to help him. He needs Pelor's divine assistance.
To be attacked and almost eaten by a dragon, that just burned your home to the ground, then brush it off as a "daily delivery"; sounds to me like a terrible way to live ones life. I am just thankful that Pelor saw fit to give me enough help to defend ourselves against the dragon. No one was lost.
Thursday, November 14, 2013
A look at the martial adepts-
Project 1
I was given this objective by the DM to show my point of view and attempt to shed some light on
the Tome of Battle. Hopefully those who read this will have a better understanding of the ToB
and melee characters in general.
Even with just a quick search online you can find that the Fighter class is not very well liked
by the general populace. The concensus is that the class is "boring". Gamers who have been around
for awhile think that the Fighter is just too "straight-forward". Grab a weapon, take feats
appropriate then charge in and hack and slash. Sounds boring to me as well. While I'll admit
that the Fighter has tons of versatility, in order to be amazing at higher levels and accomplish
what others would expect you to; you have to pick very standard fighter feats that pretty much
make you awesome at one weapon, even though the fighter should be good at pretty much all weapons.
As far as I can understand, it was the desire of the writers and game designers to make fighters
more appealing. It might have also been their intent to put fighters on better footing compared to
a Wizard.
One argument that has been heard countless times is that a Fighter can go all day and doesn't have
to worry about running out of a resource as important as spells per day. A Fighter doens't have to
plan as much to be prepared for most situations, they are tougher physically, less focus to attend to,
and numerous others. While the other side touts the Wizard as the most powerful by far. It is
difficult to deny that while the epic Fighter could charge into combat and take out the enemy's
biggest, baddest beast in less than two rounds; the epic Wizard could destroy an entire army in the
same amount of time.
I imagine that many of these argument flew back and forth during the creating process for ToB.
It seems that the writers wanted to draw more attention to the creativity and ability of a quality
melee character. Make them flashy. It is my opinion that the writers wanted the melee classes to
continue to be able to perform all day long, and give them more flash akin to a spell casting class,
while not making them "over-powered" in that they would overshadow a true spell casting class. Of
course I have heard this argument before as well. "A martial adept gets 9th level abilities, and can
use them all day long." Yes, that is true, but in reality the 9th level manuevers in ToB don't
compare to 9th level spells. 9th level spells border on, and in some cases actually do, change the
very fabric of reality. A spell like Wish can alter the lives of countless people. Sure an adept
could potentially use his 9th level manuevers a bunch more times in one day than a Wizard has spell
slots for 9th level spells, but the adept's abilities are usually a more finite target or circumstance.
While everything I just said is completely relevant to this work, it doesn't have that much to do with
what the DM was looking for.
I will try to address two issues the DM has with the ToB, Swordsages in particular. While I respect the
DM's decision to "retire" the Swordsage and any other classes he has decided to give this honor to,
recent arguments have come up that make me think part of the decision was made in haste. Don't get me
wrong I am honored knowing that I personally played a class so well that the DM doesn't wish to have
any other gamer attempt to try to do it so well. That of course is only a half truth. The DM thinks
that the class is too powerful, enough to say repeatedly that the class is broken. One issue he seems
to have is the use of a combination of manuevers that could potentially add up to over 700 hit points
worth of damage. While the combo is possible for other characters to accomplish, it is done through a
very focused character build and is only possible three times per day.
"Vici", my Swordsage character, had the 20th level Swordsage ability to dual boost 3 times per day.
This allowed for the combo. A fifth level boost, a seventh level strike, and an eighth level boost all
in one round to deal an intense amount of damage. Again this was usually focused on one opponent in
an attempt to take out the biggest, baddest beast quickly. The Wizard could deal that damage to many
targets with area of effect spells.
The campaign, Savage Tide, was an intense and dramatic one. In which characters were afforded
many opportunities to specialize their class and optimize with wonderful magic items.
There were also several instances of artifacts and relics being found and used by the characters.
This alone makes for some powerful builds.
Vici had the Greater Two-Weapon Fighting feat and three iterative
attacks a round, which gave him a total of six attacks in a full attack action. If he activated his
boots of speed, then he also had a hasted attack, which brings it up to seven attacks a round. Using
his seventh level manuever he could charge, now able to go further with boots of speed, and do his full
attack at the end of his charge rather than just one attack. As a swift action he could use a boost,
his eighth level manuever, to add two more attacks with each hand, which now brings the total attacks
in a round with this combo up to eleven. If he still had the ability to dual boost and felt that his
target would take damage from fire, he would use his fifth level manuever to add fire damage to each
attack that hit. Vici used two bastard swords in combat. Which means, without adding magic
enhancements and figuring at least +5 strength; damage with every attack landing, and not counting
crits- is 11d10+55+(3d6+20{initiator level added to fire damage})x11. At max that is 583 hit points.
This of course doesn't factor in damage reduction or fire resistance or immunity, misses, fumbles or
crits, or special circumstances and enhancments like "evil outsider bane".
Now, like I said, This combo was only possible three times per day. So take off the fire boost, which
Vici used least often, and all you have with no magic is 165 hit points of damage.
A Swordsage that finds himself still in combat after this will have to rely on other manuevers and
tactics to not only stay alive but to win the day. The Swordsage manuevers readied are once per combat.
Which is one reason I tried to end each fight quickly. Yes a Swordsage can get an expended manuever
back before combat is over, but it takes time (time he must spend doing nothing but focusing on getting
the manuever back) and he could be killed.
The DM, after many years away from the campaign in which this was relevant, thinks that the ability
is too much. He said a Fighter can't do that. I said not only can a Fighter do that, I can do better
with a Fighter. So he asked me to show him.
So I designed a fighter that, at max damage can dish out over 300 hit points of damage a round, without
magic, and without manuevers and can do this all day everyday. Just a big guys swinging a couple of
swords, so imagine how much more dangerous he would be using magic weapons and enhancements like Vici
did.
Even if you look at it this way, the avarage damage for Vici- swords alone- with every attack landing
is 55 with this combo. For the Fighter the average damage would be 48 with every attack landing. This
is without magic or extra attacks for the Fighter. Vici had to use two high level manuevers in one
round to be able to get this average damage, where the Fighter can get his average damage every time he
does a full attack action.
In light of this it may look like I favor the Fighter class over other melee classes, but I was just
trying to live up to the challenge the DM gave.
I feel that the DM's opinion on the Swordsage class is a little too mired in one experience. We haven't
really seen anyone else play the class, so Vici is our only example. And like I've tried to explain,
Vici and his abilities are a product of the most enormous and intense campaign I've ever been a part of.
Vici was one of the only characters that lasted from the first day to the last day, so he had his build
worked out from day one and had the advantage of never having to lose anything. Magic items, money,
even notoriety all went with him along his career.
If we were to see a different player play the Swordsage class in a different campaign we may be witness
to an entirely new perspective on the class.
While I can easily build a character out of a Fighter that may well out-perform Vici, given the right
circumstances, it is still my opinion that playing melee characters that way are kind of boring. I am a
fan of the Tome of Battle because of the diversity it brings to the melee classes. Not that we don't
already have lots of options with prestige classes, but that is probably why there are so many prestige
classes that rely on Fighter abilities; because Fighters are boring. The Tome of Battle added some much
needed flavor. I love the idea of "blade magic". It doesn't always fit a character I'm working on, but
I love the options and combining some of the classes from ToB with other classes is a good way to add
versatility. Now the DM took away the Swordsage class but allowed the Crusader class and the Warblade
class to have access to the disciplines that are Swordsage only. Bunk! Absolute Bunk! In my opinion
this would be the same as saying "I don't like the Warmage class, so you can be a Sorcerer and have the
armored mage abilities of a Warmage." I guess a decision like that is totally within the realm of a
DM's right, but that doesn't mean I have to agree with it.
Honestly I don't feel that anything the classes in ToB are capable of is that much different or even
more powerful than the Monk class, but no one seems to have a problem with the Monk. And if the DM
wants to analyze a power build he should take a look at the Ninja. With the build I had in mind for my
Ninja character I could easily achieve over 400 Hit Points of damage a round for as many times a day as
I could go invisible or gain sudden strike.
Well that is all I can think of to say on this matter at this time.
Now for the second issue.
The DM has voiced his distate for a section in the ToB that describes how to calculate a character's
initiator level. Now I can't begin to guess why the designers set it up this way, maybe to add more
appeal to outside classes dipping into ToB and making it a more staple resource at the game table, but
they decided that any base class not a martial adept counts as half an initiator level. Which means my
Fighter could take the Martial Study feat gain access to 5th level manuevers as his initiator level
would be ten. That seems pretty powerful except that there are only two 5th level manuevers in the
entire book that don't have any prerequisites (like already having a certain amount of manuevers from
the same discipline). One is the Shadow Stride that allows you to teleport 50 feet as a move action.
There are countless other ways to accomplish this with a 20th level character and using this manuever is
only good once per combat; not over-powered in my opinion. Well, what about lower level manuevers you
ask? At level 20 with an initiator level of 10 you could gain access to manuevers from 1st level all
the way to 5th level. Even a 19th level Fighter with 1 level of Swordsage is a 10th level initiator
with six known manuevers and four readied. But you still have to adhere to the prerequisites, and
almost all manuevers 2nd level and higher have a prerequisite of at least one manuever already known.
Taking that route to maybe do some more damage a few times per combat, purely for the sake of being able
to doesn't sound good to me. It also doesn't sound too powerful. However, it sounds fun, adding some
changes to a classes normal routine, and increasing their repertoire.
I don't have the time to look over all the options available and try to come up with a build that could
munchkin the initiator level option, but I am willing to look at another person's idea. If the DM or
someone else could show me how this could be used to make one class or another significantly outshine
the original intent, then I will gladly change my opinion on that matter.
I was given this objective by the DM to show my point of view and attempt to shed some light on
the Tome of Battle. Hopefully those who read this will have a better understanding of the ToB
and melee characters in general.
Even with just a quick search online you can find that the Fighter class is not very well liked
by the general populace. The concensus is that the class is "boring". Gamers who have been around
for awhile think that the Fighter is just too "straight-forward". Grab a weapon, take feats
appropriate then charge in and hack and slash. Sounds boring to me as well. While I'll admit
that the Fighter has tons of versatility, in order to be amazing at higher levels and accomplish
what others would expect you to; you have to pick very standard fighter feats that pretty much
make you awesome at one weapon, even though the fighter should be good at pretty much all weapons.
As far as I can understand, it was the desire of the writers and game designers to make fighters
more appealing. It might have also been their intent to put fighters on better footing compared to
a Wizard.
One argument that has been heard countless times is that a Fighter can go all day and doesn't have
to worry about running out of a resource as important as spells per day. A Fighter doens't have to
plan as much to be prepared for most situations, they are tougher physically, less focus to attend to,
and numerous others. While the other side touts the Wizard as the most powerful by far. It is
difficult to deny that while the epic Fighter could charge into combat and take out the enemy's
biggest, baddest beast in less than two rounds; the epic Wizard could destroy an entire army in the
same amount of time.
I imagine that many of these argument flew back and forth during the creating process for ToB.
It seems that the writers wanted to draw more attention to the creativity and ability of a quality
melee character. Make them flashy. It is my opinion that the writers wanted the melee classes to
continue to be able to perform all day long, and give them more flash akin to a spell casting class,
while not making them "over-powered" in that they would overshadow a true spell casting class. Of
course I have heard this argument before as well. "A martial adept gets 9th level abilities, and can
use them all day long." Yes, that is true, but in reality the 9th level manuevers in ToB don't
compare to 9th level spells. 9th level spells border on, and in some cases actually do, change the
very fabric of reality. A spell like Wish can alter the lives of countless people. Sure an adept
could potentially use his 9th level manuevers a bunch more times in one day than a Wizard has spell
slots for 9th level spells, but the adept's abilities are usually a more finite target or circumstance.
While everything I just said is completely relevant to this work, it doesn't have that much to do with
what the DM was looking for.
I will try to address two issues the DM has with the ToB, Swordsages in particular. While I respect the
DM's decision to "retire" the Swordsage and any other classes he has decided to give this honor to,
recent arguments have come up that make me think part of the decision was made in haste. Don't get me
wrong I am honored knowing that I personally played a class so well that the DM doesn't wish to have
any other gamer attempt to try to do it so well. That of course is only a half truth. The DM thinks
that the class is too powerful, enough to say repeatedly that the class is broken. One issue he seems
to have is the use of a combination of manuevers that could potentially add up to over 700 hit points
worth of damage. While the combo is possible for other characters to accomplish, it is done through a
very focused character build and is only possible three times per day.
"Vici", my Swordsage character, had the 20th level Swordsage ability to dual boost 3 times per day.
This allowed for the combo. A fifth level boost, a seventh level strike, and an eighth level boost all
in one round to deal an intense amount of damage. Again this was usually focused on one opponent in
an attempt to take out the biggest, baddest beast quickly. The Wizard could deal that damage to many
targets with area of effect spells.
The campaign, Savage Tide, was an intense and dramatic one. In which characters were afforded
many opportunities to specialize their class and optimize with wonderful magic items.
There were also several instances of artifacts and relics being found and used by the characters.
This alone makes for some powerful builds.
Vici had the Greater Two-Weapon Fighting feat and three iterative
attacks a round, which gave him a total of six attacks in a full attack action. If he activated his
boots of speed, then he also had a hasted attack, which brings it up to seven attacks a round. Using
his seventh level manuever he could charge, now able to go further with boots of speed, and do his full
attack at the end of his charge rather than just one attack. As a swift action he could use a boost,
his eighth level manuever, to add two more attacks with each hand, which now brings the total attacks
in a round with this combo up to eleven. If he still had the ability to dual boost and felt that his
target would take damage from fire, he would use his fifth level manuever to add fire damage to each
attack that hit. Vici used two bastard swords in combat. Which means, without adding magic
enhancements and figuring at least +5 strength; damage with every attack landing, and not counting
crits- is 11d10+55+(3d6+20{initiator level added to fire damage})x11. At max that is 583 hit points.
This of course doesn't factor in damage reduction or fire resistance or immunity, misses, fumbles or
crits, or special circumstances and enhancments like "evil outsider bane".
Now, like I said, This combo was only possible three times per day. So take off the fire boost, which
Vici used least often, and all you have with no magic is 165 hit points of damage.
A Swordsage that finds himself still in combat after this will have to rely on other manuevers and
tactics to not only stay alive but to win the day. The Swordsage manuevers readied are once per combat.
Which is one reason I tried to end each fight quickly. Yes a Swordsage can get an expended manuever
back before combat is over, but it takes time (time he must spend doing nothing but focusing on getting
the manuever back) and he could be killed.
The DM, after many years away from the campaign in which this was relevant, thinks that the ability
is too much. He said a Fighter can't do that. I said not only can a Fighter do that, I can do better
with a Fighter. So he asked me to show him.
So I designed a fighter that, at max damage can dish out over 300 hit points of damage a round, without
magic, and without manuevers and can do this all day everyday. Just a big guys swinging a couple of
swords, so imagine how much more dangerous he would be using magic weapons and enhancements like Vici
did.
Even if you look at it this way, the avarage damage for Vici- swords alone- with every attack landing
is 55 with this combo. For the Fighter the average damage would be 48 with every attack landing. This
is without magic or extra attacks for the Fighter. Vici had to use two high level manuevers in one
round to be able to get this average damage, where the Fighter can get his average damage every time he
does a full attack action.
In light of this it may look like I favor the Fighter class over other melee classes, but I was just
trying to live up to the challenge the DM gave.
I feel that the DM's opinion on the Swordsage class is a little too mired in one experience. We haven't
really seen anyone else play the class, so Vici is our only example. And like I've tried to explain,
Vici and his abilities are a product of the most enormous and intense campaign I've ever been a part of.
Vici was one of the only characters that lasted from the first day to the last day, so he had his build
worked out from day one and had the advantage of never having to lose anything. Magic items, money,
even notoriety all went with him along his career.
If we were to see a different player play the Swordsage class in a different campaign we may be witness
to an entirely new perspective on the class.
While I can easily build a character out of a Fighter that may well out-perform Vici, given the right
circumstances, it is still my opinion that playing melee characters that way are kind of boring. I am a
fan of the Tome of Battle because of the diversity it brings to the melee classes. Not that we don't
already have lots of options with prestige classes, but that is probably why there are so many prestige
classes that rely on Fighter abilities; because Fighters are boring. The Tome of Battle added some much
needed flavor. I love the idea of "blade magic". It doesn't always fit a character I'm working on, but
I love the options and combining some of the classes from ToB with other classes is a good way to add
versatility. Now the DM took away the Swordsage class but allowed the Crusader class and the Warblade
class to have access to the disciplines that are Swordsage only. Bunk! Absolute Bunk! In my opinion
this would be the same as saying "I don't like the Warmage class, so you can be a Sorcerer and have the
armored mage abilities of a Warmage." I guess a decision like that is totally within the realm of a
DM's right, but that doesn't mean I have to agree with it.
Honestly I don't feel that anything the classes in ToB are capable of is that much different or even
more powerful than the Monk class, but no one seems to have a problem with the Monk. And if the DM
wants to analyze a power build he should take a look at the Ninja. With the build I had in mind for my
Ninja character I could easily achieve over 400 Hit Points of damage a round for as many times a day as
I could go invisible or gain sudden strike.
Well that is all I can think of to say on this matter at this time.
Now for the second issue.
The DM has voiced his distate for a section in the ToB that describes how to calculate a character's
initiator level. Now I can't begin to guess why the designers set it up this way, maybe to add more
appeal to outside classes dipping into ToB and making it a more staple resource at the game table, but
they decided that any base class not a martial adept counts as half an initiator level. Which means my
Fighter could take the Martial Study feat gain access to 5th level manuevers as his initiator level
would be ten. That seems pretty powerful except that there are only two 5th level manuevers in the
entire book that don't have any prerequisites (like already having a certain amount of manuevers from
the same discipline). One is the Shadow Stride that allows you to teleport 50 feet as a move action.
There are countless other ways to accomplish this with a 20th level character and using this manuever is
only good once per combat; not over-powered in my opinion. Well, what about lower level manuevers you
ask? At level 20 with an initiator level of 10 you could gain access to manuevers from 1st level all
the way to 5th level. Even a 19th level Fighter with 1 level of Swordsage is a 10th level initiator
with six known manuevers and four readied. But you still have to adhere to the prerequisites, and
almost all manuevers 2nd level and higher have a prerequisite of at least one manuever already known.
Taking that route to maybe do some more damage a few times per combat, purely for the sake of being able
to doesn't sound good to me. It also doesn't sound too powerful. However, it sounds fun, adding some
changes to a classes normal routine, and increasing their repertoire.
I don't have the time to look over all the options available and try to come up with a build that could
munchkin the initiator level option, but I am willing to look at another person's idea. If the DM or
someone else could show me how this could be used to make one class or another significantly outshine
the original intent, then I will gladly change my opinion on that matter.
Saturday, November 2, 2013
ECL 6: fate norbard duskblade 6: journal entry 2
As I sat behind the rusty bars of this disgusting jail house I can stop thinking about what that women told that guard. She said that she saw Maavu rideing a horse with clouds as its feet. That sounds familiar to what Norril Demoneye was ridding. His horse what's black and it had black smoke rising from it. Maybe Norril and Maavu are one and the same. I'll keep this in my mind while we are looking for him. I'll also keep in mind that the wizard can shape change also, just like Norril.
I've never seen Osiris change shape in plain sight so I'm still going to assume that he is Norril and that he has come back to kill the final witness, me.
I've never seen Osiris change shape in plain sight so I'm still going to assume that he is Norril and that he has come back to kill the final witness, me.
Shackled City: ECL7 Korinth the Protector Silverbrow Human Human Cloistered Cleric 5/ Radiant Servant of Pelor 2: Entry 11
Journal Entry 5201:
My how things have been quiet. After so much excitement and adventure underneath the city, we return heroic only to be sent back to our daily lives as if nothing happened. Gaje is driving me crazy. He craves action. It is in his nature to exact what he refers to as the truth of Pelor's will. I can't really argue with him. I mean why else would an angel be here? Unfortunately for him all is well in the city. This is good for me. With such a studious nature I enjoy the opportunity to comb through the churches archives learning the religious past of the people of Cauldron. Having given so much help to the church of St. Cuthbert and the city in general, I am actually afforded special privileges and given limited access to that churches ancient history as well. I have learned much in these long, quiet days. But nothing that can point me in the right direction to answer my questions. All those questions that ran through mine and Gaje's minds after defeating the evil in that dungeon...
My how things have been quiet. After so much excitement and adventure underneath the city, we return heroic only to be sent back to our daily lives as if nothing happened. Gaje is driving me crazy. He craves action. It is in his nature to exact what he refers to as the truth of Pelor's will. I can't really argue with him. I mean why else would an angel be here? Unfortunately for him all is well in the city. This is good for me. With such a studious nature I enjoy the opportunity to comb through the churches archives learning the religious past of the people of Cauldron. Having given so much help to the church of St. Cuthbert and the city in general, I am actually afforded special privileges and given limited access to that churches ancient history as well. I have learned much in these long, quiet days. But nothing that can point me in the right direction to answer my questions. All those questions that ran through mine and Gaje's minds after defeating the evil in that dungeon...
Thursday, October 24, 2013
DM Entry: New Spell: Reassembling Skeleton (rough draft)
Since we are not gaming this weekend, I thought I might post a new spell I have been working on. This is the initial draft, so any comments will be appreciated.
New Spell
Reassembling Skeleton
New Spell
Necromancy [Evil]
Level: Cleric 4, Sorcerer 4, Wizard 4
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Touch
Target: One touched skeleton
Duration: Permanent until all triggers have been expended, up to 1 trigger per 3 caster levels
Saving Throw: None
Spell Resistance: No
You chant evil
formulae as you place the gems within the ribcage of the skeleton. At the end
of casting, the gems briefly pulse with negative energy and embed themselves
into the bone of the skeleton.
When
the skeleton is destroyed, after just a few moments its pieces come back
together, reforming the skeleton just as it was before it was destroyed, fully
ready to continue combat again. And when it is destroyed again, it reforms once
again, and again, and again.
Reassembling
skeleton may only target skeletons that you control or have personally
created. Any skeleton may only benefit from a reassembling skeleton spell once, ever.
When this spell is cast, it remains dormant until
triggered. The touched skeleton reassembles itself when it is destroyed. The process of reassembling takes 1 round. Unless the target
skeleton has been disintegrated or is inside of an antimagic area, it will be
restored to its full normal hit points and function that it had before being
destroyed—however it gains a penalty to its maximum hit points equal to the
number of times it has been reassembled. This spell triggers 1 time per 3 caster
levels—according to your caster level at the time it was originally cast.
Once reassembling is complete, the skeleton appears
standing in the space in which it was destroyed. If this space is occupied, it
moves to the nearest legal space and takes 1d6 points of damage per 5-ft square
it was forced to move in this way. Any objects the skeleton was wearing or
wielding return to it as it was before unless the object became possessed by
another creature before it reassembled itself—any armor worn previous to being
destroyed is again equipped, any weapon it had been wielding is again in its
hands, any worn magic items are again worn in the same places as before, etc.
A skeleton protected by reassembling skeleton that is inside of an antimagic area 1 round
after being destroyed will lose one of its gems (see below) but not reassemble
itself. It will attempt to reassemble itself once every round until it either
succeeds (outside of an antimagic area) or runs out of onyx gems.
Material Component:
One onyx gemstone worth 25 gp per HD of the target skeleton per trigger. These gems embed themselves
inside the ribcage of the skeleton. Each time it reassembles itself, one of the
onyx gems disintegrates to powder. These gems become embedded within the bone,
barely visible. They are impossible to remove once reassembling skeleton has been cast.
Friday, October 18, 2013
Shackled City: ECL 7 Korinth the Protector Silverbrow Human Cloistered Cleric 5/ Radiant Servant of Pelor 2: Entry 10
Journal Entry 5265
I feel like such a failure. After several weeks of successful proselyting and bringing many, many people into the light of Pelor; the city still finds itself subject to random attacks by great evil. Not only am I unable to keep evil at bay, but I can't get a hold of those that would bring evil to the innocent citizens of this city. The small band of adventurers that I have taken to travelling with seem to fight with all their hearts, but that always leads to the destruction of anyone that could give us the information we need to really get a lock on who or what is trying to introduce the dark into this city. I fear Gaje has let the excitement get to him as well. Walking the quite and lonely halls of the temple for so many years has given him something of a death wish. He says he is the truth and justice, bringing the holy word of Pelor to the world by way of his sword. I'm not sure that is what Pelor wants but who am I to argue with an angel. I will try to lead the best that I can, showing all around me the power of the light.
I feel like such a failure. After several weeks of successful proselyting and bringing many, many people into the light of Pelor; the city still finds itself subject to random attacks by great evil. Not only am I unable to keep evil at bay, but I can't get a hold of those that would bring evil to the innocent citizens of this city. The small band of adventurers that I have taken to travelling with seem to fight with all their hearts, but that always leads to the destruction of anyone that could give us the information we need to really get a lock on who or what is trying to introduce the dark into this city. I fear Gaje has let the excitement get to him as well. Walking the quite and lonely halls of the temple for so many years has given him something of a death wish. He says he is the truth and justice, bringing the holy word of Pelor to the world by way of his sword. I'm not sure that is what Pelor wants but who am I to argue with an angel. I will try to lead the best that I can, showing all around me the power of the light.
Monday, October 14, 2013
Magic Item Creation
One of the things you run into during your adventuring
career is the need for more and more powerful magic items.
There are essentially three places where you can pick up new
magic items:
1. Shops
2. Adventuring, and
3. Item creation.
When you’re buying items at a shop (or commissioning an item
to be crafted for you), you’re subject to a maximum item level equal to your
character level (or 1 above that if you are willing to pay double).
Discovering items “in the wild” during adventures may or may
not be more powerful than what you can find in the shop. But the problem there
is that they are essentially random, even more random than that found in shops,
and often unlikely to be useful to your character (or anyone else in the party
for that matter).
So for those of you who wish to create your own magic items,
this document provides some details for you to get the most out of crafting and
item creation.
First of all, an item you create or craft yourself is not
subject to item level. You can craft or create any item of which you have the talent,
time, materials, and experience points.
Note: There is a distinction between the terms “crafting”
and “item creation”. Crafting an object uses Craft checks. Item creation, on
the other hand, does not, but instead uses feat prerequisites and spellcasting.
An example of something you might craft would be a sword, a
suit of armor, alchemical mixtures, or even poison. Crafting turns raw
materials into usable objects. Anything that has its own Craft subskill falls
under the category of crafting—such as Craft (taxidermy).
An example of item creation is adding magic to existing
objects—such as creating a holy avenger which
does not require the creation of a sword, instead you add magic to an existing
sword.
For more information about crafting items, refer to the
Craft skill in the Player’s Handbook.
Before you can begin to create magic items, you will need
one of the myriad Item Creation feats. Some of these include: Brew Potion, Craft
Construct, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand,
Craft Wondrous Item, Forge Ring, and Scribe Scroll.
Do I have to be the
one who casts the required spell on the item I am creating? No. You can pay
someone else to cast it on the item for you, or have one of your friends do it.
They only need to be present during the casting of the spell, not the entire
creation time. The item is still considered to be crafted by you even if you
had someone else cast the required spell on the item.
When do I pay for
materials and experience points? You must pay all costs when you begin item
creation, regardless of the success or failure of the creation process. There are no skill checks involved in item creation, but the item could be destroyed (in theory) before its complete.
Does the item
creation time have to be consecutive? No, you can leave off of creation and
come back as many times as you like until the item is complete. The time
between creation sessions is irrelevant, you could even pick up the creation of
your item years later.
Can I make custom
items? No. You can only craft items that have already been published. Refer
to the “Index of Magic Items.xlsx” for a list of published magic items. This
list has information about book source, market price, creation cost, xp cost,
and the time required to create the item.
But the Dungeon Master’s Guide has guidelines
for designing customized magic items. This information is for DM’s and is
not designed for player characters “in game” creation rules. In fact, these particular
guidelines are so ill-suited for designing magic items that existing magic
items break these rules more often than they follow them. They are incomplete
and leave you with wildly differing prices, either much higher or much lower
than what has been published. So these rules are simply not used for players to
make custom magic items. (They are hardly even suitable for DMs to adjudicate
his own custom magic items, and are more akin to “challenge rating” in the fact
that DMs are to do final price adjustments based on what feels right—not exactly
a game mechanic for a player).
Where are the rules
for creating [some certain magic item]? Refer to each individual Item
Creation feat for “in-game” creation rules for your character. Also refer to
the general rules for all Item Creation feats, found on page 88 of the Player’s Handbook.
What if I take more than one feat that reduces the cost of creating magic items? Do they stack? No. They overlap. You only use the better value.
What if I take more than one feat that reduces the cost of creating magic items? Do they stack? No. They overlap. You only use the better value.
For more information about “in-game” general rules for
creating magic items, refer to pages 282 and 283 of the Dungeon Master’s Guide under the heading: Creating Magic Items.
Here is an example of
the process of creating a magic item.
Joa Bloa wants to create a magic
sword, a +1 longsword.
1. First he takes
the Craft Magic Arms and Armor feat.
2. Then he finds the market price of a +1 longsword: which is the price of a masterwork longsword
plus 2,000 gp—or 2,315 gp.
3. Then he calculates that this will take 8 hours a day
for 3 days (1 day per 1,000 in gp value, round up).
4. Then he pays the cost of
materials: 1,157 gp and 5 sp (half the full market value) as well as providing
a masterwork longsword to work on.
5. Then he also pays 93 xp (1/25th
of the market price, round up—or 2,315 x 0.04).
6. After this is complete, he
simply spends in-game time, 8 hours a day for 3 days (not necessarily
consecutive days) devoted to fashioning the +1
longsword.
After this time is complete…Joa Bloa is the proud owner of his
very own +1 longsword. No checks are
required at all—in fact, unlike most other magic items, even spells are not required for creating magic weapons.
Special Note: These rules have always been available. However, considering the recent removal of guilds and also considering that some of you have been asking about this recently, I am allowing retraining of feats for Item Creation feats for a limited time. You may only exchange an existing feat for an Item Creation feat. This option is only available until our next game session.
Shackled CIty: The Dead Book: Entry 7
THE DEAD BOOK
Entry 7. Guilds (DM) An immense monstrosity of impossible proportions collapses under its own weight and fizzles into a stinking spot of ichor.
Entry 6. Ethyl (ECL 6, Theo) A perfectly innocent inspection of an altar that had been previously used in the creation of "spawns of Kyuss" left her feeling...a little funny. The application of holy water to her hands and antitoxin for her bowels didn't stop her from curling up her toes and collapsing dead on the floor only moments later.Entry 5. Krolor (ECL 3, Brian) After succumbing to the overwhelming whim of the bugbear vampire, the old necromancer druid fired his beams of negative energy at the party from his high perch on the rope bridge. When they fired back, it was from this very perch that he fell unconscious to his death, suffering a broken neck upon impact with the ground. In the underdark he was left, without funeral and without burial.
Entry 4. Grim (ECL 4, Dan) After a failed attempt to murder Osiris under the compulsion of a vampire, the party debated long and hard about the fate of Grim. At last, as Grim lay unconscious on the ground, Osiris slit his throat.
Entry 3. Vrabel (ECL 3, Kenneth) The party began to look around for Vrabel. Has anyone seen Vrabel? Looking around they discovered a goblin medicine man standing over the collapsed body of Vrabel. After the party dispatched the medicine man, Osiris examined their fallen comrade. "He's been burned to death," came the report.
Entry 2. Kracken (ECL 3, Dan) It was the beard! The bald under-dwarf with the beard. All fear the beard.
Entry 1. Sirkus (ECL 3, Kenneth) After fearlessly mowing down several enemies in hand to hand combat while defending his party from a brood of hobgoblin archers, a fateful arrow pierced his heart, killing him instantly.
Saturday, October 12, 2013
ECL 6: Fate Norbard human duskblade 6: Journal entry 1
Looking around at these people that i'm following, I notice no one is wearing the armor that Norril Demoneye was wearing. But then again he could of sold his armor and changed his shape. I've seen someone do that before, in fact his name was Gilk Shimf. He was a Dwarf that could change shape, he was a wanted criminal in my town. The city guard hired me to kill him. He was difficult to find, because he could change into anything he wished to be. LIke the wizard in this group of people. Osiris he calls himself, He might be Norril Demoneye, i'm going to keep a close eye on him.
No one else in the party seems to be able to change shape like Osiris. He could be changing shape behind everyone's back so that no one knows his true identity.
Death shall come creep up behind Norril Demoneye and drag his soul back to hell where it belongs.
No one else in the party seems to be able to change shape like Osiris. He could be changing shape behind everyone's back so that no one knows his true identity.
Death shall come creep up behind Norril Demoneye and drag his soul back to hell where it belongs.
Shackled City: ECL 6 Korinth the Protector Silverbrow Human Cloistered Cleric 5/ Radiant Servant of Pelor 1: Entry 9
What! How can this be?! We defeat a paladin that worships Hextor; destroy spawns of Kyuss and the infernal alter used to make them; and a Huceuva that worshiped Arythnul. And nothing to indicate what would cause these beings to be here. Where is their leader? Who brought this evil together? It is fortunate that we were able to find enough wands to stop the floods and save the city, but we are left with just too many questions. I will stay with Korinth as he continues to secure his link to Pelor.
Shackled City: ECL 6 Osiris Eloah Elf Generalist Wizard: Entry 13
At long last, for the most part, the Shackled City has been spared. The wands of controlling water have been returned to the priestess but I fear there still maybe something left uncovered from the ruins down below. No matter, a long reprieve is exactly what this party needs and quite frankly deserves, to many friends have already lost their lives. During this three month hiatus, I will continue to master my magic and grow in strength and be ready for any encounter that threatens my team, for a prepared wizard is a most dangerous opponent indeed.
Friday, October 11, 2013
Shackled City: The Dead Book: Entry 6
THE DEAD BOOK
Entry 5. Krolor (ECL 3, Brian) After succumbing to the overwhelming whim of the bugbear vampire, the old necromancer druid fired his beams of negative energy at the party from his high perch on the rope bridge. When they fired back, it was from this very perch that he fell unconscious to his death, suffering a broken neck upon impact with the ground. In the underdark he was left, without funeral and without burial.
Entry 4. Grim (ECL 4, Dan) After a failed attempt to murder Osiris under the compulsion of a vampire, the party debated long and hard about the fate of Grim. At last, as Grim lay unconscious on the ground, Osiris slit his throat.
Entry 3. Vrabel (ECL 3, Kenneth) The party began to look around for Vrabel. Has anyone seen Vrabel? Looking around they discovered a goblin medicine man standing over the collapsed body of Vrabel. After the party dispatched the medicine man, Osiris examined their fallen comrade. "He's been burned to death," came the report.
Entry 2. Kracken (ECL 3, Dan) It was the beard! The bald under-dwarf with the beard. All fear the beard.
Entry 1. Sirkus (ECL 3, Kenneth) After fearlessly mowing down several enemies in hand to hand combat while defending his party from a brood of hobgoblin archers, a fateful arrow pierced his heart, killing him instantly.
Monday, October 7, 2013
DM Entry: Shackled City: Cauldron Shops and Taxes in chapter 4.
(Note: We will resolve all selling and buying at the next session. This is only a preview.)
Because of recent tax increases, merchants in Cauldron are
now purchasing items at 40% rather than 50% (or 90% rather than 100%).
Also
because of recent tax increases, merchants are selling items at 110% of normal
prices (as indicated below).
You can buy nonmagic items from the Player's Handbook or from the Shoppe.pdf.
All of the shops selling magic items in town have the
following items available during chapter 4. At any given time, there is a 20%
chance that a magic item has already been sold when you attempt to buy it.
Remember if any certain item is only 1 item level above your
character level, you can still buy it, albeit at double the price. If an item
is 2 or more above your character level, you cannot buy it at all.
Inventory (all
items are Medium size)
|
Value
|
Price After Taxes
|
Item Level
|
amulet of natural armor +1
|
2,000 gp
|
2,200 gp
|
6
|
amulet of natural armor +1
|
2,000 gp
|
2,200 gp
|
6
|
amulet of natural armor +1
|
2,000 gp
|
2,200 gp
|
6
|
arrow of disintegration
|
3,307 gp
|
3,637 gp, 7 sp
|
8
|
bag of holding (type I)
|
2,500 gp
|
2,750 gp
|
7
|
brooch of shielding
|
1,500 gp
|
1,650 gp
|
5
|
burnt orange Ioun stone +1
|
2,000 gp
|
2,200 gp
|
6
|
burnt orange Ioun stone +1
|
2,000 gp
|
2,200 gp
|
6
|
cloak of resistance +1
|
1,000 gp
|
1,100 gp
|
4
|
composite longbow +1 (Str +3)
|
2,700 gp
|
2,970 gp
|
7
|
dancing lantern
|
2,000 gp
|
2,200 gp
|
6
|
elixir of fire breath
|
1,100 gp
|
1,210 gp
|
4
|
elixir of fire breath
|
1,100 gp
|
1,210 gp
|
4
|
elixir of fire breath
|
1,100 gp
|
1,210 gp
|
4
|
everfull mug
|
800 gp
|
880 gp
|
3
|
everfull mug
|
800 gp
|
880 gp
|
3
|
everfull mug
|
800 gp
|
880 gp
|
3
|
everlasting rations
|
350 gp
|
385 gp
|
2
|
everlasting rations
|
350 gp
|
385 gp
|
2
|
everlasting rations
|
350 gp
|
385 gp
|
2
|
everlasting rations
|
350 gp
|
385 gp
|
2
|
gloves of dexterity +2
|
4,000 gp
|
4,400 gp
|
8
|
healing belt
|
750 gp
|
825 gp
|
3
|
heavy steel shield +1
|
1,170 gp
|
1,287 gp
|
4
|
heavy steel shield +2
|
4,170 gp
|
4,587 gp
|
9
|
Heward's handy haversack
|
2,000 gp
|
2,200 gp
|
6
|
horseshoes of speed
|
3,000 gp
|
3,300 gp
|
7
|
illuminating rapier +1
|
2,820 gp
|
3,102 gp
|
7
|
light mace +1
|
2,305 gp
|
2,535 gp, 5 sp
|
7
|
longsword +1
|
2,315 gp
|
2,546 gp, 5 sp
|
7
|
necklace of fireballs (type I)
|
1,650 gp
|
1,815 gp
|
5
|
pear of power (1st level)
|
1,000 gp
|
1,100 gp
|
4
|
potion of cure light wounds
|
50 gp
|
55 gp
|
1
|
potion of cure light wounds
|
50 gp
|
55 gp
|
1
|
potion of cure light wounds
|
50 gp
|
55 gp
|
1
|
potion of cure light wounds
|
50 gp
|
55 gp
|
1
|
potion of cure light wounds
|
50 gp
|
55 gp
|
1
|
potion of enlarge person
|
250 gp
|
275 gp
|
2
|
potion of magic fang
|
50 gp
|
55 gp
|
1
|
potion of neutralize poison
|
750 gp
|
825 gp
|
3
|
potion of protection from arrows (10/magic)
|
300 gp
|
330 gp
|
2
|
potion of reduce person
|
250 gp
|
275 gp
|
2
|
potion of remove paralysis
|
300 gp
|
330 gp
|
2
|
potion of shield of faith +2
|
50 gp
|
55 gp
|
1
|
restful banded mail +1
|
1,900 gp
|
2,090 gp
|
6
|
restful chainmail +1
|
1,800 gp
|
1,980 gp
|
5
|
restful half-plate +1
|
2,250 gp
|
2,475 gp
|
6
|
ring of feather falling
|
2,200 gp
|
2,420 gp
|
6
|
ring of protection +1
|
2,000 gp
|
2,200 gp
|
6
|
ring of protection +1
|
2,000 gp
|
2,200 gp
|
6
|
rope of climbing
|
3,000 gp
|
3,300 gp
|
7
|
scroll of color spray (caster level 1)
|
25 gp
|
27.5 gp
|
0
|
scroll of cure moderate wounds (caster level 3)
|
200 gp
|
220 gp
|
2
|
scroll of daylight (caster level 5)
|
375 gp
|
412 gp, 5 sp
|
2
|
scroll of protection from evil (caster level 1)
|
25 gp
|
27.5 gp
|
0
|
slaying arrow (aberration)
|
2,282 gp
|
2,510 gp, 2 sp
|
6
|
slaying arrow (dragon)
|
2,282 gp
|
2,510 gp, 2 sp
|
6
|
slaying arrow (evil outsider)
|
2,282 gp
|
2,510 gp, 2 sp
|
6
|
slaying arrow (magical beast)
|
2,282 gp
|
2,510 gp, 2 sp
|
6
|
slaying arrow (undead)
|
2,282 gp
|
2,510 gp, 2 sp
|
6
|
wand of bear's endurance (25 charges)
|
2,250 gp
|
2,475 gp
|
6
|
wand of burning hands (50 charges)
|
750 gp
|
825 gp
|
3
|
wand of cure moderate wounds (25 charges)
|
2,250 gp
|
2,475 gp
|
6
|
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