Improved toughness is a feat from Complete Warrior. Basically, it gives you an extra hit point for every hit die you have, and you gain another hit point for every subsequent hit die you gain. Prerequisite is a base fort save of +2.
Ok. If I understand correctly, that would give me +12 hp? +10 from a pally's HD, then +2 from going HD10-->HD12 for Defender.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Also, I'd like to go in-depth a little about my favored play styles, and get feedback about your favorite kinds of games so that everyone gets a piece of the pie, so to speak. I want everyone to have fun, so I'd like some input about what kind of encounters you prefer.
Personally, I think nothing makes a game more involved and interesting than atmosphere. I'd be totally happy being a player in a horror campaign that had a lot of RPing and a really creepy atmosphere with a minimum amount of combat.
As such, during this game expect some detailed descriptions of the places your character's visit. If you wander into the creepy haunted house, expect me to go to great lengths to describe the way the stairs creek ever so slightly as though someone is walking on them, even though there is nobody there.
Also, there may come points during the campaign where players experience different versions of the same scene (depending on the party's choices and other factors, I suppose). When that happens, I will seperate the scene into four spoilers, one for each player:
Like this.
Like this.
Like this.
Like this.
I have no way to know if anyone else reads another player's scene, but I'll ask that no player view any scene other than their own. It will make the campaign that much more interesting and immersive during those specific scenes if you only know what your character is experiencing and everyone is reacting to different stimuli.
Okay, with all that out of the way, I'd like to get some imput from you guys about your preferred play-styles.
If you like more role-playing and character development than combat, say so. If you love fighting monsters but dislike talking to NPCs, speak up. If you're a fan of political intruige and investigation, let me know.
I'll try to incorporate each like and dislike periodically into the game to keep it fresh and to keep everyone interested.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Well, I suppose the one thing in games that I really like is when travel becomes more than "Encounter time!" or "You travel the day, and now it's nighttime." Just, descriptions of the natural land are cool, I like to feel that there's actually a breathing world between point A and B, instead of an empty void.
I have to agree with Talore's assessment of traveling in a game world. On top of that I also want to emphasize my desire for a more living and breathing world in more than just the aspects of traveling.
My character in particular is designed with the intent of being able to interact with other Characters in the game world. Most notably when trying to obtain new information, or assess the social climate of a locale. Thus it would be of great benefit in my opinion if some thought is put into describing the people she is interacting with. I plan to do some work on my diplomacy, gather information, and bluff checks, though this is the first character I have ever created that is quite like this one, so it may take some work to get the hang of it at first. But I would expect the same amount of effort being put into the characters that mine is interacting with.
Additionally I am somewhat more familiar with the Combat type D&D Campaigns as those have been a more staple type of mainstay of the campaigns I have played in the past. Though occasionally I have also played in very high magic games. To the point where I have had the living incarnation of AD&D 2nd Editions concept of Wild Magic as a pet rodent, that was probably one of my least favorite campaigns (even though I enjoyed it at the time) due to the high levels of absurdity involved in it. For one thing the rodent turned one of the games character's pockets into a gynormous bag of holding capable of containing a small old growth forest if that gives you any idea of the power level of this rodent.
Overall I like a mixture of Role Playing, Combat, and Environment in my games when I am playing a D&D Game, and would greatly like to see this campaign include these components if possible.
EDIT: Oh, I should also note, that that Rodent, was also able to completely block the most powerful Tactical Nukish attack from the most powerful Lich in that Campaign.... so not something I would like to see replicated... (on either end of that attack). I have strong suspicions if it weren't for the rodents shield, and timely teleport spell that half the planet would have been obliterated in that attack....
EDIT: Oh, I should also note, that that Rodent, was also able to completely block the most powerful Tactical Nukish attack from the most powerful Lich in that Campaign.... so not something I would like to see replicated... (on either end of that attack). I have strong suspicions if it weren't for the rodents shield, and timely teleport spell that half the planet would have been obliterated in that attack....
Kamehameha?
I'm fine with what other people prefer in terms of balance. I.e. combat/non-combat etc. Just keep in mind the dwarf isn't built too much with socializing/info gathering in mind(though Dalkon's got that pretty much covered).
I am going to make a note here that I am going to be using two Language Translators for the purpose of the ingame Languages of Druidic and Elven. Because I Do not expect anyone to be able to understand what my character is saying when she speaks in these languages, I will be providing direct translations of what she is saying in those languages (when it is needed, cause her commands to her wolf, and her magical items will also be in these languages and should be fairly obvious what they mean), but those translations will be in spoilers, and will be primarily directed towards people who have taken either Elven and Druidic as a language (i.e. Talore's Character, and any Elves in the vacinity of the group when speaking Elven, and any NPC Druids when speaking Druidic). I am going to be providing Caex and Talore with the Translator I plan on using so that they can both make use of it if they so desire. Though I expect some variations in translations to occur.
Also note, while my characters name is still Lily Silver in Common, I have decided due to the way her name translates into elven in the Translator that I am using, for consistency purposes and ease of translating whole sentences, to use the following elven name for my character: "Jholia Molaes" hope that doesn't lead to too much confusion. My character will answer to either name, just to be clear, and both names are on both of her two character sheets.
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
Hope it isn't too terribly complicated, it has a lot of crunch. For a couple items, I used the rules in the Magic Item Compendium for adding common qualities to items.
Talore i believe that follows the "custom item" rule, or at the very least is something you should have asked Caex about, im working on the crunch right now should be done in a few minutes
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
No custom items. Don't even ask. I'll say no, and tell you to read the rules more carefully next time. By custom items, I mean items with unique abilities or items that can't be created by using the standard item-creation rules.
Talore: Looks like you didn't add the 50% price increase for single items with multiple abilities. Each ability you add has an additional +50% price increase for that specific ability.
So a Headband of Conscious Effort is normally 2,000 gold. Adding a +6 Int bonus costs 36,000, plus an additional 18,000 (+50% of 36,000) for adding it to an item with an ability.
If you were to add another ability to that, say a +4 Dexterity bonus, it would cost 16,000 plus 8,000 (50% or 16,000) to add it.
So the total cost would be 2,000+ 54,000+ 24,000.
EDIT: For the record, I don't mind items with single abilities added on. But add more than one, and I'll probably deny the item.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Talore: Looks like you didn't add the 50% price increase for single items with multiple abilities. Each ability you add has an additional +50% price increase for that specific ability.
So a Headband of Conscious Effort is normally 2,000 gold. Adding a +6 Int bonus costs 36,000, plus an additional 18,000 (+50% of 36,000) for adding it to an item with an ability.
If you were to add another ability to that, say a +4 Dexterity bonus, it would cost 16,000 plus 8,000 (50% or 16,000) to add it.
So the total cost would be 2,000+ 54,000+ 24,000.
EDIT: For the record, I don't mind items with single abilities added on. But add more than one, and I'll probably deny the item.
That is true with unique abilities, like applying the abilities of a Boots of the Winterlands to a Boots of the Mountain King. However, it is not true with the generic ability increases tacked onto items, it is specifically called out in the paragraphs under the table of prices.
Quote from Magic Item Compendium, page 323 »
This added cost doesn’t necessarily apply when adding some
common effects to existing items; see below.
Quote from Magic Item Compendium, page 324 »
Example: Lidda has a pair of boots of striding and springing, and
she wants to add a Dexterity bonus (rather than buying gloves of
Dexterity). Her friend Mialee isn’t around, so Lidda must track down
a stranger to do the work. She pays the wizard 4,000 gp, and four
days later her boots now also grant her a +2 enhancement bonus to
Dexterity. When Lidda later decides to improve the bonus to +4, she
manages to talk Mialee (who has the Craft Wondrous Item feat and
knows the cat’s grace spell) into performing the work. After spending
eight 8-hour days of work and expending 6,000 gp of components
(likely supplied by Lidda) and 480 XP, Mialee succeeds in increasing
the +2 enhancement bonus to Dexterity to +4.
That is true with unique abilities, like applying the abilities of a Boots of the Winterlands to a Boots of the Mountain King. However, it is not true with the generic ability increases tacked onto items, it is specifically called out in the paragraphs under the table of prices.
Fair enough.
But let's keep it down to one added ability increase per item so things don't get too crazy.
Characters are looking good, folks. Once the bios are finished, we'll get to start this up. [/excited]
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Caex, is it okay if I ask that the Wilding Clasps that my character is wearing are designed in such a way as to not be obvious as to what they are. I.e. they are camouflaged to appear as objects that the items they are connected to would normally have on them (i.e. in the case of the cloak the wilding clasp appears as an elaborate broach that would have held it around her neck). Would that be acceptable?
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
So um... about how long do 'we' think it will be before the campaign gets started?
Calm down DC he is sadistic but not to the level of Jen or ASA
Skills and Bio should be done in a few and so we can start on monday without problem, no one is picking the position of Court Physician and Royal Marriage Counselor right?
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Quote from »
Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Caex, is it okay if I ask that the Wilding Clasps that my character is wearing are designed in such a way as to not be obvious as to what they are. I.e. they are camouflaged to appear as objects that the items they are connected to would normally have on them (i.e. in the case of the cloak the wilding clasp appears as an elaborate broach that would have held it around her neck). Would that be acceptable?
Depends on the item. The cloak thing is fine. But if you were to have bracers or gloves the clasp would have to be obvious.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Hey caex just one question, this campaign features little to no aquatic elements right? im asking because my invocation choice may vary depending on this
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Quote from »
Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Ok. If I understand correctly, that would give me +12 hp? +10 from a pally's HD, then +2 from going HD10-->HD12 for Defender.
(Siggy adapted, DarkHunter1357 (deviantART))
Nope. It gives you +1 HP for each character level, and an additional +1 HP at each new level.
So you'd have +16 HP right now, and at every level you get an extra +1 HP.
EDIT: @Dalkon: Both those spells are fine.
{Magic: The RPG}
Ok. With that, the sheet should be done.
http://www.myth-weavers.com/sheetview.php?sheetid=255358
(Siggy adapted, DarkHunter1357 (deviantART))
Looks good to me.
Also, I'd like to go in-depth a little about my favored play styles, and get feedback about your favorite kinds of games so that everyone gets a piece of the pie, so to speak. I want everyone to have fun, so I'd like some input about what kind of encounters you prefer.
Personally, I think nothing makes a game more involved and interesting than atmosphere. I'd be totally happy being a player in a horror campaign that had a lot of RPing and a really creepy atmosphere with a minimum amount of combat.
As such, during this game expect some detailed descriptions of the places your character's visit. If you wander into the creepy haunted house, expect me to go to great lengths to describe the way the stairs creek ever so slightly as though someone is walking on them, even though there is nobody there.
Also, there may come points during the campaign where players experience different versions of the same scene (depending on the party's choices and other factors, I suppose). When that happens, I will seperate the scene into four spoilers, one for each player:
I have no way to know if anyone else reads another player's scene, but I'll ask that no player view any scene other than their own. It will make the campaign that much more interesting and immersive during those specific scenes if you only know what your character is experiencing and everyone is reacting to different stimuli.
Okay, with all that out of the way, I'd like to get some imput from you guys about your preferred play-styles.
If you like more role-playing and character development than combat, say so. If you love fighting monsters but dislike talking to NPCs, speak up. If you're a fan of political intruige and investigation, let me know.
I'll try to incorporate each like and dislike periodically into the game to keep it fresh and to keep everyone interested.
{Magic: The RPG}
My character in particular is designed with the intent of being able to interact with other Characters in the game world. Most notably when trying to obtain new information, or assess the social climate of a locale. Thus it would be of great benefit in my opinion if some thought is put into describing the people she is interacting with. I plan to do some work on my diplomacy, gather information, and bluff checks, though this is the first character I have ever created that is quite like this one, so it may take some work to get the hang of it at first. But I would expect the same amount of effort being put into the characters that mine is interacting with.
Additionally I am somewhat more familiar with the Combat type D&D Campaigns as those have been a more staple type of mainstay of the campaigns I have played in the past. Though occasionally I have also played in very high magic games. To the point where I have had the living incarnation of AD&D 2nd Editions concept of Wild Magic as a pet rodent, that was probably one of my least favorite campaigns (even though I enjoyed it at the time) due to the high levels of absurdity involved in it. For one thing the rodent turned one of the games character's pockets into a gynormous bag of holding capable of containing a small old growth forest if that gives you any idea of the power level of this rodent.
Overall I like a mixture of Role Playing, Combat, and Environment in my games when I am playing a D&D Game, and would greatly like to see this campaign include these components if possible.
EDIT: Oh, I should also note, that that Rodent, was also able to completely block the most powerful Tactical Nukish attack from the most powerful Lich in that Campaign.... so not something I would like to see replicated... (on either end of that attack). I have strong suspicions if it weren't for the rodents shield, and timely teleport spell that half the planet would have been obliterated in that attack....
Kamehameha?
I'm fine with what other people prefer in terms of balance. I.e. combat/non-combat etc. Just keep in mind the dwarf isn't built too much with socializing/info gathering in mind(though Dalkon's got that pretty much covered).
(Siggy adapted, DarkHunter1357 (deviantART))
Also note, while my characters name is still Lily Silver in Common, I have decided due to the way her name translates into elven in the Translator that I am using, for consistency purposes and ease of translating whole sentences, to use the following elven name for my character: "Jholia Molaes" hope that doesn't lead to too much confusion. My character will answer to either name, just to be clear, and both names are on both of her two character sheets.
http://www.myth-weavers.com/sheetview.php?sheetid=255322
Hope it isn't too terribly complicated, it has a lot of crunch. For a couple items, I used the rules in the Magic Item Compendium for adding common qualities to items.
I disagree with that assessment.
So a Headband of Conscious Effort is normally 2,000 gold. Adding a +6 Int bonus costs 36,000, plus an additional 18,000 (+50% of 36,000) for adding it to an item with an ability.
If you were to add another ability to that, say a +4 Dexterity bonus, it would cost 16,000 plus 8,000 (50% or 16,000) to add it.
So the total cost would be 2,000+ 54,000+ 24,000.
EDIT: For the record, I don't mind items with single abilities added on. But add more than one, and I'll probably deny the item.
{Magic: The RPG}
That is true with unique abilities, like applying the abilities of a Boots of the Winterlands to a Boots of the Mountain King. However, it is not true with the generic ability increases tacked onto items, it is specifically called out in the paragraphs under the table of prices.
I may have messed up the items a bit, its been a while since i last touched 3.5 (i feel downright spoiled by the feat progression in 4e)
Missing Skills and Bio should have that bit done either tonight or tomorrow morning so we can start monday
Fair enough.
But let's keep it down to one added ability increase per item so things don't get too crazy.
Characters are looking good, folks. Once the bios are finished, we'll get to start this up. [/excited]
{Magic: The RPG}
You are aware though that SR is pretty much irrelevant with me around right? (Yay SR Bypassing Flame Strike!)
That almost sounds like a challenge.
Perhaps I'll go searching through my bag of tricks.
{Magic: The RPG}
oh joy, thanks Sep, thanks so much....
So um... about how long do 'we' think it will be before the campaign gets started?
My flavour stuff will be done by 5:00PM PST; I don't know about Sepiriel.
Last I heard, Assay Resistance is pretty good.
Calm down DC he is sadistic but not to the level of Jen or ASA
Skills and Bio should be done in a few and so we can start on monday without problem, no one is picking the position of Court Physician and Royal Marriage Counselor right?
Depends on the item. The cloak thing is fine. But if you were to have bracers or gloves the clasp would have to be obvious.
Feel free to make up places, factions, people, whatever. Just no entire kingdoms. I've got most of those (very) roughly plotted out.
{Magic: The RPG}