D&D Recruitment Thread

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Mr Bean
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Post by Mr Bean »

Pcm979 wrote:Hrm. There's a lot of Rings of Protection and Cloaks of Resistance to choose from.
Hint for you, we are going to a place strait out of Arabian Nights, which means Middle eastern esk city with a giant Desert right-out side.

Your likley not going to be running Ice Golem's anytime soon nor will you have to worry about Water dragons(Hopefuly) so things that have fire resistance=good.

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Post by Pcm979 »

Mr Bean wrote:
Pcm979 wrote:Hrm. There's a lot of Rings of Protection and Cloaks of Resistance to choose from.
Hint for you, we are going to a place strait out of Arabian Nights, which means Middle eastern esk city with a giant Desert right-out side.

Your likley not going to be running Ice Golem's anytime soon nor will you have to worry about Water dragons(Hopefuly) so things that have fire resistance=good.
What I mean is, they've got +1 through +5, with drastically increasing cost.

Also IO, "Magical Axe" and "Magical Plate" is a bit vague. I can't find them.
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Post by Mr Bean »

Pcm979 wrote:What I mean is, they've got +1 through +5, with drastically increasing cost.

Also IO, "Magical Axe" and "Magical Plate" is a bit vague. I can't find them.
I don't think he's decided how ramped up he wants to go. Keep in mind its defense VS offense. A high enchanement weapon means your going to be able to slice and dice(Or smash or crush) easier. While higher AC means your harder to hit.

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Post by Pcm979 »

Ah. I see.

*Peers at options*
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Post by Mr Bean »

Pcm979 wrote:Ah. I see.

*Peers at options*
Also keep in mind you have a few things that can't be hurt period(Or take ungodly amounts of damage to hurt otherwise) without magical weapons.

Your avarage werewolf for example needs at least a +1 magic weapon/silver to damage him(Otherwise he quickheals all that damage unless its over a certian amount)

For our werewolf example if you smack him around with a Dwarven Waraxe +1 its all good(Plus you get an extra free point of damage from the enchament)
But if you hit him up with the normal Waraxe then its just going to tickle him(Under a certian thereshold of damage for example droping a big old bolder on him will kill him despite the fact its not magic)

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Post by Pcm979 »

There's a magical waraxe? I can't find it.
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Mr Bean
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Post by Mr Bean »

Pcm979 wrote:There's a magical waraxe? I can't find it.
Anything can be enchanted, You can have a +2 stick of throwing. Enchament in D&D is magic in nature and can take the form of anything from say making that stick lighter and easier to throw except when it hits something(Then its just as hard and heavy) Or it could be sharper or semi gudied so it automaticly tugs a swing towards the more vital areas.

Heck it could even dig in some more after you've struck.

All those things are generalised under the heading of "enchanted" and that all enchanted weapons can get around damage reduction(Some monsters/beats ignore the first X amount of damage delt to them unless its an "enchanted" weapon inwhich case damage is delt normaly)

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Post by Raxmei »

Mr Bean wrote:Your avarage werewolf for example needs at least a +1 magic weapon/silver to damage him(Otherwise he quickheals all that damage unless its over a certian amount)

For our werewolf example if you smack him around with a Dwarven Waraxe +1 its all good(Plus you get an extra free point of damage from the enchament)
But if you hit him up with the normal Waraxe then its just going to tickle him(Under a certian thereshold of damage for example droping a big old bolder on him will kill him despite the fact its not magic)
Nitpick: Lycanthropes have DR 10/silver, so ordinary steel weapons still have to deal with the damage reduction even if they were magical. Lycanthropes used to be vulnerable to +1 but that was an edition or two ago.


On another note, I think I'll drop out of the game. I'm bad at keeping up with online games, I have nothing really special to contribute, and the group's big enough not to miss me.
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Post by Mr Bean »

Raxmei wrote: Nitpick: Lycanthropes have DR 10/silver, so ordinary steel weapons still have to deal with the damage reduction even if they were magical. Lycanthropes used to be vulnerable to +1 but that was an edition or two ago.

On another note, I think I'll drop out of the game. I'm bad at keeping up with online games, I have nothing really special to contribute, and the group's big enough not to miss me.
Who with the what now? DR 10 means they ignore the first tend points of damage got that but thats now regardless of if its slivar or not? So if I'm thumping on your avarage wereworlf with say a +1 Sword then I've still got 10 points to work through first? And if I have a +1 Silver Sword its the same?

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Post by Raxmei »

Pcm979 wrote:There's a magical waraxe? I can't find it.
I refer you, like others have before, to
http://www.d20srd.org/

Specifically
http://www.d20srd.org/srd/magicItems/magicWeapons.htm

An enchanted Dwarven Waraxe costs 330 gp plus the price of the enchantment.
There's a list of special abilities. If you want one of those you have to get at least a +1 enchantment first. Don't go crazy with all the enchantments, they add up real fast.

Magic armors and shields are enchanted in a similar manner.

All of this information may also be downloaded as rich text documents from http://www.wizards.com/default.asp?x=d20/article/srd35 for viewing offline.
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Post by Pcm979 »

Mr Bean wrote:
Pcm979 wrote:There's a magical waraxe? I can't find it.
Anything can be enchanted, You can have a +2 stick of throwing. Enchament in D&D is magic in nature and can take the form of anything from say making that stick lighter and easier to throw except when it hits something(Then its just as hard and heavy) Or it could be sharper or semi gudied so it automaticly tugs a swing towards the more vital areas.

Heck it could even dig in some more after you've struck.

All those things are generalised under the heading of "enchanted" and that all enchanted weapons can get around damage reduction(Some monsters/beats ignore the first X amount of damage delt to them unless its an "enchanted" weapon inwhich case damage is delt normaly)
So how do I account for that with this redblade whatsit?
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Post by Raxmei »

Mr Bean wrote:Who with the what now? DR 10 means they ignore the first tend points of damage got that but thats now regardless of if its slivar or not? So if I'm thumping on your avarage wereworlf with say a +1 Sword then I've still got 10 points to work through first? And if I have a +1 Silver Sword its the same?
DR 10/silver means damage reduced by 10 except by silver. The +1 doesn't ignore it, but silver does.

DR #/magic would get negated by a +1, and DR #/silver and magic would get negated by either.
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Post by Ford Prefect »

Pcm979 wrote:So how do I account for that with this redblade whatsit?
When you click on an item in the shop you'll get a small window saying 'Buy item' and 'buy masterwork/enchanted item'. then you'll be able to get a special weapon together (like my Adamantine Rapier, De Crab)
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Post by Pcm979 »

Raxmei wrote:
Pcm979 wrote:There's a magical waraxe? I can't find it.
I refer you, like others have before, to
http://www.d20srd.org/

Specifically
http://www.d20srd.org/srd/magicItems/magicWeapons.htm

An enchanted Dwarven Waraxe costs 330 gp plus the price of the enchantment.
There's a list of special abilities. If you want one of those you have to get at least a +1 enchantment first. Don't go crazy with all the enchantments, they add up real fast.

Magic armors and shields are enchanted in a similar manner.

All of this information may also be downloaded as rich text documents from http://www.wizards.com/default.asp?x=d20/article/srd35 for viewing offline.
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Post by Pcm979 »

Ford Prefect wrote:
Pcm979 wrote:So how do I account for that with this redblade whatsit?
When you click on an item in the shop you'll get a small window saying 'Buy item' and 'buy masterwork/enchanted item'. then you'll be able to get a special weapon together (like my Adamantine Rapier, De Crab)
Oooh, nifty, except... Every time I work something out there's more! *Stares at enhancement list, eyes bugging out*
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Post by A Big Flying Fish »

CaptainChewbacca wrote:I speak giant! I'll taunt him and then duck!
*sigh* Amateurs. Just become the giant. :P
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Post by Ford Prefect »

Pcm979 wrote:Oooh, nifty, except... Every time I work something out there's more! *Stares at enhancement list, eyes bugging out*
Be strong. The cost of a fully whacked weapon is obscene. Very obscene (What? a Vorpal two bladed sword made from Adamantine with a +5 weapon bonus is 203400 gold? Are you insane!?)
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Post by Pcm979 »

Okay, this is my list so far:

Theoretical 10th level Dwarven fighter Sword and Board style

Str 16, Con 18, Dex 12, Wis 14, Int 12, Cha 8. Race modifiers and level bonuses included.

Feats: Alertness, Skill Focus: Spot, Weapon Focus: Dwarven Waraxe, Weapon Specialization: Dwarven Waraxe, Improved Critical: Dwarven Waraxe, Power Attack, Improved Sunder.

Gear: Shield, Large, Steel +1, Full-Plate +1, Waraxe, Dwarven, +1, Eyes of the Eagle, Cloak of resistance, Ring of Protection, Ring of sustenance.

I've still got 3 Feats, my Skills, and 3485 PP to burn. Any advice?
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Post by Raxmei »

An Adamantine weapon (+3000 gold, Redblade lists materials above the enchantment effects) goes very well with Improved Sunder.

Sword and Board isn't my style, so I don't know what feats match up well with it. ::shrug:: Some people think highly of Cleave.
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Post by The Guid »

Name: Doriaz. Class: Necromancer. Race: Human. Al: CG.
S: 10 D: 10 C: 16 I: 22 (20 without bonus) W: 14 Ch: 6 (I edited this down from 8... thought it suited him better).
Skills (with attribute bonus): Alchemy +13(+19), Concentration +13(+16), Heal +2 (+4), Knowledge (Geography) +11 (+17), Knowledge (History) +11(+17), Knowledge (The Planes) +13(+19), Knowledge (Arcana) +13(+19), Knowledge (Religion) +11(+17), Scry +13(+19), Spellcraft +13(+19), Speak Abyssal ( :twisted: )

Feats: Brew Potion, Scribe Scroll, Craft Wand, Craft Wondrous Item, Enlarge Spell, Quicken Spell, Still Spell, Silent Spell.

Equipment: Alchemist's Lab(Not carried with him but hidden in his cave somewhere guarded by a few skeletons), 40 Crossbow Bolts, Cold Weather outfit, Heavy Crossbow, Headband of Intellect +2, Ioun Stone (clear spindle), Quarterstaff, Ring of the Ram, Traveller's Outfit, 2 Spellbooks, Spell Component Pouch.

Backstory: Doriaz has lived in a cave for as long as he can remember now. Brought up and trained by a wizard somewhere around the Icewind Dale area he went travelling only to learn that his master had been slain by a Necromancer. He fought the Necromancer, barely escaping with his life. He concluded that the best way to fight fire, was with fire, he travelled far away from Icewind Dale to find somewhere he could study Necromancy so that evil Necromancers would no longer be unchallenged. He hates Enchanters as he sees the taking away of freedoms as the greatest evil there is. He has left his cave of study due to his scrying around and being aware only of a threat which he felt he needed to challenge. He has no idea what this is, or how to combat it but he has decided (perhaps in a rather deluded way) that he is the one to challenge it. Doriaz comes across as an evil Necromancer, somewhat mad and without heart. He is in fact a good person but his worldly knowledge is quite limited.
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Post by Mikal768 »

Imperial Overlord wrote:Yes, it is high. Sword and board style is based on going high AC/high hp and taking everythng the opponents can dish out. Your Con is your highest stat and you rolled well. You'll need every point. 3.0/3.5 dishes out more damage than previous editions. One crit from a Fire Giant and you will be in a world of hurt.
Hrm. If you're gonna be a tank type, you should make sure to get your shield/armor imbued with the foritication ability to negate those criticals (and nasty sneak attack damage). Another good thing for tanks is wrathful healing on weapons, and some sort of displacement ability.
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Post by Mikal768 »

Also, if you want to help get rid of DR confusions, take the enhancements Metalline (underdark, FR sourcebook), and Sure Striking. +2 enhancement total for the two. Metalline allows you to change the metal type of your weapon once a round (which not only gives you access to DR penetrating metals, but also 'fun' metals such as 'Heavy Platinum' and 'Aurorum', which give you extra damage and heals any sunder damage, respectivly). Sure Striking allows you to penetrate any alignment based DR, which, when added to your +1 base enhancement, takes care of almost every DR this side of 'epic'
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Post by Pcm979 »

Hrm. I can't find the option for Metalline in that Redblade thing, and I can't seem to edit it in. Does anyone know how to?
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Post by Mikal768 »

probably didn't have metalline in the program since underdark came out after redbeard IIRC. Is there a way for you to just edit the character sheet itself once it's been finalized and saved. If it's xml or the like it wouldn't be that hard to do.
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Post by Pcm979 »

It's HTML, but that doesn't matter. I'll change the stats and put it up on www.3edb.com
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