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Post by spiral on Jun 16, 2008 3:05:22 GMT -5
Everybody gets 750XP per level for purchasing gear. "at" will be posting some common prices for things you may want, and taking requests to look up further items if needed.
In addition, you will get a smattering of potions for free, and I will generate another six items to be shared among you as you decide once all the characters are rolled up.
Any mundane gear you want is free, it's not worth calculating exactly at this level.
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Post by at on Jun 16, 2008 3:30:52 GMT -5
EDIT (note that this is by no means the complete list - just a few sample items)
'Cash' available for magical items : All warrior classes = 6750 (9th level) Wizards = 7500 (10th level) Clerics = 6750 (9th level) Rogues = 8250 (11th level)
Weapons : +1 swords (400), +1 staves (250), +1 others (500) +2 swords (800), +2 staves (500), +2 others (1000) +3 swords (1400), +3 staves (750), +3 others (2000) (note that certain types of magical knife/dagger are cheaper)
Armour and shields : +1 armour (500) +2 armour (1000) +3 armour (1500)
Bracers of Defense (500 per AC below 10) Ring of Protection (1000 per plus, max +3) Cloak of Protection (1000 per plus, max +3)
Suitable - warrior : Ring - Regeneration (5000) Gauntlets of Ogre Power (1000) Girdle of Dwarvenkind (3500) Saw of Mighty Cutting (2000) Spade of Colossal Excavation (1000) Flame tongue +1 (500) Dragonslayer +2 (900) Frost brand +3 (1600)
Suitable - rogue : Ring - Chameleon (1000) Gem of Seeing (2000) Cloak of Elvenkind (1000) Robe of Blending (3500) Boots of Elvenkind (1000) Gauntlets of Dexterity (1000) Bag of Holding (5000)
Suitable - priest : Rod - Smiting (4000) Staff - Curing (6000) Staff - Serpent (7500) Mace - Disruption (2000) Talisman of Pure Good (3500) Phylactery of Faithfulness (1000) Ring - Elemental Command (5000)
Suitable - magic user : Ring - Wizardry (4000) Wand - Fire (4500) Wand - Frost (6000) Wand - Lightning (4000) Wand - Magic Missiles (4000) Boccob's Blessed Book (4500) Robe of the Archmagi (6000) Crystal Ball (1000) Flying Carpet (7500)
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Post by Rojito on Jun 16, 2008 8:37:45 GMT -5
6750 -1600 Icebrand+3 -3000 Armor/Shield +3 -1000 Gauntlet of Ogre Power -1000 Longbow +2 ------- 150
For a Dwarven Fighter, hows that look?
Also what does the Dwarvenkind Girdle do?
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Post by at on Jun 16, 2008 9:23:11 GMT -5
Items... Also what does the Dwarvenkind Girdle do? The frostbrand is a +3 sword (of your choice) that increases to +6 against fire using/dwelling creatures (including red dragons) and grants the same protection as a ring of fire resistance - so all good there Armour is of your choice. A +3 suit of full plate and +3 shield gives a total AC of -6 and a +6 to saves against directed attacks like fireballs and breath weapons. Gauntlet of Ogre Power gives 18(00) strength, for +3 to hit and +6 to damage Bow - keep in mind that a non-magical arrow fired from a magical bow is considered non-magical for the purposes of weapon immunity. Magical arrows come in batches of 20 IIRC and bonuses combine (so a +1 bow and 20x +1 arrows would cost the same as one possible alternative) The remaining 150 won't get you much. A Figurine of Wondrous Power (Serpentine owl) is about the only thing that costs that little - a 3 use telepathic scout owl. Useful though The girdle of dwarvenkind increases your CON by 1 and decreases your CHA by 1 (though you get a 2 point CHA bonus with regards to other dwarves). Non-dwarves also get other dwarf-like bonuses, but they don't stack on a real dwarf. With specialisation you'll be attacking twice a round with an adjusted THAC0 of 5 for 1d8+11 damage (longsword) By way of comparison your slower and do less damage than my barbarian, but your harder to hurt and have much better resistance to magical damage. Next thing to do will be to roll your hitdice 8d10 + 10 + 9x CON bonus. Then your pretty much ready to go.
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Post by Rojito on Jun 16, 2008 11:29:40 GMT -5
Then what is the point of enchanted bows? chance to hit?
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Post by at on Jun 16, 2008 11:32:01 GMT -5
Then what is the point of enchanted bows? chance to hit? Bows give bonuses to both hit and damage - however non-magical arrows remain non-magical (so anything immune to non-magical weapons is safe no matter how powerful the bow is - unless you have enchanted arrows to go with it)
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Post by Rojito on Jun 16, 2008 12:08:33 GMT -5
oh ok then, no need for magical arrows, they are too expensive, against anything immune to nonmagical will face my sword
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Post by Wicksy on Jun 16, 2008 15:33:33 GMT -5
Thats the spirit! We'll most probably come across magical arrows every so often anyway.
I'll likely go for a wand of lightning plus a ring or two and maybe a +1 sling for when i run out of spells!
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Post by TheZebraShakes™ on Jun 16, 2008 15:37:20 GMT -5
OK, I didn't get time to work on it over the weekend, so here goes. Some help please, as I don't remember much
rolls (14,12,9,12,11,15)
Elf thief level 11
str: 12 dex: 16 Con: 13 Int: 9 Wis: 12 Cha 11
Saving Throws PPD: RSW: PP: BW: Spell:
Thief skills (360 points to distribute) Backstab x 4 Pick Pockets: 15 % Open Locks: 10 % Find Traps: 5 % Move Silent:10 %` Hide in Shadows: 5 % Detect Noise:15 % Climb Walls:60 % Read Languages: 0 %
NWPs 1 2 3 4 5
WPs 1 2 3 4
--------------- Questions
Do elves get the longbow and longsword for free without using up WP slots
Can thief skills go over 100 %
These were my saves at level 10 before adjustments, how do they change if at all Paralysation, Posion, Death = 11 Rod, Staff, Wand = 10 Petrification or Polymorph = 10 Breath weapon = 14 Spell = 11
How fo my theif skills change in regard to stats and race adjustments.
are my numbers right in regard to proficiencies.
hit points 6 + [dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6] = total 47
Anything else I need to know.[rand=86926343891999961594386392680470276761669075288458354140247612307]
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Post by Wicksy on Jun 16, 2008 15:59:19 GMT -5
Hold on shakes, let me dig out my PHB....
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Post by at on Jun 16, 2008 15:59:56 GMT -5
I'll likely go for a wand of lightning plus a ring or two and maybe a +1 sling for when i run out of spells! Staff of lightning = 4000 A basic sling +1 is 500, but for only 700 you can get the vastly superior sling of seeking +2 (which is not only a +2 weapon, but treats bullets fired as +1 weapons for penetrating immunity) That leaves you with 3000 (or a little less if you go for the seeking sling). You could go for a ring of shooting stars for emergency firepower (3000) or a ring of spell storing for extra magic (2500) There are also the low-end protective rings (feather fall, fire resist, blinking, invisibility, etc - all 1000) Do elves get the longbow and longsword for free without using up WP slots Can thief skills go over 100 % No they don't, but they do get +1 to hit with longswords, short swords, and bows. Thief skills are capped at 95% Your saves haven't changed The numbers I gave you originally for thief skills should have been correct for your race/stats - but i'll recheck them at some point. If you wear anything except leather armour your skills will go up (no armour) or down (studded leather) You've only got 43 hitpoints - rogues only roll hitdice for the first 10 levels, then get 2hp a level after that. You have 8250 points to spend on magical equipment (see page 3 for samples) - just ask what you want and i'll dig up items and prices. As an elven thief you could wear elven chain. Penalties are PP(-20), OL(-5), FT(-5), MS(-10), HS(-10), DN(-5), CW(-20), RL(-0) Elven chain costs 1500(+1), 2000(+2), or 2500(+3).
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Post by Wicksy on Jun 16, 2008 16:09:35 GMT -5
OK....
Elves have a 90% resistance to sleep and charm spells, they get a +1 bonus to hit with all bows (except xbows) and long and short swords. 60ft infravision, 1 in 6 chance to discover secret doors or a 1 in 3 chance to find them if actively looking for them. Doesnt say anywhere that you get automatic proficiencies i'm afraid. Got to spend the slots i'm afraid.
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Post by prime9 on Jun 17, 2008 4:08:52 GMT -5
All being well I'm hoping to join up and help prod buttock Haven't had any contact with 2nd ed outside of the computerised versions (i.e. - baldur's gate), Only really played 3/3.5 before - so I may be a bit special! A subtle hint told me a cleric may be useful, and it's a step away from my usual cookie-cutter elven wizards, or complete nutters dual-wielding the biggest smashy-stabby-things they can find. So unless there a good reason not to - cleric it is . I'll need some help getting sorted though, about all I can remember is: dude in plate with a hammer and healing spells (and a little birdie reminding me to abuse Harm with glee!). *waves frantically*
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Post by at on Jun 17, 2008 4:55:00 GMT -5
All being well I'm hoping to join up and help prod buttock Cleric - that'll get you a level 9 character in this game (unless you take a multi-class demi human) First up you'll need to use the site's dice function to roll six sets of 4 x d6 dice. Take the highest three dice of each set for your stats and arrange them as you like, minimum wis of 9 for a cleric. Unlike 3rd ed you don't need a higher wis for higher level spells - though you do get a few bonus spells for high stats, starting at wis 13. You'll have a base THAC0 of 16, and 8+8d8 hitpoints (plus 9x con bonus, max +2 for con 16+) You can go vanilla cleric weapon restrictions (bludgeoning only) or pick an mythos (agriculture, blacksmith, death, disease, earth, healing, hunt, lightning, love, nature, oceans, peace, strength, thunder, war, wind) and i'll give you your deity's favoured weapon(s). Remember that any type of divine spell that isn't related to your mythos is restricted to 3rd level or lower - so getting harm as a wind or blacksmith cleric is unlikely... You'll have 6750 points to spend on magical equipment (see page 3 for suggestions) - just ask for pricing on anything that isn't there. All wands, rods, staves, etc come fully charged. Anything with random properties (such as a horn of valhalla) must be rolled after purchase. Edit - oh, and weapons/armour/shields/etc are limited to +3 enchantments.
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Post by spiral on Jun 17, 2008 5:17:59 GMT -5
You can all post your character sheets in the Dragon Mountain forums when you are ready.
When all the characters are up we will get started.
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Post by Wicksy on Jun 17, 2008 7:19:51 GMT -5
A few WPs in the maces would be handy too These games always produce a mace of some type as treasure.
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Post by spiral on Jun 17, 2008 9:59:03 GMT -5
at was musing over tactics for Dragon Mountain today on IM at work. Here's what he came up with:
DM: You stand before the gates to... Crom: Hit it! DM : ok, you smash the door. An angry spirit .. Mage: Lightning ! Crom: Crom!
rofl! =)
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Post by Wicksy on Jun 17, 2008 15:56:34 GMT -5
Hee hee....pre-emptive strike! ;D
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Post by prime9 on Jun 18, 2008 3:44:20 GMT -5
First up, lots of dice, I'll work out what to do with them later Stats: [dice=6][dice=6][dice=6][dice=6] --- [dice=6][dice=6][dice=6][dice=6] --- [dice=6][dice=6][dice=6][dice=6] --- [dice=6][dice=6][dice=6][dice=6] --- [dice=6][dice=6][dice=6][dice=6] --- [dice=6][dice=6][dice=6][dice=6] Hitpoints: [dice=8][dice=8][dice=8][dice=8][dice=8][dice=8][dice=8][dice=8] ..I think that's it for now [rand=5056319182674891082731509741913345269692090114445524140739420996]
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Post by Wicksy on Jun 18, 2008 7:12:17 GMT -5
Better roll my HD while i'm here...not that it matters much. I'm screwed in hand to hand combat anyways
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