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Saubon Truesilver
Topic Started: Aug 22 2009, 02:19 PM (1,456 Views)
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Morkoth
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belt of one mighty blow

Once per day, as a swift action, the wearer of this belt can activate the belt to gain extra damage on her next melee attack. A light weapon deals an extra 1d8 points of damage, a one-handed weapon deals an extra 2d6 points of damage, and a two-handed weapon deals an extra 3d6 points of damage. The belt can be used only after being worn continuously for 24 hours. If it is taken off, it becomes inactive until it is again donned and worn for a full 24 hours.

Faint transmutation; CL 5th; Craft Wondrous Item, bull's strength; Price 1,500 gp.
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cptahubb
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+1 mighty +5 composite longbow 2850 gp

belt of one mighty blow 1500 gp

cloak of resistance +2 4000 gp

gauntlets of ogre power +2 4000 gp

boots of dimension door 3024 gp
spell level (4) X caster level (7) X 1800 = 50400
(50 charges) X 0.5 = 25200
(1 per day) /(5/xper day) = 5040
(good alignment only) X 0.7 = 3528

lunch over. more on my break. I will be off at 7 tonight. see you guys then.
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cptahubb
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Nick, just read your post about the 20,000 gp limit. this would remove the boots of dimension door from eligibilty, since the price before reduction is 50,000. Or is it balanced by the reduced total uses and uses per day? I will plan for either.

If it is ok...

Amulet of Vampric Touch (spell lvl) 3 X (caster lvl) 10 X 1800 = 54,000 gp
(50 charges) /2 = 27000 gp
(1 per day) /5 = 5400 gp
(good align) X 0.7 = 3780

Circlet of Scorching Ray 2 X 7 X 1800 = 25200 gp
50 chrg =12600 gp
1/day = 2520 gp
good align = 1764 gp

If the base price negates these custom items from the half-off, I will just go with a better cloak of Res/ belt of giant str/ ring of prot. And a bunch of alchemy items.
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cptahubb
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Nick, I really do want to return to the Eldritch Giant Observatory sometime. When we have some downime, I will plan a trip there. Alone, if needs be.
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cptahubb
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Saubon Truesilver
Duskblade 5 Green Star Adept 5
Lawful Good Human male

HP 81

AC 21 (23 post-spell-casting for one round +2 dodge)
Touch 14 (16)
Flat-footed 18

Initiative +3

Base Attack +8/+3

Grapple +16

STR 22 +6 (26 +8)
DEX 17 +3
CON 12 +1
INT 15 +2
WIS 12 +1
CHA 8 -1


Fort 10 +2 to all vs Poison, sleep, paralyzation, stunning, disease, death, and
necromancy
Ref 9
Will 14

Damage Reduction 5/ Adamantine
Light Fortification (25%)
Darkvision
Low light vision

Crimson Fate +1 Spell Storing Adamantine Falchion
+17/+12 2d4+13 18-20/x2
power attack 8: +9/+4 2d4+29

+1 Composite Longbow Mighty +5
+12/+7 1d8+6 /x3

Slam +16 1d6+12 /x2

Tanglesmoke, Tangleflame, and Glowburst.

Quick Cast 1/day any spell as a free action

Bonecrusher: 1/ encounter. +4 to hit, +4d6 damage. Standard action. On successful hit, target makes DC 21 Fort save, or all critical hits scored against him have +10 to confirm

Belt of One Final Blow: 1/day. before hit determined, +2d6 damage to next attack.

Arcane Channeling: Standard action. Spell is cast on succesful melee attack.

Power Attack

1st round: Bonecrusher. Activate belt Or do 2nd round action if it is warranted.
+21 to hit, +6d6

2nd round: Quick cast True Strike. Power Attack full. Channel Scorching Ray (Arcane Channeling), Activate Spell Storing special ability (Scorching Ray) Sit back and watch the fireworks. (can't use belt with quick cast. belt is swift action)
+29 to hit. 2d4+29 18-20/x2, +16d6 fire.


Generally, I am stingy with the Quick cast. Being able to move and do the sunday punch in the same round is tactically advantageous. I don't like to just hope that after I cast true strike that the enemy will still be accessible the next round. If they aren't I just wasted two rounds.



1st: True strike, shocking grasp, killgore's fire bolt
2nd: Scorching ray, swift fly, spider climb

Wand of true strike, 50 charges. (I haven't used it yet.)
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cptahubb
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If I have any time remaining at the leaves of learning, I look for unidentified and/or unclaimed or found meteor strikes throughout history.

At Ches Isle, I will work on alchemical exercises (not enough money to actually make anything).

I also want to confer with Alice about the intersection of Astronomy and Survival, as well as with Lindrom about the intersection of Astronomy and Proffession (sailing), specifically with regards to nautical navigation. I will also look into getting any devices required for such navigation.
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cptahubb
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So I was talking with toast about feats at 12th. After much consideration of Iron Will and Sudden Recovery (Bonecrusher twice an encounter), I'm leaning towards Improved critical (falchion). 15-20 just too good. And It fits Truesilver's pursuit of one hit, one down. Cleave not really his style, although it would be a great choice too.
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cptahubb
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I'd like to thank all of my party members for their generosity in group loot. Many of the mundane/ low level items have been sacrificed to the Truesilver ancestors. This is partly efficient use of assets (no half price selling) and mostly generosity of everyone else who gets a little bit less from group loot. But your sacrifices have not been in vain.

Crimson Fate is a +1 spell-storing, holy, ghost touch, adamantine Falchion. I believe the party will benefit from their largesse. All of those pesky shadow and shade and wraith type baddies will now get a rude surprise. Without their 50% miss chance, their hit point totals will seem a bit too small for their tastes. On the other hand, I need to make sure no etherial filchers make off with my heirloom.

From here on out, I will take as little as possible from group loot, and maybe will take a half share of coin.
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Morkoth
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I don't feel left out on the loot end of things, it's just that Lindrom's spells take the place of many items like rings of protection and cloaks of resistance so I never claim those as loot.

The only treasure I'm interested in for Lindrom is putting some special abilities on my armor or maybe some wondrous items.
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and gold to make rings.
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ok team, truesilver has made his final transformation. I am now a perfect starmetal sculpture of myself! I am immune to many things now. (including being magically aged...) but, there are some drawbacks. I can no longer benefit from the healing magics of our divine casters. bob, i am going to spend some loot of wands of repair serious damage. also, i die when i reach 0 hp. i can be ressurected, unlike other constructs.
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