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https://paulmurraycbr.github.io/MICGenerator.html>roll MIC treasure generator for giggles >first result has an everlasting feedbagThe table knows I'm playing a horse game
>>183519My initial reaction is "That's a thi"
Followed by a deadpan
<A course ieets a theeng >>183541Why wouldn't it? It's a useful magic item, but minor enough to appear on low CR treasure roll.
Iirc, it was first printed in Arms & Equipment
https://dnd.arkalseif.info/items/magic-item-compendium--73/everlasting-feedbag--397/index.html>This leather feedbag is adorned with a small medallion bearing an embossed cornucopia symbol.>When you place an everlasting feedbag around the muzzle of a horse, donkey, or other equine animal, suitable feed fills the bag and is continuously replenished until it is removed from the animal. Any uneaten feed disappears at that time. An everlasting feedbag can be used once per day. >>183562My homebrew "unlimited food" item is a pair of chopsticks in a sheathe. When you unsheathe and break, it pops into two sheathed chopsticks. One of those pairs of chopsticks, when unsheathed and broken, can be placed in any mundane bowl or cup, and be filled with ramen. The other chopstick sheath is as the original: waiting to be split into two.
>>183576A very dusty pair of chopsticks, possibly from decades prior
Minor conjuration
>>183577Chopsticks and a create food spell?
>>183562MIC removed the line of text from A&E that said care needed to be taken to prevent the horse from overeating.
I've thought of a way Dust can know Posey is undead without slaughtering her on the spot. It's a wild stretch, but I think it's valid enough to be fine character wise
>>183633Regeneration beef jerky alone is a reason
>>183635>beef jerkyYou're thinking of a mummy.
Also, undead cannot have regeneration. Posey has damage reduction and situational fast-healing, but mostly heals from her charnel touch
I also can't wait until Dark Star meets Kira and learns she wants to bring her entire tribe of lamias into Equestria for asylum
How many actions do I get a turn again? Isn't it like one movement and one standard? Can I take two standards?
>>183767One movement, one standard, plus a free action. There are different feats that change your capabilities for every round.
>>183772Can I do more if I don't move?
>>183784Yes, that's called a full-round action. Some things require that, including many types of spells. You do get a free five-foot "step" even with a full-round action.
>>183767You can take two moves, but not two standards.
For Cavaliere I think I have to take weapon finesse for unarmed on level 6. I should have realized sooner that unarmed attack rolls by default use strength as the modifier. Weapon finesse would let me use dexterity instead and gain +3 to attack rolls immediately. However this means I would have to take another level in monk, not swordsage or anything else.
>>183829You would be better in melee with zero Monk levels and all Swordsage.
>>183834Even if I was ignorant of all possibilities when making Cavaliere, I believe it would be unfair to retcon and redo his entire build to gain a mechanical advantage. Therefore I have to stick by two levels in monk, and try to keep their advantages while growing stronger. If I pick swordsage or a good prestige class, I would have to take that feat (I think it's homebrew) to keep monk functionality. Since half of my character's offensive power is in unarmed, a single level in that class would have to not only beat out another level of monk but also +3 roll modifier to unarmed. Weapon finesse for unarmed is equivalent to two other SRD feats (weapon focus + weapon specialization for a +3 bonus). It's not game-breakingly powerful but, with wushu style, it would make unarmed viable for nonlethal takedowns of dangerous opponents.
I realize the irony of saying all this right after Cavaliere shot a pony dead between the eyes >>183843>it would be unfair to retcon and redo his entire build to gain a mechanical advantageNo, it really wouldn't be unfair. GM already said he was fine with it for Brie. You are new at the game, and you didn't necessarily know what you were making when you first made your sheet, so correcting mistakes is fine.
It's called retraining/rebuilding. It's in the DMGII
>>183845Yes but I want him to become a kung-fu student and that's a fighting style for monks which is also mechanically viable. GM Pone is also partial to buffing monks in some capacity and I hold a bias towards the core classes.
Could you summarize what I would gain instead if I rebuilt with swordsage in mind? I do believe you have a good idea of what my character is about.
>>183848>Could you summarize what I would gain instead if I rebuilt with swordsage in mind?For starters, you would get unarmed damage, like a monk.
You would get weapon focus with a number of weapons.
You would get six sublime way maneuvers, and a martial stance. These maneuvers are special martial arts moves and are very potent in combat. I think you would have access to maneuvers of at least 2nd level.
You would get a bonus to initiative.
Depending on what members you take, I think you may have a much better time than a level in Monk.
>>183863I read about maneuvers and they are looking like attractive options.
With wushu fighting style I get a bonus to initiative and the ability to power attack.
Swordsage is more versatile but considering I am focusing on unarmed attacks the two options look roughly equal. Thank you for informing me but I will stick to this path.
>>183873>power attackYou don't want power attack it you're doing unarmed combat.
Power attack is for two handed weapons.
A lot of maneuvers do plenty of damage, and many of them assist with unarmed attacks.
Also note you can trade the swordsage's light armor for Monk style unarmed damage.
>>183877You can use power attack with one-handed weapons. Rather than added damage being multiplied by two, it is simply added. Considering unarmed attacks are weak damage-wise it looks useful. Losing stunning fist is sad but a once-per-day special attack has limited utility when in-game days last months for the players.
It is tempting, and I might just make an alternative character sheet in order to compare stats and abilities.
It took me this long to realize how little damage ability Posey actually has...
Her entire build is fear-based debuffs
Well...
That was at least clean, and reasonably threatening
>>183918O
>>183946I saved this image because I knew I was going to post disapprovingly at someone. It took 4 hours.
Since we're in a modern setting, with modern medicine, we should be using the d20 modern Treat Injury skill:
https://d20modern.fandom.com/wiki/Treat_InjuryUnlike the worthless 3.5e heal skill, it actually does something substantial, like the ability to heal 1d4 HP 1/day per character.
>>184111The 3.5e heal skill doesn't really do anything. The treat wound skill is the only way to heal damage in most d20 modern games, but d20 modern games have a different dynamic as they're less combat focused altogether.
What is the balance regarding enchanted weapons & ammunition and EaW's own magical weapons? Should enchanting an ordinary weapon be more powerful because of the expense needed for a custom weapon (compared to magical weapons being mass-produced), or should magical weapons be more powerful because they are specialized to use magical crystals as ammunition? We seem to agree that enchanted ammunition is also good to include because it's single-use, but how does it fit on the totem pole?
My headcanon is mundane weapon < enchanted weapon with mundane ammo/mundane weapon with enchanted ammo < enchanted weapon with enchanted ammo < magical weapon
personally I think enchanted weapons are too cheap to produce in EaW, since if you've got crystals it's a no-brainer to give them to entire divisionsAlso I haven't been able to find a single piece of art featuring a magical weapon>>184106I agree. There are a number of things that should be brought in from D20 Modern and Treat Injury is a no-brainer.
>>184106Ooh! That looks very good. Yes
>>184106Sounds like how we've been treating the Heal skill already
>>184123In d20 Arcana, enchanting a weapon of any kind is the same cost.
Obviously, a magic gun is stronger than a magical crossbow, but altering the item economy of 3.5e could lead to unforseen consequences.
>since if you've got crystals it's a no-brainer to give them to entire divisionsThese sound like Least Augmentation Crystals, the kind that only requires masterwork or greater weapons to buff. If they count as Least Augmentation crystals, then you could plausibly give them to an army, although it would still be expensive. A least crystal only costs 300 gp, iirc.
https://holiviantales.wordpress.com/game-mechanics/magic/magical-devices/magical-weapons/weapon-augmentation-crystals/>should magical weapons be more powerful because they are specialized to use magical crystalsA lesser crystal can only be attached to a +1 weapon.
A greater crystal can only be attached to a +3 weapon.
Alternatively, the crystals could be consumables, like variant potions (potions aren't necessarily liquid). If a crystal counts as a consumable potion of magic weapon, it could be affordable.
>We seem to agree that enchanted ammunition is also good to include because it's single-use, but how does it fit on the totem pole?Enchanted ammunition is just fun, imo. It makes enemies more dangerous without increasing their treasure too much, and it gives ranged characters cool loot without adding too much treasure to an encounter.
The Magic Item Compendium has a lot of text concerning how to work with the magic in any particular game. D20 Arcana also has resources.
Also, this MIC loot roller is good:
https://paulmurraycbr.github.io/MICGenerator.htmlI like how it gives the option to reroll individual parts of the roll.
>>184126So should I replace heal with treat injury on Dust's sheet?
>>184134We could just apply the Treat Injury applications to the heal skill.