More D&D on the SDMB?

:slight_smile:

I’m fine with my whetstone. Simple, to the point, efficient :). Never obsolete, either.

Also, I gotta say I too really like the Brute’s concept. He’s p. awesome. I think we’re going to get along like a house on perpetual fire.

And if we don’t happen to have a house on fire, I’m sure Zachary could arrange something… predicts earthquake.

Hello? Fire mage here? House fires on demand. :smiley:

I love the Brass Dragon tooth fits perfectly. I can’t see ever selling it, using another item instead from time to time yes but never sell. I can even think of a backstory if it doesn’t have one already. :slight_smile:

appleciders,

some of the pcgen files are basically text files, they can be modified. The deity selection effects other attributes, if you want to select some to be renamed I could do that if you want then you could distribute the file to the group. Or we could create the gods with no modifiers and just use the name. I don’t know enough about the game to pick gods to be removed.

I like that house rule for some purposes, but it does start to get around the giving up of linguistics abilities like unfamiliar languages, making forgeries, and so on. I don’t think it’s necessary for what we’re doing here.

Well, OK. We’ll give you a pair of Brass Rings that raise your unarmed damage to d4s.

That cauldron lowers the cost of making potions by a quarter from the potion making baseline; that is, to 3/8 sale price.

Okay, not too shabby even so. Cure Light Wounds potions are most cost-effective at caster level 1 (it makes no sense whatever to double the price for +1 hit point cured, etc) and it looks like I can stockpile these dirt cheap so it will come down to how many I have room for on the cart and how many we will take with us on a typical expedition - basically whatever you consider reasonable. (They’re still too high-value items for most of the rubes, who don’t have gold to fling around full stop, and good-hearted though Zachary is, selling off potions at below cost is no way to run a business… even if I make it back on volume. :smiley: )

That’s pretty much exactly how I saw it working. I like the idea that Zach’s worried about overworking the Brute by having him shift crates around, while the Brute’s personal baseline for “work” is “galley slave.”

Also, he might talk, if Zach would shut up long enough for him to get a word in edge-wise. :smiley:

Yeah, I thought of it at first as a way to buy myself out of illiteracy, and end up with a character who has the normal amount of languages for the ranks he put into Linguistics, and then figured it made a pretty good general rule. I’m over thinking things, though - I really doubt it’s going to come up for my character.

Not to be too much of a munchkin, but the normal die advance from d3 is d6…

Although in fairness, I did brain fart majorly last night when I said I didn’t have a way to increase my unarmed damage. I do - in fact, it’s one of my major combat abilities: the Brawler rage power. When I rage, my unarmed damage increases a step, to d6. A second step from a magic item would put me at d8 unarmed while raging, basically making me as effective with my hands as a guy with a longsword.

I will be uploading my final build this afternoon.

I am loving all the possible uses and and implications of my item.

That’s what she said! :smiley:

CLW potions are less cost effective than a wand, considering how many uses are/will be needed to patch everyone up after a tussle. A wand is 750g in a shop while even at 3/8th store price a CLW potion would run you 19g, or 950g for as many pots as the wand has charges.

But cheapo pots (and alchemy !) will come in *very *handy when we’re cashed-up enough to start considering the dungeoneering essentials - darkvision, protection from X, remove blindness/curse/disease, antitoxin, lesser restoration, invisibility, fly, axiomatic or silversheen oils, slow poison, gaseous form… all things for which a whole wand is usually too much, but nothing at all is much too little :).

Let’s just say that I can’t wait to whip it out during an adventure!

Are there any feats or alchemist abilities that will stack with your cauldron to make potions even cheaper? They get really expensive after just a couple of levels.

I’m not seeing any at the moment - one thing I can do, of course, is prepare them in the field when resupply might otherwise be a problem, and I can fix them quite quickly even at my present level.

For much later in the campaign, I’m amused by the prestige class that focusses on the alchemist’s mutagens… where he has taken them so often that his monstrous personality has taken on a life of its own (complete with a different alignment) and it’s sometimes hard to tell who the real alchemist is any more. :smiley:

OK, we’ll do it that way. One die type for the pair of rings.

There’s a trait that gives a 5% discount.
There’s also a Witch hex that gives exactly the same cauldron bonus, but I wouldn’t take a lone Witch level just for that :). Even if Witch hexes can be hax as hell.

No, Zachary has had enough to deal with over people thinking he is an alchemist - thinking he was a witch as well would be the last straw!

Waddya mean “thinking he’s an alchemist” ? He bloody well IS ! :slight_smile:

Well, you’ll just have to have a sale! Slash prices across the board!

I’m trying to finalize everyone’s characters now. Larry Borgia, did you calculate your character with more than 20 points for attributes, or maybe roll for stats instead? We’re doing point buy, so your stats are a little too high. I knocked your Wisdom and Charisma down by one point each; that brought you in line with everyone else. In addition, you seem to have spent four points in some skill catergories, and you can’t do that-- you’re only level three, so three points spent is the max. Let me know if I missed something.

John DiFool, did you select traits? I’m not seeing them.