29. november 2009
28. november 2009
Defenses - del 2
Som tidligere nævnt er det således at:
Fra level 1 til level 30 får alle monstre +29 bedre to hit.
Alt imens en player får +28 til sin gode defense (det er med den specielle bonus på +1/tier som jeg giver). De +28 er fordelt på følgende måde:
+15 (level)
+ 4 stat (forudsat at man stiger i sin main stat hver gang, med mulighed for at den er +5 hvis ens epic destiny giver +2 til ens main stat)
+ 6 magic items
+ 3 DM bonus
= +28
Som modstykke har vi en "dårlig" stat (dvs). Den stiger ikke så meget.
+15 (level)
+ 1 stat (11th og 21st level)
+ 6 magic items
+ 3 DM bonus
= +25
Et andet problem er at ikke alle feats jo stacker, og tingene bliver lidt besværelige hvis man skal ændre selve featsene, især da vi jo stort set alle bruger Character Builder (BC, du er og bliver en outsider).
Derfor er foreslaget som følger.
Jeg giver stadig +1/tier på level 5/15/25
Paragon Defenses/Robust Defenses eksisterer ikke
Epic Fortitude/Reflexes/Will er igen +4 bonus (yep, untyped)
Great Fortitude/Lightning Reflexes/Iron Will giver stadig +2 feat bonus
Unyielding Fortitude/Opportune Reflexes/Indomitable Will giver stadig en +2 feat bonus
Så ja, det er da en lille nerf af jeres defenses, uanset hvad. Men tingene stacker og Character-Builderen fungere. Hvis jeg så finder ud af at balancen ikke er rigtig, så er det smartere at tweake den DM bonus jeg giver, istedet for featsene.
Det er selvfølgelig gratis at udskifte sin Paragon Defenses/Robust Defenses med en anden feat.
27. november 2009
60th session
They collected the spoils of war (250.000 gold pieces, the Evil Eye, a plate armor and a necklace) and promptly ported back to the church of Drahar.
There they found out that the next and last piece of the ritual is the Chamber of Rituals in the City of Brass.
They also found no less than 3 powerful nobles camped outside Drahar, all three wanting Gnoguh as either their son-in-law or husband.
- King Hjanko, a mighty king from the west wants Gnoguh to marry his daughter Jezzira and help him defend his kingdom against the Ebon Empire.
- Drahonir Zulfur - Merchant Prince of the Auran Empire to the north, wants Gnoguh to marry his daughter Eliza and eventually take over the running of his private army which protects the biggest merchant fleet in the world.
- Queen Azimella - Ruler of a distant land, sent by the visions of her oracle, wants to marry Gnoguh and have him lead her 100.000's of soldiers in conquest of a new empire.
Carric was approached by a delegation from the Auran Empire. They had begun building a huge cathedral of Akir, and they want him as high priest to run the Cathedral and eventually the church of Akir in the Auran Empire.
LOOT:
Legion Plate Warsheath Armor
This armor ensures that its wearer is surrounded not just by protective layers, but also by eager foes
Level: 25
Price: 625,000 gp
Armor: Plate
Enhancement: +5 AC
First published in Adventurer's Vault.
Periapt of Cascading Health
Adventurers feel a little more confident fighting dragons with this bauble in their possession.
Level: 25
Price: 625,000 gp
Item Slot: Neck
Enhancement: +5 Fortitude, Reflex, and Will
First published in Dragon Magazine 369.
22. november 2009
Hidden Memories - Or how to enter the mind of a god
Through a significant offering, you and your friends are able to enter the memories, possibly even those forgotten, of the entity which lies in front of you.
Level: 22
Category: Divination
Time: 8 hours
Duration: Special
Component Cost: 100,000 gp
Market Price: Unique
Key Skill: Arcana
With the help of ancient arcane symbols and an enormous amount of residuum, you channel the magical weave into the subject and follow it (along with up to 8 others) into the memories of the subject. In there, you can navigate from memory to memory, even finding ancient memories that the subject had forgotten.
Let it be known that such intrusion is very dangerous, and that the subject's subconsciousness, even if completely willing, will fight you every step of the way of your journey through his memories. The stronger the subject, the stronger the subconsciousness.
While you are inside the mind of the subject, your body will stay outside, utterly helpless. You will not be aware of what happens to your body while inside the memories of the subject, unless the body is killed, in which case your mental projection will die immediately. Also be aware that only the ritual caster can end the ritual, not those he brings with him.
Should your mental projection be killed by the subconsciousness of the subject, your body will still be alive, but your brain will cease to function. In a matter of hours, your body will die as well, unless raised from the dead. And even that is tricky at best, there has been several cases where Raise Dead has not been sufficient.
After you enter the mind of the subject, you will have to make an arcana check once every 12 hours to maintain the mental projection. Failure to make the check will stop the ritual and expulse everyone from the memories of the target.
The DC to enter the mind of a subject is: Subjects level
The DC to maintain is: Subjects level +1/12 hours passed.
This ritual can be used to enter anyones mind, even that of a god. In the case of divinity and other entities as powerful, one must have 3 things to power the ritual. 1 component (Heart of Grazz't), 1 item (Evil Eye) and 1 magical focus point (unknown so far). The component is consumed in the casting and the item and the magical focus point will be drained for 1 year and 1 day. Should you wish to recast the ritual, a new component must be gathered while waiting for the item and focus point to recharge.
City of Brass Info
With numerous grand bazaars and ornate shops, the City of Brass is the mercantile center of the universe. Built on a vast basalt plate called Plane of the Molten Skies in an immense volcanic field on the edge of a fiery sea, the City of Brass is a still point in the churning tempest of the plane, and a relatively hospitable destination for mortal travelers.
It is the home of the fiery efreets, and the temperature is invariably hot—comparable to a sweltering summer day in most places; more like the inside of a smelting forge or the slopes of an active volcano in others.
More than 500.000 creatures call the City of Brass home, paying homage and taxes to Sultan Bashamgurda, the Lord of Efreets, who rules his city from his Charcoal Palace.
While the city, the city walls and the 7 forts protecting the 7 gates to the city are run by a caste of demon, salamander and archon slaves, all raised to protect, the Charcoal Palace is guarded by the Unquenchables, a small army of Thunder Efreets only loyal to the Lord of Efreets. Each more powerful than most mortals, the Unquenchables are indeed something to fear.
Created at the dawn of time by Sulymon, architect of the gods, to house all the spirits servants of the primordials, in the end, only those of earth, fire, water and air chose to make it their home. It was a free city where all races lived in peace. Sadly nothing lasts forever, and a even though immortal, there has been several Sultans during the eons since the creation of the City of Brass. Purges of certain races by various sultans have greatly diminished what races can set foot in the City of Brass. Genies of Water and Earth are all but gone, and so are most of those races that are considered good.
Instead the City is filled of salamanders, archons, azers, genasi, fire giants and titans, demons and other elemental creatures. Most other races are only visitors, and due not stay for long.
Conditions have become even worse since the Usurper took over, around 2000 years ago. He is a merciless despot. It is a city where evil walks freely, demons guard the gates, and where efreets rule. It is however also a city of law, although a law that is heavily biased against non-efreets.
There are no prisons in the City of Brass. Any infraction is punishable by either of two sentences, carried out immediately by an efreet magistrate. Death or Slavery. An insult can be as little as 7 days of slavery, while other transgressions can cause you to be bound in slavery for up to an eternity (1001 years). After you have done your time, you are once again a free man.
20. november 2009
Loot from 59th session
Mace of Healing +5
When you bolster your allies, this weapon increases the potency of your healing.
Level: 23
Price: 425,000 gp
Weapon: Mace
Enhancement: +5 attack rolls and damage rolls
Critical: +5d6 damage
Property: When you use a power that restores hit points to an ally, add an item bonus equal to this weapon’s enhancement bonus to the amount restored.
First published in Adventurer's Vault.
Shadow Warlock Anathema Leather Armor
While wearing this suit of black leather, you can cloud the mind of a cursed enemy so that your attack strikes true.
Level: 25
Price: 625,000 gp
Armor: Leather
Enhancement: +5 AC
Property: While you have concealment from your Shadow Walk class feature, any creature affected by your Warlock’s Curse grants combat advantage to you.
*Anathema Leather Armor gives a +3 AC bonus and +1 Reflex item bonus (Base)

