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D&D 3E
Idle queries... 
27th-Aug-2006 05:26 pm
1. Anyone know the stats for a Half-Drow...?

2. Has anyone played or dm'd a Warlock...? Are they broken or what...?

3. Can you stack magical effects on items, eg: Cloak of Elvenkind that is also a Cloak of Resistance...?

4. If you take a running jump and cast levitate on yourself, does your momentum carry you forward as the spell carries you upward...?

5. Is anyone else as excited as me about Savage Tide...? PIRATES...!!!
27th-Aug-2006 11:12 am (UTC)
3. See


4. I think: Yes, but you need the Mobile Spellcasting feat from Complete Adenturer to cast a spell as part of a move: jumping is part of a move action and making use of Levitate is a move action so if you have to take a readied-standard action (with Concentration check) in the middle, that is three actions.

While characters' actions all kind of join up (running characters are not static while everyone else has their turn) it might be reasonable to Rule 0 to combine thosed three actions over two rounds, with the jumping character in mid-jump at the end of their first round.
27th-Aug-2006 02:08 pm (UTC)
4. As a DM, I would put an ammendment to that. I would allow momentum, but it would be reduced each round. Call it air resistance or something. I'm not sure if I would reduce it 5 or 10 feet per round. I'm usually more leniant if there is "cool factor" in the idea. If the character abused it, I might change it.
27th-Aug-2006 12:51 pm (UTC)
1. They're just like normal half-elves but with darkvision instead of low-light. There are plenty of alternate builds floating about on the net for people who want to give them more oomph.

3. My first impression is no, only weapons and armor seem really built to support enchantment-stacking, though plenty of items could likely be later enchanted to give a greater bonus to whatever they're doing. It seems to violate the item slot system to double up in a single item.

5. Never heard of it.
27th-Aug-2006 12:58 pm (UTC)
3. See my reply above. Rings are used in the SRD example, and there's a precendent with standard items like Ring of Chameleon Power or Cloak of Arachnida.
27th-Aug-2006 01:04 pm (UTC)
1. Don't know. Don't really care. I don't think there is an official one, but you could look around the wizards boards or google to find a homebrew.

2. I played one briefly (for like 2 sessions when I was taking a break from DMing). I don't think they're overpowered--in combat he was doing constant damage, but certainly not outshining the fighter (or the cleric for that matter). But (as I understand it) they are based on the assumption of 4 encounters per day--more than that means that everyone else runs out of resources while they're still going strong. They also are extremely limited in what they can do--basically they get a couple of abilities that they can do really well all the time, but that's it.

3. Umm, I don't see why you couldn't custom create an item that gives +5 to hide checks and +1 to all saves. But there isn't a simple way of "combining" items like that.

4. I don't think so. I believe someone else mentioned a feat in which case I guess I might allow something like that (waste a spell basically to get a nice high-jump), but generally you move and cast as two separate actions--even though it all happens really fast, by the rules you've finished moving before you cast the spell.

5. I've never heard of it. But as I'm currently running a naval campaign, anything dealing with pirates sounds good to me. EDIT: Just looked it up. It sounds like an adventure, which while interesting I don't know if I'd buy (I can usually design my own adventures--though I like asking for help here ;) )
27th-Aug-2006 01:19 pm (UTC) - One last time...
3. See my reply above. Rings are used in the SRD example, and there's a precendent with standard items like Ring of Chameleon Power or Cloak of Arachnida.
27th-Aug-2006 01:38 pm (UTC) - Re: One last time...
Just to add, a popular item in many of the games that I've played in is a Ring of Protection & Resistance (+ varies).

Our gaming group combines magic items quite often.
27th-Aug-2006 03:51 pm (UTC) - Re: One last time...
In 2e, Rings of Protection also granted bonuses to saving throws :) So there is definately a precident for that idea.
27th-Aug-2006 04:46 pm (UTC)
In our campaign, quite a while back (before Eberron), we had a homebrewed class called Artificer. They had the ability to build contraptions which reproduced arcane spells as spell-like abilities.

They were limited in three ways. Their access to spell levels (didn't go higher than 5th level spells, even at 20th level), and the number of contraptions they could create (total spell levels no higher than their class level).

The third way was that they could use the contraption with a Concentration check, and while the DC was moderately low (DC 10 + spell level I believe), each successful use increased it by 1.

So, not quite like the warlock, but close enough. It was generally agreed that if artificers didn't have their additional class features (fair amount of skill points, ability to search for/disarm traps, clockwork companion), they wouldn't be that great.

Even though they could effectively cast more spells than a sorcerer, they had an even smaller spell selection. And, like many spellcasters, they ultimately could only use one spell-like ability per round. The only difference was during very long hauls, with little or no chance to rest and recover, and that was hardly ever the case.

27th-Aug-2006 04:55 pm (UTC)
The Forgotten Realms campaign setting has rules for half-drow. As someone else mentioned, they're essentially half-elves with darkvision. They're also 'drow-blooded' instead of elf-blooded, meaning that items that effect drow specifically as well as elves in general work on them. Keep in mind that in most settings, too, a half-drow would be a pariah.

Stacking magical effects has rules in the DMG-- in addition to what is mentioned in the SRD link provided by sparkymark, keep in mind that there's an additional 1.5 multiplier if it's an effect that is geared to a different body affinity slot-- like making a hat of disguise and resistance. Basically it's the cost of the most expensive ability (*1.5 if in a different body slot) + 1.5*any other ability (*1.5 again to this if in a different body slot). It can be useful for high level PCs, but it does get pricy quickly.
27th-Aug-2006 07:49 pm (UTC)
Warlock= hella broken. Like beyond broken. Never played one, but I played with one, and damn.
27th-Aug-2006 08:06 pm (UTC)

I've played one. Its not really that bad.

Take a look at at 7th level characters:

Your ranged fighter is doing 3 attacks a round, (Rapid Shot) for 3d10+3xStrength + 3xmagic damage, total. Attacking armor, but with a ~+14 to hit (BAB, Dex, magic, WF).
Your melee, single weapon fighter is doing 4d6 (great sword) + 3x Strength damage + 2xmagic enhancement. Again at about +14 to hit, v. armor. Your two-weapon fighter is doing about the same, all things told, with a slightly worse to-hit.
Your single-weapon rogue is doing 1d6 weapon+str+magic+4d6 sneak attack. Around a +14 to hit (less BAB, but flanking). Two weapon Rogue is doing twice that in damage, at about a +11 to hit.

Your Sorceror can do at least 4d4+4 for round upon round (Magic missle), always hit for 8 rounds. A 14 more rounds can be 8d6 (Scorching Ray) with a TOuch attack at +7 or so. Plus they have choices of area affect spells, and similar.
Wizard is close, but slightly less damage. More flexiblity, though.

Cleric and druid is a little less, as is bard.

Warlock is doing 4d6 damage a round, on a touch attack at a +11. THey're hitting warriors more, dex based creatures less than the fighters.

They have some things they can add to that damage, but in general, they have worse range than the ranged fighters, no flexiblity, and such.

They can bolster themselves with wands, which is nice, but that costs monetary resources.

They're not broken, unless you're spending 30+rounds in combat encounters a day. And that's probably more than 4 encounters a day, at that rate.

Your wizard can
28th-Aug-2006 05:30 am (UTC)
I would be excited about Savage Tide, except the likelihood of me ever playing in it is pretty low. We just started Shackled City, and after that I may run Age of Worms, and after that half of my gaming group is moving out of state. :(
28th-Aug-2006 07:34 am (UTC) - Planning ahead
Our group may may be atypical but we have been playing Shackled City for over three years (just started our first side-quest, at 17th level)!
28th-Aug-2006 07:47 am (UTC) - Re: Planning ahead
Depends on how frequently you play. It took us two years to get through Return to the Temple of Elemental Evil, but for most of that time we were playing every other week, switching to a weekly schedule for the last six months of the game.
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