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[OOC] Return to the Rusty Rat - Printable Version

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RE: Return to the Rusty Rat - Torin - 03-18-2017

(03-18-2017, 08:45 PM)Portho Nihilbuck Wrote: Oh here is where the Cape of Alter self was from.. I see what you mean.. alter self to a Lizardfolk or troglodyte..  get size increase to my Strengrth of +2, wield it one handed rather than two so I keep my shield, and get the +5 or +6 natural armour.

With BAB +6/+1   Strength bonus +1 sword bonus +5 he'd have +12/+7 Attack and do 2d6+6 damage, plus add in bard song for another +2 hit and damage, and his spellcasting and yes he'd ne'd be pretty good, though not as good as a dedicated 8th level warrior class would be..  Considering I have alter self on the Bard spell list and would not even need UMD for that I'd save and just get a wand of alter self though   4500gp for 50 charges.
It is not Enlarge/Reduce person. You retain your own ability scores.
You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself.

You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).

You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels.

If the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.

You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.

You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.

You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesn’t change the creature type or subtype.

You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. You are effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.

http://brilliantgameologists.com/boards/index.php?topic=343.0


RE: Return to the Rusty Rat - Portho Nihilbuck - 03-18-2017

(03-18-2017, 09:02 PM)Torin Wrote:
(03-18-2017, 08:45 PM)Portho Nihilbuck Wrote: Oh here is where the Cape of Alter self was from.. I see what you mean.. alter self to a Lizardfolk or troglodyte..  get size increase to my Strengrth of +2, wield it one handed rather than two so I keep my shield, and get the +5 or +6 natural armour.

With BAB +6/+1   Strength bonus +1 sword bonus +5 he'd have +12/+7 Attack and do 2d6+6 damage, plus add in bard song for another +2 hit and damage, and his spellcasting and yes he'd ne'd be pretty good, though not as good as a dedicated 8th level warrior class would be..  Considering I have alter self on the Bard spell list and would not even need UMD for that I'd save and just get a wand of alter self though   4500gp for 50 charges.
It is not Enlarge/Reduce person. You retain your own ability scores.
You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself.

You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).

You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels.

If the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.

You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.

You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.

You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesn’t change the creature type or subtype.

You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. You are effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.

http://brilliantgameologists.com/boards/index.php?topic=343.0

LOL I actually planned on using teh Wand of Enlarge Person on SG not myself. Portho doesn't think of himself as a melee character. But the sword of light makes him fairly viable in melee even without Alter Self.

If you want to buy the wand of alter self for Portho to use, he'd consider it a loan and pay youi back rather than have it come solely from you and not really benefit you overmuch. Next time we get loot hed hopefully delve into higher level or higher caster level wands.


RE: Return to the Rusty Rat - Silent Giant - 03-18-2017

(03-18-2017, 08:59 PM)Torin Wrote: @SG: you should by two platinum rings (Deja Vu, but in this time we are in the opposite side)

Okay, he will do it if Torin suggests it IC. SG doesn't know about this spell.


RE: Return to the Rusty Rat - Silent Giant - 03-18-2017

(03-18-2017, 09:19 PM)Portho Nihilbuck Wrote: LOL I actually planned on using teh Wand of Enlarge Person on SG not myself. Portho doesn't think of himself as a melee character. But the sword of light makes him fairly viable in melee even without Alter Self.

Good point, he will like you Smile
He will be a real large Giant Smile


RE: Return to the Rusty Rat - Torin - 03-18-2017

(03-18-2017, 09:19 PM)Portho Nihilbuck Wrote:
(03-18-2017, 09:02 PM)Torin Wrote:
(03-18-2017, 08:45 PM)Portho Nihilbuck Wrote: Oh here is where the Cape of Alter self was from.. I see what you mean.. alter self to a Lizardfolk or troglodyte..  get size increase to my Strengrth of +2, wield it one handed rather than two so I keep my shield, and get the +5 or +6 natural armour.

With BAB +6/+1   Strength bonus +1 sword bonus +5 he'd have +12/+7 Attack and do 2d6+6 damage, plus add in bard song for another +2 hit and damage, and his spellcasting and yes he'd ne'd be pretty good, though not as good as a dedicated 8th level warrior class would be..  Considering I have alter self on the Bard spell list and would not even need UMD for that I'd save and just get a wand of alter self though   4500gp for 50 charges.
It is not Enlarge/Reduce person. You retain your own ability scores.
You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself.

You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).

You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels.

If the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.

You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.

You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.

You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesn’t change the creature type or subtype.

You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. You are effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.

http://brilliantgameologists.com/boards/index.php?topic=343.0

LOL I actually planned on using teh Wand of Enlarge Person on SG not myself. Portho doesn't think of himself as a melee character. But the sword of light makes him fairly viable in melee even without Alter Self.

If you want to buy the wand of alter self for Portho to use, he'd consider it a loan and pay youi back rather than have it come solely from you and not really benefit you overmuch. Next time we get loot hed hopefully delve into higher level or higher caster level wands.
Your size will be changed to medium if you alter yourself to a troglodyte. IMHO, you must drop the sword before that and pick up after, cos without this the weapon size changes to large.

Rules of the Game: Polymorphing (Part Two)


RE: Return to the Rusty Rat - Torin - 03-18-2017

(03-18-2017, 09:22 PM)Silent Giant Wrote:
(03-18-2017, 08:59 PM)Torin Wrote: @SG: you should by two platinum rings (Deja Vu, but in this time we are in the opposite side)

Okay, he will do it if Torin suggests it IC. SG doesn't know about this spell.

You should assume that Torin already said it IC when they drank at night Tongue.


RE: Return to the Rusty Rat - Torin - 03-18-2017

(03-18-2017, 05:12 PM)Portho Nihilbuck Wrote: - Wand of CG -2,250
(03-17-2017, 06:52 PM)Lugar Wrote: Total, minus wand and vial = 239,899 gp 1/2 =  119,949.5 gp 1/5 = 23,989 gp each if we can sell it all, not including the 7,300 we each got from the other loot, if my math is correct.
Lugar didn't calculate with Wand of CG. So, everyone has got another 450gp.

Summary: 31739gp / head (+ 1 vial / team)


RE: Return to the Rusty Rat - Portho Nihilbuck - 03-18-2017

(03-18-2017, 09:40 PM)Torin Wrote:
(03-18-2017, 09:19 PM)Portho Nihilbuck Wrote:
(03-18-2017, 09:02 PM)Torin Wrote:
(03-18-2017, 08:45 PM)Portho Nihilbuck Wrote: Oh here is where the Cape of Alter self was from.. I see what you mean.. alter self to a Lizardfolk or troglodyte..  get size increase to my Strengrth of +2, wield it one handed rather than two so I keep my shield, and get the +5 or +6 natural armour.

With BAB +6/+1   Strength bonus +1 sword bonus +5 he'd have +12/+7 Attack and do 2d6+6 damage, plus add in bard song for another +2 hit and damage, and his spellcasting and yes he'd ne'd be pretty good, though not as good as a dedicated 8th level warrior class would be..  Considering I have alter self on the Bard spell list and would not even need UMD for that I'd save and just get a wand of alter self though   4500gp for 50 charges.
It is not Enlarge/Reduce person. You retain your own ability scores.
You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself.

You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).

You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels.

If the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.

You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.

You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.

You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesn’t change the creature type or subtype.

You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. You are effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.

http://brilliantgameologists.com/boards/index.php?topic=343.0

LOL I actually planned on using teh Wand of Enlarge Person on SG not myself. Portho doesn't think of himself as a melee character. But the sword of light makes him fairly viable in melee even without Alter Self.

If you want to buy the wand of alter self for Portho to use, he'd consider it a loan and pay youi back rather than have it come solely from you and not really benefit you overmuch. Next time we get loot hed hopefully delve into higher level or higher caster level wands.
Your size will be changed to medium if you alter yourself to a troglodyte. IMHO, you must drop the sword before that and pick up after, cos without this the weapon size changes to large.

Rules of the Game: Polymorphing (Part Two)

I think the blade size does not change, because it is based off Charisma, so as long as my Charisma doesn't drop, it stays greatsword but wieldable one handed... the oversize issue is that my little gnome fingers are small for the grip


RE: Return to the Rusty Rat - Torin - 03-18-2017

(03-18-2017, 11:29 PM): Portho Nihilbuck Wrote:
(03-18-2017, 09:40 PM)Torin Wrote:
(03-18-2017, 09:19 PM)Portho Nihilbuck Wrote:
(03-18-2017, 09:02 PM)Torin Wrote:
(03-18-2017, 08:45 PM)Portho Nihilbuck Wrote: Oh here is where the Cape of Alter self was from.. I see what you mean.. alter self to a Lizardfolk or troglodyte..  get size increase to my Strengrth of +2, wield it one handed rather than two so I keep my shield, and get the +5 or +6 natural armour.

With BAB +6/+1   Strength bonus +1 sword bonus +5 he'd have +12/+7 Attack and do 2d6+6 damage, plus add in bard song for another +2 hit and damage, and his spellcasting and yes he'd ne'd be pretty good, though not as good as a dedicated 8th level warrior class would be..  Considering I have alter self on the Bard spell list and would not even need UMD for that I'd save and just get a wand of alter self though   4500gp for 50 charges.
It is not Enlarge/Reduce person. You retain your own ability scores.
You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself.

You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).

You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels.

If the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.

You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.

You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.

You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesn’t change the creature type or subtype.

You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. You are effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.

http://brilliantgameologists.com/boards/index.php?topic=343.0

LOL I actually planned on using teh Wand of Enlarge Person on SG not myself. Portho doesn't think of himself as a melee character. But the sword of light makes him fairly viable in melee even without Alter Self.

If you want to buy the wand of alter self for Portho to use, he'd consider it a loan and pay youi back rather than have it come solely from you and not really benefit you overmuch. Next time we get loot hed hopefully delve into higher level or higher caster level wands.
Your size will be changed to medium if you alter yourself to a troglodyte. IMHO, you must drop the sword before that and pick up after, cos without this the weapon size changes to large.

Rules of the Game: Polymorphing (Part Two)

I think the blade size does not change, because it is based off Charisma, so as long as my Charisma doesn't drop, it stays greatsword but wieldable one handed... the oversize issue is that my little gnome fingers are small for the grip

Maybe you have right. I read the DM's spoilers but the sentence is ambiguous: "The weapon is medium and does not resize."
They should have two meaning:
1. The weapon don't adapts it's size to its wielder.
2. The weapon size don't change when a spell modifies the wielder size.

We know that the first is true. So, both are true or just the first.

@DM: Is the sword change his size if a spell enlarges his wielder?


RE: Return to the Rusty Rat - Lugar - 03-19-2017

31,289 gp
-13,500 = Ring of Blinking (50charges) 1/2 price ,If DM allows
-17,155 = Drow Cleaver +3 Keen Mithril Battle Axe
- 1,205 = +1 Darkwood Buckler
+1,154 = +1 Heavy Pick (selling)
+ 200 = Masterwork Crossbow (selling)
+ 75 = 5 Thunderstones (selling)
858 = Total
+ 371 = Current gold and gems
1229 = Total
- 50 = Potion of Pass Without Trace
- 100 = Oil of Bless Weapon
- 250 = Potion of Enlarge Person
- 250 = Potion of Reduce Person
- 300 = Potion of Levitate
- 60 = Adamantine Bolts
219 gp left