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the ring of minor protection am i right?

#1 User is offline   dark knight of death 

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Posted 14 September 2005 - 11:58 AM

a lv5 npc sorcerer i recently added to a plan for an upcomming adventure was perfectly balanced and would present a challenge to the pc's but it was let down by a awful ac of :wacko: 11 !!!! so i added a magic ring giving him and ac of +2 but gave it know rules exept the ac bonus and the fact it is worth 600 gp....
is this right should there be morre rules and should it be worth more.....

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#2 User is offline   Dthclaw 

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Posted 14 September 2005 - 12:42 PM

Depending on what kind of AC bonus the ring is providing, the ring should cost 4,000 gp (assuming a straight enhancement bonus), 8,000 gp (deflection or natural armor bonus), or 10,000 gp (for any of the more exotic bonuses to AC). Normally, this ring would never be worth a mere 600 gp, though in theory you could bring the market value (but not the creation cost) down by making it a cursed ring.

Item creation rules are in the DMG; they're pretty straight-forward.

However, looking back at your post, I think the main problem you're having right now is that you're trying to make an armored spellcaster. With a few exceptions (none of them sorcerers), arcane casters naturally have poop for AC. They boost this AC through spells more than anything else - a mage can cast mage armor and get more use out of that then coughing up 16,000 gp for a ring or bracer that provides equivalent protection. Don't freak out that you're sorc has a natural AC of 11 - that's normal, expected even. Just make sure that the sorc is cautious enough to give himself a few rounds of preparation time, and your players need not get a nice ring for defeating him (and you need not craft a tweaked ring for him).
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#3 User is offline   WoeTheSinner 

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Posted 15 September 2005 - 03:04 AM

Yep, basicaly what dthclaw said. Sorcerers in particular are a favorite of mine. I have played them for a long time and even at my best with only gear my sorc AC usualy peaks at about 14, but with spells...

Even at low levels with spells like mirror image and blurr and mage armor and shield and cats grace you can pump your AC to a decent number and give your openents a nice miss chance. I am a big fan of mirror image for the low AC caster. That spell keeps on being useful for ever and ever.

The general consensus for castrers is that they should never ever be in mele range owith an enemy unless it is a desperation move.

As far as the ring is concerned though if it gives +2 to AC I say its worth at least 4k.

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#4 User is offline   Jimp 

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Posted 15 September 2005 - 06:07 PM

At a quick guess, +2 AC bonus should be worth between 4000 and maybe 6000 gp.
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#5 User is offline   Yurith 

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Posted 03 December 2005 - 02:42 PM

Im not a rules guy, im a concept man.

By concept, wouldnt it be possible that a lv5 Sorc could have got that...adventuring?
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#6 User is offline   Dthclaw 

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Posted 03 December 2005 - 05:35 PM

Yes, a ring boosting armor by 2 is certainly possible by level 5 of adventuring.

That's not the point, though: he wanted to know if he should make the ring worth 600 gp of the enemy's treasure. To which we replied that, no, it should follow standard rules and pointed out that he shouldn't freak about abysmal spellcaster ACs before spells.
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#7 User is offline   dark knight of death 

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Posted 06 December 2005 - 10:02 AM

Yeah thanks, and this level 5 sorcerer is very adventurous, and evil.....
See my point.
He wants to be a god!

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#8 User is offline   Dthclaw 

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Posted 06 December 2005 - 05:42 PM

Welll... he's gonna be working for a while then...
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#9 User is offline   RedSlayer 

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Posted 06 December 2005 - 06:21 PM

Surprise!

Wow, i cant belive that the villian of your campaign wants to ascend to godhood!

That has to be one of the most original ideas i've heard in quite some time.

Where do you come up with this stuff?!?!?


sarcasm ends here-------

Seriously tho, if this is a major villian, than you should use the gp limit by character level. i belive that you were using the treasure by encounter rules, and therefore would only leave behind a fraction of what an NPC of that level should have.

If this is indeed a running villian (one you use throughout the campagin) than the PC's should never see his equipment, so if you feel it is absolutely nessary, you can cheat as a DM and give him something extra. But do not, under any circumstances, do it to an excess.
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#10 User is offline   Dthclaw 

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Posted 06 December 2005 - 08:15 PM

Personally, I wouldn't even cheat. If he's a long running villain, use the Wealth by Character level for his treasure instead of NPC treasure. It'll ensure he's a much greater challange without breaking him, plus it makes it more rewarding to finally off the guy.

Although, at the same time, if he's only 5th level be very careful about him even making an appearance yet. He should be a shadowy, almost invisible presence behind groups the PCs are fighting until he's actually himself REALLY scary. And that's when he comes and pillages your group's lives.
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#11 User is offline   Yurith 

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Posted 07 December 2005 - 01:04 AM

If you were going to cheat, make sure he loves that ring. Otherwise, its like giving him more because you dont like the PCs.
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#12 User is offline   Dthclaw 

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Posted 07 December 2005 - 02:15 AM

Whether he loves it or not is irrelevant. Whether it makes him seem like he doesn't like the PC's is also irrelevant - it's a matter of "Do you want this guy to be a real challange, and do you want the PC's to get an equally higher reward for defeating him?"
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#13 User is offline   dark knight of death 

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Posted 07 December 2005 - 10:01 AM

RedSlayer, on Dec 6 2005, 07:21 PM, said:

Surprise!

Wow, i cant belive that the villian of your campaign wants to ascend to godhood! 

That has to be one of the most original ideas i've heard in quite some time. 

Where do you come up with this stuff?!?!?
sarcasm ends here-------

Seriously tho, if this is a major villian, than you should use the gp limit by character level.  i belive that you were using the treasure by encounter rules, and therefore would only leave behind a fraction of what an NPC of that level should have.

If this is indeed a running villian (one you use throughout the campagin) than the PC's should never see his equipment, so if you feel it is absolutely nessary, you can cheat as a DM and give him something extra.  But do not, under any circumstances, do it to an excess.
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Hes a lawful evil sorcerer!
OF COURSE HE WANTS TO BE A GOD!
THATS WHAT SORCERERS DO!
If it helps he wont become an actual god......
But what he aspires to will affect and link the story quite nicely......
SEE

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#14 User is offline   Dthclaw 

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Posted 07 December 2005 - 08:35 PM

Lawful evil and/or sorcs are not automatically bound to desire godhood. In fact, the most memorable and despicable villains are often those with much more realistic non-stereotypical goals (see Serenity for an example... the Alliance assassin is easily the most memorable and disturbing villain I've ever seen, far more so than any that actively tries to be disturbing or evil). In a scary villain contest, I would actually put Serenity's antagonist above the likes of baddies like Sauron, etc.
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Dell: We're pleased to inform you that your order was shipped on 06/06/2006!
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#15 User is offline   WoeTheSinner 

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Posted 08 December 2005 - 12:24 AM

Dthclaw, on Dec 7 2005, 04:35 PM, said:

Lawful evil and/or sorcs are not automatically bound to desire godhood.  In fact, the most memorable and despicable villains are often those with much more realistic non-stereotypical goals (see Serenity for an example... the Alliance assassin is easily the most memorable and disturbing villain I've ever seen, far more so than any that actively tries to be disturbing or evil).  In a scary villain contest, I would actually put Serenity's antagonist above the likes of baddies like Sauron, etc.
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You've never seen me being bad :)

If the villain is to be a recurring character the best way to handle him is to treat him as a PC, with you as the player. Level him apropriately as you would any character you would play and make his gear appropriate to his level. Now keeping in mind that this is you BBEG (Big Bad Evil Guy) you will want to give him one or two 'special' items, just because :roll:

Normaly I like to give characters like that an item that evolves with them rahter than just a +5 something or the other. I save the +X standard stuff for "mini-bosses" captains of a brigand band or trusted henchment, NPCs liek that.

For a sorcerer I would suggest a personal favorite of mine..."The magical do whatever I want it to do staff" :lol:

Basicaly I just give them a staff that does whatever seems like they would need to to do in order to just escape before our fearless heroes smack our BBEG down, usualy this takes the form of a transmutation into a flying snake or turning the sorc invisible or something like that. You don't want to go crazy with it and you want to make it plausable. The trick is to keep track of the "abilities" and balance the item out later when the PCs finaly do get their hands on it...if they ever get their hands on it.

The explanation is easy, ancient magical staff...he can't use it to its full potential...but he is learning...

-Woe

PS On a side note, why is it that ancient magic is always so much more powerful than modern magic? I would think after centuries of refinement it would be better now. :huh:
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