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Author Topic: Complete MacGyver  (Read 71821 times)
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The_Mad_Linguist
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« Reply #20 on: February 16, 2011, 08:51:27 PM »

Your uses for unseen servant is a little overrated.  First, the servant is shapeless (so it isn't going to force any overrunning.  Second:
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The servant cannot attack in any way

You should also add liquid salt as one of the chuckable potions, because nobody has immunity to dessication damage.
« Last Edit: February 16, 2011, 08:55:30 PM by The_Mad_Linguist » Logged

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PlzBreakMyCampaign
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« Reply #21 on: February 17, 2011, 11:11:46 AM »

GitP has a few buried things of item lists, besides that one update. I can't link right now.
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An interesting read, nice to see a civil discussion
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borg286
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« Reply #22 on: February 23, 2011, 04:43:58 PM »

Those of you that are item gurus, or at least know 3.5 well enough: Do you think the ratings on the 4 and 5 star items are good?  I'd like to update this handbook with those items, for I know I have way too many items there.
What categorizations should I use that would be most helpful?
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Bester
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« Reply #23 on: February 23, 2011, 05:10:14 PM »

I'd like to see more item "combos", like a working mundane grapple-gun or something like that.

McGyver needed chewing gum and a paperclip to do the super extraordinary things.
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Foxwander
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« Reply #24 on: February 23, 2011, 10:05:53 PM »

I'd like to see more item "combos", like a working mundane grapple-gun or something like that.

McGyver needed chewing gum and a paperclip to do the super extraordinary things.

There was the grapple-firing crossbow in Song and Silence (as well as Dragon #349) but I'd rather have the true grapple-gun I posted in the Utility Belt thread. It was "a deep-gnome dart thruster (Underdark, pg 65, 40 gp) modified with a desmodu cable spool (Savage Species, pg 46, 175 gp) that fires a Grasping Hook (Dungeonscape, pg 41, 500 gp)."  Now, the Grasping Hook is a magic item BUT it's somehow better AND (both more importantly and more bizarrely) half the price of the strictly mundane mithral grappling hook it's based on from the same book- so I'd go with the magical version.  Wink
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Bester
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« Reply #25 on: February 23, 2011, 10:11:29 PM »

There was the grapple-firing crossbow in Song and Silence (as well as Dragon #349) but I'd rather have the true grapple-gun I posted in the Utility Belt thread. It was "a deep-gnome dart thruster (Underdark, pg 65, 40 gp) modified with a desmodu cable spool (Savage Species, pg 46, 175 gp) that fires a Grasping Hook (Dungeonscape, pg 41, 500 gp)."  Now, the Grasping Hook is a magic item BUT it's somehow better AND (both more importantly and more bizarrely) half the price of the strictly mundane mithral grappling hook it's based on from the same book- so I'd go with the magical version.  Wink

Yeah, after my group said "NOOOOO, you can never have a rod of ropes," to me (group run game), I was looking for something like that.  But there has to be more ways to use mundanes in tandem.  I am desperate because my character never gets enough wealth or magic loot, but can do whatever mundane thing I can think of...or in this case can't. (PS, my character can Fly, but somehow rod of ropes is still "too good.")
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PhaedrusXY
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« Reply #26 on: February 23, 2011, 11:06:53 PM »

Very nice thread! I am also one to make insanely long/detailed lists of gear for some of my characters, so I appreciate it.

I look forward to devouring and tracking this thread as it's a subject that I too love.  But just a quick note about crafting- it's even easier than you show in your example because you can always Take 10 while crafting.  So your example wizard crafting a chain shirt can guarantee he'll always get at least an 18 (20 if the fighter he's making it for helps).  That might change your calculations.  I know for my crafting characters I always aim for auto-success based on Taking 10 and scraping together every bonus I can- MW tools, assistants, etc..

Do note that you can NOT take 10 on the Aid Another check, though. So you're likely better off not relying on it.
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A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
The_Mad_Linguist
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« Reply #27 on: February 24, 2011, 01:24:15 AM »

Yeah, but your familiar shares your ranks and has a decent int, so it's pretty unlikely it'll fail.
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borg286
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« Reply #28 on: February 24, 2011, 01:34:29 AM »

Yeah, but your familiar shares your ranks and has a decent int, so it's pretty unlikely it'll fail.
6 int and 4 ranks means a bonus of 2.  65% chance of failure isn't that decent.  You're needing to rely on it to auto succeed certain DCs.  Any chance of failure means you can't rely on it.   
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The_Mad_Linguist
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« Reply #29 on: February 24, 2011, 03:17:53 AM »

So you're assuming first level only, then?  That was rather unclear. 

You can guarantee aid anothers from your familiar by level five without any significant investment.
« Last Edit: February 24, 2011, 03:19:59 AM by The_Mad_Linguist » Logged

Linguist, Mad, Unique, none of these things am I
My custom class: The Priest of the Unseen Host
Planetouched Handbook
Want to improve your character?  Then die.
borg286
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« Reply #30 on: February 24, 2011, 11:57:52 AM »

So you're assuming first level only, then?  That was rather unclear. 

You can guarantee aid anothers from your familiar by level five without any significant investment.
I'll put that in.
my eyes were railroaded to very low level(1-3) for that is where I feel the the majority of crafting occurs.  Having only played 3 sessions, I could be very wrong.

Disregard the rest of this if your DM allows you to cast spells for these craft checks, as personal spells also affect your familiar.  If not then the familiar can't auto-succeed till level 8 w/o masterwork items.  Spending money on your familiar just so you can get an extra +2 would only be helpful in certian situations, but might save you in the long run.
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borg286
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« Reply #31 on: February 24, 2011, 03:07:02 PM »

Fill that slot
This is a cool idea
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The_Mad_Linguist
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« Reply #32 on: February 24, 2011, 04:56:01 PM »

  If not then the familiar can't auto-succeed till level 8 w/o masterwork items.  Spending money on your familiar just so you can get an extra +2 would only be helpful in certian situations, but might save you in the long run.
Spending 50 gp to guarantee a +2 bonus... is exactly what you did when you bought the masterwork tool in the first place. 

There's also the argument that since it's a full toolbox of artisan's tools, which somehow works for blacksmithing, basketweaving, and figure painting, there ought to be something your familiar should be able to use them to help you.  If you're doing carpentry the familiar can use a masterwork level while you're working with a masterwork hammer or if you're blacksmithing the familiar can run masterwork bellows while you hammer on the masterwork anvil or something like that.
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Linguist, Mad, Unique, none of these things am I
My custom class: The Priest of the Unseen Host
Planetouched Handbook
Want to improve your character?  Then die.
PhaedrusXY
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« Reply #33 on: February 24, 2011, 10:46:22 PM »

So you're assuming first level only, then?  That was rather unclear. 

You can guarantee aid anothers from your familiar by level five without any significant investment.
I'll put that in.
my eyes were railroaded to very low level(1-3) for that is where I feel the the majority of crafting occurs.  Having only played 3 sessions, I could be very wrong.

Disregard the rest of this if your DM allows you to cast spells for these craft checks, as personal spells also affect your familiar.  If not then the familiar can't auto-succeed till level 8 w/o masterwork items.  Spending money on your familiar just so you can get an extra +2 would only be helpful in certian situations, but might save you in the long run.
You should be able to craft that MW tool yourself for 1/3rd cost... but I'm not sure what crafting flavor it would require...
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A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
borg286
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« Reply #34 on: March 07, 2011, 12:31:19 PM »

Quick update of MacGyverisms in the Creative Uses of Mundane things section
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Faithless tbe Wonder Boy
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« Reply #35 on: March 07, 2011, 02:51:09 PM »

At low levels, I like carting around a weapon with a x4 critical multiplier, for one simple reason: coup de grace.

You automatically hit on a CDG, so even if you're not proficient, there's no reason for a rogue or wizard to not carry around a heavy pick (or, if you want to get really fancy, a scythe - but I like the more general utility of the heavy pick).  Most of my wizards spent their first few combats by casting Sleep, and going around CDGing anyone who failed their save while the fighters dealt with anyone still awake.  There's basically nothing alive at the low levels that can survive 4d6 damage and a DC 10+4d6 Fortitude save-or-die, so if you have any way of making opponents helpless, or you're a sneaky type who doesn't have qualms killing people in their sleep, it's silly to NOT lug a pick around.
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JaronK
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« Reply #36 on: March 07, 2011, 04:30:09 PM »

The cost on the "Initiative" enchantment from OA is wrong.  It's 20kgp, not 10kgp, which sadly makes it very overpriced compared to Eager Armor Spikes of Warning (At 18kgp, those give +7 initiative).

JaronK
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borg286
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« Reply #37 on: March 07, 2011, 04:31:05 PM »

At low levels, I like carting around a weapon with a x4 critical multiplier, for one simple reason: coup de grace.

You automatically hit on a CDG, so even if you're not proficient, there's no reason for a rogue or wizard to not carry around a heavy pick (or, if you want to get really fancy, a scythe - but I like the more general utility of the heavy pick).  Most of my wizards spent their first few combats by casting Sleep, and going around CDGing anyone who failed their save while the fighters dealt with anyone still awake.  There's basically nothing alive at the low levels that can survive 4d6 damage and a DC 10+4d6 Fortitude save-or-die, so if you have any way of making opponents helpless, or you're a sneaky type who doesn't have qualms killing people in their sleep, it's silly to NOT lug a pick around.
I feel the greatpick is better but the spear does the job and has reach, deals double vs. charges, and can be used to set off traps.  It's cheaper, simple, and easier to self-craft.

This greatpick results in a Fort DC 32 or die.  A little better than

I added this in the Best Items by price section:

Spear(.66 gp, 6 lbs)(PBG)
10' Reach gives you a free attack, and deals double damage vs. chargers.  While Sleep can render them unconscious, be useful by doing a CDG (save-or-die Fort DC=10+damage dealt)  1d8, 20/x3 simple weapon.  Average crit damage = 13.5 => Fort DC 23 or die

The most painful weapon I could find was the Large Maul or Large Dwarven Waraxe(exotic 1-hand, 1d10 20/x3).  Both starting as 1-handed exotic weapons, increase from 1d10 to 2d8 when upgraded to large.  I don't know the legality of it as they are hand-and-a-half (martial weapon prof. when weilded in 2 hands, exotic prof. when in 1 hand)  thus the large exotic version can be held in 2 hands
Thus the Fort DC averages out to 37.  That's mean.  The problem is the strength check necessary to simply lift the thing.
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Faithless tbe Wonder Boy
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« Reply #38 on: March 07, 2011, 05:07:44 PM »


I feel the greatpick is better but the spear does the job and has reach, deals double vs. charges, and can be used to set off traps.  It's cheaper, simple, and easier to self-craft.

The greatpick has the same problem as the scythe - it's over twice as expensive as the heavy pick, and significantly heavier to boot.  But I agree, the spear is almost as good and has a fair bit of utility as well.
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« Reply #39 on: April 20, 2011, 05:00:50 PM »

Baking soda! Put out grease fires, neutralize acid!
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