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Post by reefwood on Apr 20, 2011 17:07:58 GMT -5
Time Off - Identifying Magic Items Looks like there are four magic items that have not been identified: Relics:- magic heavy mithral shield (7.5 lb; ?? value) - strong aura
Black Dragon:- Magic Necklace? - moderate aura
- Magic Wand? (0.1 lb) - moderate aura
- Magic Vial #1? (0.1 lb) - faint aura
As per the rules I just posted in the OOC, the squad has access to a Level 7 Adept (Spellcraft +18, UMD +13) since the commanding officer is at Level 14 (Brion), and the squad is in New Briar. The Adept has a wand of detect magic with 50 charges. The Adept has to make a UMD check to activate the wand. Failure does not waste a charge, and the Adept can try over and over again unless he rolls a 1. If a 1 is rolled, the wand can't be used again until the next day. A successful casting provides 1 minute (10 rounds) of detect magic, and each item takes 3 rounds to identify with a Spellcraft check, so 1 casting is good for 3 magic items. If the Spellcraft check fails, the Adept can try again the next day. I guess the best way to go about this is for the players to decide the order that the Adept will attempt to identify the items. The first casting can be used on 3 items, so a second casting will only be needed for the last item. There are 10 days of Time Off, and if one item is identified on the first day, then the other days will only need 1 casting to look at the remaining items.
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Post by michael on Apr 21, 2011 15:16:38 GMT -5
Let's have the order of identification be Shield, Necklace, Wand, and Vial.
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Post by reefwood on Apr 21, 2011 19:13:06 GMT -5
Time Off - Identifying Magic Items Let's have the order of identification be Shield, Necklace, Wand, and Vial. Okay, let's do this! Day 64UMD +13: 14 +13 = 27, success! (1/50 charges) Spellcraft +18 on 3 items: - Shield: 2 +18 = 20, fail
- Necklace: 3 +18 = 21
- Wand: 20 +18 = 38, success! (wand of confusion - CL 7: Will DC 16, 170 ft, 7 rounds; 10 charges, 4,200 gp value)
UMD +13: 20 +13 = 33, success! (2/50 charges) Spellcraft +18 on 1 item: - Vial: 7 +18 = 25, success! (potion of cure serious wounds - CL 10: 3d8+10; 1,500 gp value)
Day 65UMD +13: 11 +13 = 24, success! (3/50 charges) Spellcraft +18 on 2 items: - Shield: 1 +18 = 19, fail
- Necklace: 1 +18 = 19, fail
Day 66UMD +13: natural 1, uber fail!!! Day 67UMD +13: 14 +13 = 27, success! (4/50 charges) Spellcraft +18 on 2 items: - Shield: 2 +18 = 20, fail
- Necklace: 10 +18 = 28, success! (amulet of corrosive fists - CL 10: +1d6 acid damage to natural weapons and unarmed strikes; 5,000 gp value)
Day 68UMD +13: 2 +13 = 15, fail UMD +13: 13 +13 = 26, success! (5/50 charges) Spellcraft +18 on 1 item: - Shield: 16 +18 = 34, success!!!
+1 spell resistance [SR 15] heavy mithral shield (w/ protection from evil 1/day; 20,280 gp value)
As I was doing this, I realized that the potion actually has a moderate aura, not a faint aura, but anyway, to recap... - +1 spell resistance [SR 15] heavy mithral shield w/ protection from evil for 1 minute 1/day (command word; 20,280 gp value)
- amulet of corrosive fists (CL 10: +1d6 acid damage to natural weapons and unarmed strikes; 5,000 gp value)
- wand of confusion (CL 7: Will DC 16, 170 ft, 7 rounds; 10 charges, 4,200 gp value)
- potion of cure serious wounds (CL 10: 3d8+10; 1,500 gp value)
And I will add these items to the recap post.
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