(3b) - Legend of the Elder Souls - Group B (Inactive)

Game Master mdt

Maps

Forest Encounter

Forest Clearing

Local Area Map

Demonreach

Shalevarin

Group's Ship

Links

Hell Village

Current Map


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Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

Actually since we've been re-training I might just get rid of my firearm proficiency feat for weapon specialization bow. I apparently won't have firearms any time soon, so I might as well be good at what I am using.

As for not switching to ranger, well I suspect I might have to become the archer tank since we really don't have anyone tanky on board.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Is anyone interested in me crafting magic items (Potions/wands/wondrous/rings/staffs/weapons/armor) for the group? Since my compound doesn't have resources I can't do it on my own. According to mdt, only Harry and Paul's compounds generate resources. We would need to create a pool for people to "buy" the items they want.

If no one is interested, Let me know so I can pick a different mythic ability


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

I would certainly like to get my armor and bow magiced up. Being stuck with magical equipment which isn't worth diddly for how I actually want to play isn't overly helpful.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

How much does your compound produce Harry? x gp per x time interval?


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

No idea.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Well, if you have a masterwork weapon I can put a +1 on it, at 6th I can put a +2


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

My full plate and compound bow are both masterwork.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

We just need to figure out our resource pool amount. your upgrades would cost 1500 gp


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Harry's compound can produce the following :

Harry's Level x 100 gp per week in enchanting material or raw metals or raw leather.

However, if he takes too much out in too short a time, it can 'fail' and need a year to reset before it can produce again. Exactly how much that is he isn't sure.

Additionally, his compound can supply the following crafters :

4 Arms & Armor (Metal) crafters : Fixed DC 20 per week's work.
2 Leather crafters : Fixed DC 18 per week's work.
1 Jewelry Crafter : Fixed DC 18 per week's work.
1 Glass Crafter : Fixed DC 18 per week's work.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

So at 4 months and 2 weeks, that's 19 weeks.

19x4x100 = 7600 gp pool for Harry's compound.

@ Paul

Did you want to pool your compounds resources?


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

So, just curious, Luna's 'compound' is essentially like a NYC apartment building.... does that include shops downstairs? She's jonesing for a piece of new york pizza... lol.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

More along the lines of a NYC apartment building from 1860's. Before pizza places came along. :) Sorry.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

what about bagels? lol ... I can try ;) or even just a coffee shop?


Male Human HP (52)
Stats:
AC/Touch/Flat 22/13/19 | Fort/Ref/Will +6/+5/+4 | Init +7
Skills:
Perception +7, Kn: Arcana +12, Kn: Dungeoneering +10, Kn: Engineering +11, Kn: Geography +8, Linguistics +10, Spellcraft +11, Stealth +10, Survival +8
Wizard 5/Warrior 5

My tower is currently backordered for at least the next 30 weeks, though that will come down as we level up.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

I need to find out if my compound has any tangible uses other than a place to live... which if not, that's okay too... just curious... Do I need to get to know the other residents better to find out? Is there any way to make them more real? so maybe they can interact outside the compound?

Would be nice to have a coffee shop or something since the tavern is gone... what are we gonna eat without a place to go for food?


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

I can't live without coffee.

So, I guess the fair thing is to give Luna/Sterling/Harry a crafting allowance from his compounds pool. I suggest we use 375 to craft a wand of CLW as a party wand. The remainder would be a crafting share of 2408 each

Harry:
+1 longbow 1000gp
+1 full plate 500 gp
Remainder 908

Luna:
Remainder 2408

Sterling:
Cloak of Resistance +1 500gp
Eyes of the Eagle 1250 gp
Wand of mage Armor 375 gp

Remainder 283 gp


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Luna would need to spend more time in her building to figure out what else it's good for. One thing it is good for is information gathering, she's found out a lot of things about other compounds.

Luna:

Like how to bypass the compound's security, when she broke into Sterling's compound.

She can also always retrieve new thieves tools from it (always MW). There's always 5 flasks of oil sitting next to the thieves tools, and a grapple, and five spools of spider silk rope (50 ft each), a MW backpack, a disguise kit, and a MW climbing kit sitting in the trophy room. Note that if she still has the ones she got last time she was in the trophy room, they do not 'respawn'. But if she's lost or used them (such as using the oil) replacements appear.

She also has a large closet that seems to hold way more clothes than is entirely possible, and can pull out up to a dozen outfits before removing one causes a previously removed one to vanish. It seems that the only restriction no the outfit is her ability to imagine it (which means that right now it's mostly full of NY fashion, which would stick out like a sore thumb here).


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

mdt:
i don't recall breaking into Sterling's compound, but okay.. was that before I started playing Luna?

Thanks for further information on the compound... I will make note of these things for future use.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Luna:

Last thing done before the character moved over, it's how you got the potions.


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

Will be out of town and fairly non networked, so bot me as needed. Will be back on Sunday night.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

poke!

Are we stalled for some reason?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

It was stated in game that you wanted to have a conversation with Sterling about leadership... I assumed that would happen before the group goes to talk to the Peacekeeper, so I'm waiting for you to have it?

I can skip it if you prefer...


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

Haven't heard from Sterling... Was hoping he'd show up at Paul's and chime in during the convo in the map room and we get to the discussion about leadership sort of organically... but also need feedback on searching the maps for the road to the underground.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Actually, noone asked Sterling for a meeting, besides Harry is away for the weekend, so it's not like a rush. If you want Luna, you can set the scene, with everyone in the same place.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

I was kinda hoping we were all together, hence why I had Luna say 'hey, guys,' rather than 'hey, Paul'... but if you'd like, I'll have her send her crow over to your compound or the village to look for you and deliver a note... I'll go do that now...


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

lol, no your post is fine, just not what I was expecting about broaching leadership subject with Sterling.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

sorry for the delay - dinner bell... lol


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM
Eidolon wrote:
A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

@Luna

Just want to make sure that you are not interested in crafted magic Items. You have a crafting budget of 2408 gp.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

Not sure exactly what that means. Luna has no crafting skills for anything magical or anything, and I can't think of any non-magical things that she really needs. I mean it'd be great to have a set of muleback cords so she can carry more.... or a handy haversack... or a healing belt if we're using the MIC, which some PF dm's allow... but she can't craft any of those things herself, nor can the folks in her compound afaik.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Sterling can craft anything magical from potions to cloaks of protection.

The caster level of the item would need to match Sterlings level.

For instance He can craft Muleback cords

Quote:

Aura faint transmutation; CL 3rd

Slot shoulders; Price 1,000 gp; Weight 1/4 lb.

DESCRIPTION

These thick leather cords wrap around the wearer’s biceps and shoulders. When worn, they make the wearer’s muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, bull's strength; Cost 500 gp.

But the Handy haversak he cannot because he is not 9th level:

Quote:

Aura moderate conjuration; CL 9th

Slot —; Price 2,000 gp; Weight 5 lbs.

Description

A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

Editor's Note: Handy Haversack does not indicate the sort of space inside it other than to say it is "like a bag of holding" which is described as opening to a "non-dimensional space" whereas the rules on extradimensional spaces explicitly refer to bags of holding and handy haversacks as examples of extradimensional spaces.

Construction Requirements

Craft Wondrous Item, secret chest; Cost 1,000 gp

So just go shopping based on the parameters of gp share, and sterlings level


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

sweet, thanks!


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

belt of tumbling 800

and

boots of the cat 1000

Interested in both of these, which total 1800 gp, which should leave me 608 gp value 'on account'? Let me know if I figured that correctly.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

BTW: I think I posted this already, but don't remember, so posting it again.

Other than a couple of lakes, a few stands of trees that would make good lumber, and Hell, there's no other memorable/remarkable locations behind the wall. So nothing to really note on the map.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

@ Luna

the crafting prices are half what you have quoted:

belt of tumbling 800 is actually 400

and

boots of the cat 1000 is actually 500


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

Oh my! That means I have 1508 gp crafting value left, which means I can get anything up to 3016gp in value right?

I am torn between a rope of climbing and a cloak of the hedge wizard. hmmm.. I will have to think about it a bit...

Also - I never really got an answer from mdt about magic item sources:

mdt - will you allow a healing belt from the MIC? or are we limited to PF sources only?


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Yep as long as they are within caster level for Sterling


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I'd rather you stick with PF stuff for now.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

no problemo... thanks for answering ...

too bad about the healing belt though, it's a nice item ;)


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

I still can't decide between the two items...(cloak or rope)... any opinions?


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

wait, I thought wands require 5th lvl to make (the feat can't be taken before 5th lvl)... can we get a wand? if so, I'll take the cloak of the hedge wizard and put my 258 towards a wand of cure light if someone would put in the other 117, we'd have a cure wand that would come in handy since we don't really have a healer in the party.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Nope, he can't make a wand yet. He still has to be the level to take the feat.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

ah ok... damn, I saw wands on the craft list above and thought maybe he had people in his compound who could do it... well... that puts me back in the quandary of what to get...


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Based on the wording of the following:

Quote:

Path Ability:

Crafting Mastery (Ex)

You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.

I thought crafting wands would be fair game at my level. I had already pulled gp from the pool to create a party CLW wand, not to mention making a Mage Armor wand for Sterling.

I'll need to recalc everything when I have the time.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

I think I'll ask then for a cloak of the hedge wizard, evocation type which gives me light at will and magic missile and floating disc once per day each. I think those might come in handy and be fun to play around with. I wonder if I create a disc if it will come through the wall.... and if it did, will everything piled on it come through even if i'm not touching it... something to test if we ever have the opportunity - but first I'd rather check out the underground if we can find a way in.

That will leave me a crafting budget of 258 remaining, which I'll bank for later use, if allowed.. or if someone else needs to use it if they need to go over a little bit that's okay too.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13
mdt wrote:

BTW: I think I posted this already, but don't remember, so posting it again.

Other than a couple of lakes, a few stands of trees that would make good lumber, and Hell, there's no other memorable/remarkable locations behind the wall. So nothing to really note on the map.

It doesn't look like we have an underground point of entry to investigate


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

there are mountains to the north and something marked on the map as Kitrael or something like it over in that area... and my source told me the name of the road leading to the underground started with a K, something like that... Kith-something... so it sounds at least worth checking it out to me. If you guys don't want to, I'll go check it out alone (without actually going underground) just to see if there's a road and where it might lead.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Yeah Sterling, it's not worded very well. However, as the GM, I'm interpreting that as 'You can craft any item as if you had the feat for it' to mean, if you are capable of getting the feat (IE: Caster level >= Min for feat) then you can craft it. Otherwise, you could craft staves and rods and rings at 1st level, which would be rather overpowered. :)

So you can craft the following in the following order :
Scribe Scroll Caster level 1st
Brew Potion Caster level 3rd
Craft Wondrous Item Caster level 3rd
Craft Construct Caster level 5th
Craft Magic Arms and Armor Caster level 5th
Craft Wand Caster level 5th
Inscribe Magical Tattoo Caster level 5th
Forge Ring Caster level 7th
Craft Rod Caster level 9th
Craft Staff Caster level 11th


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Just a note for everyone...

Please remember your alignments as they are on your character sheet. Unlike the real world, those alignments are a lot more 'concrete' in this setting. And other people can sense/feel them. Because you all have at least one mythic level, you all have auras that can be detected.

So, if you are CN, even if you want to help people, you have some deep seated something that's keeping you from being good. Either that, or your character needs to be adjusting their alignment.

Helping people for no reason other than you think they are in trouble is not a neutral stance, it's a good stance. Right now, nobody in the group is good or evil, although several of you have gems pushing at you steadily.

Sterling's gem is strongly CG aligned, and it's going to give him grief constantly until he changes alignment (or until he can bend the gem to his will and force it to a new alignment).

Pauls gem is CN.

Luna's is LE. However, her gem is mostly LE because he does whatever needs to be done, within his own code of ethics, and doesn't let anything stop him. He'll kill a kid if it furthers his interests, but he doesn't kill unless he can't see a better way. So, kind of an Evil Light personality.

Harry's gem is strongly NG, and is trying to push him to be more altruistic. The gem was ecstatic with Harry's defense of the town.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

ouch... evil... even if evil light... I'm surprised they seem to get along so well... I don't see Luna killing kids, even if it's convenient. She might not go far out of her way to save one if it endangers her, but kill one? probably not. *tugs her gem toward the light a little*, lol.

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