Cretien Dufrene |
i heard a rumor there was a power issue at their server location
Tenro |
If I were running the game, I would treat the item much like a Wondrous item rather than a Spellbook. I would say you could cast the spell as much as you wanted, as long as you were a member of or casted as a member of one of the listed classes, and each casting cost you a slot of the appropriate level.
For a Wizard, consuming the item to add the spell to a spellbook would make sense. However, that would screw over the rest of the party, as they now lack an item. Using the item as a a Wondrous item, on the other hand, gives them a slight advantage they wouldnt normally have in the form of them essentially being able to convert any prepared spell slot into this spell, which is something they cant normally do. In this case, however, i think the spell is appropriately situational and subject to intense DM scrutiny in terms of answers it supplies, and that would likely curtail any attempted abuse.
However, Clerics pray for spells (and thus can cycle spells known daily) so it would consume the item to no benefit. Theoretically, if this were to be an item whose use would consume it, then the spell itself would already be available to Clerics to access via prayer (or at least on a Domain list).
Furthermore, Sorcerors just straight up pull spells from a huge list, but only know those ones. If the item were meant to be consumed, it wouldn't work for a Sorceror, as this would either teach a Sorceror one more spell than they should know, or it would be something that would allow them to choose the spell as a spell known at the time they level up, but provide no other benefit barring the use of Use Magic Device.
For a Bard, I would agree with your "sight-reading" idea. Their spell acquisition is the same as Sorcerors, albeit from a smaller and more focused list. They could burn spell slots or rounds of music, whichever sounds good to you.
TL; DR: I think the item should not be consumed on use, but treated like a Wondrous Item rather than a scroll or collection of scrolls. Appropriate cost per casting would be a spell slot of the level of the spell.
MISC: In case you are still thinking of it as a spellbook or scroll: I have had, over the years, DMs who have allowed the potential use of spellbooks like scrolls. Rules have varied from edition to edition and DM to DM, but the typical rule we played with was a Wizard could cast from his spellbook as if it were a scroll, but there was a dice roll and dire consequence. For instance, one DM would have you roll 1d10, and on a 1, the page would burn up, gone forever. Another would have you roll 1d4 per spell level, and the ink would disappear for that many days (so the spell could not be accessed).
GMEDWIN |
In this case, the module specifically says it holds all four versions of the spell (W,S,B and C), so I am going to rule that both the bard and sorcerer's versions would be scroll form and that it also holds other information not just the spell anyway. Either johnathan or falko can use one of its pages as a scroll. Who wants to use it J or F?
Cretien Dufrene |
happy holidays all
Cretien Dufrene |
went out of turn, but didnt want to slow things down.
dang, two 20s in a row! too bad that doesnt do anything special
Cretien Dufrene |
I'm not trying to negatively impact our prestige with the Family. If the guy isn't going, Cretien isn't gonna force the issue. After all, sending one guy in versus at least two identified outliers has a low chance of success, and especially if they need to be captured.
We either need to decide to continue with this course of action, WITH the Bravura... or we need to pick a different course.
Or so it seems to me.
Angus McCormick |
Nice DM.
I will be undertaking the :
The Haute Route, (or the High Route or Mountaineers' Route) is the name given to a route (with several variations) undertaken on foot or by ski touring between Chamonix in France and Zermatt in Switzerland.
First charted as a summer mountaineering route by members of the English Alpine Club in the mid-19th century, the route takes around 12+ days walking (or 7+ days skiing) for the 180 km from the Chamonix valley, home of Mont Blanc, to Zermatt, home of the Matterhorn. Originally dubbed "The High Level Route" in English by members of the hiking club, the term was translated into French when first successfully undertaken on skis in 1911. Since then the French term has prevailed. While the term haute route has become somewhat genericized for any of the many multi-day, hut-to-hut alpine tours, the "Chamonix-Zermatt Haute Route" remains the original.
The original Haute Route has large portions of glacier travel, for which suitable mountaineering gear and experience is necessary. In the winter, ski touring gear is required, and depending upon the weather and route chosen, may require crampons, ropes and avalanche protection gear.
Angus McCormick |
Hello to all,
i am back unfortunatly hurt with torn knee ligaments (and moral down the drain for the moment. MRI is scheduled in 10 days to get a better picture of the permanent damage).
Ready to resume gaming after catching up the thread
GMEDWIN |
Hi everyone.
I was wondering if you guys would like me to recruit for a 5/6th person.
We will be starting book 3 shortly and you should feel free to level up. Just like book 2 took place a couple of months after book 1, book 3 will start up at the beginning of Fall. For all of you maker types( I prefer make to craft, I am a bit quirky I guess) you should have 2.5 months to build what you need.
As a stipend you each will receive 2,500gp to buy or requisition what you choose.
I hope everyone is still enjoying the game and I have to say I really like how the group has gelled. :)
Johnathan Eli Holbrook |
Level 4 level up summary:
+1 Charisma
+1 Will Save
+1 BAB
HP Gained: 6 (1d6 ⇒ 3, +2 con, +1 toughness)
+2 Spellcraft
+1 Kn Arcana
+1 Kn Nature (+5 total. Class Skill from Bloodline)
1st level spells per day (+1), 2nd level spells per day (+3)
0th Level spell learned (+1), 1st level spell learned (+1), 2nd level spell learned (+1)
[0th: Mage Hand], [1st: Silent Image], [2nd: Mirror Image]
Swapping out Acid Splash for Mending.
Favored Class: Bonus Spell (1st: Enlarge Person)
As for gold:
Johnathan had 1379.5g after pitching in for the CLW wand.
Next stipend was 2500+1379.5=3879.5
Now at 4th level another 2500=6379.5
So here's my shopping list:
4000gp (Headband of Alluring Charisma +2) [+1 DC, +1 1st level spell per day]
2000gp (Amulet of Natural Armor)
250gp (5 Potions of CLW)
------------
6250gp
129.5gp left
Also, Johnathan will start carrying his musket instead of his crossbow.
ALSO, +1 years old, +1" taller, +5lbs heavier :] He doesn't look quite as malnourished, and has some visible stubble from poor attempts at shaving.
Lord Grey |
Alright! I'll try to get all that sorted tomorrow. Few questions, though.
-What level am I building at?
-Any exempt source books or classes? (specifically eyeballing Gunslinger from Ultimate Combat, but don't yet have my heart set on it)
-Any suggestions from the others on what could be useful, class role wise? (Please not tank, please not tank!)
-Anything else I should know? Holbrook linked me to the Zeitgeist player's guide.
Cretien Dufrene |
heh, as the mechanus will not be following me into level 4, a tank would be nice...
however, our combats tend to have many combatants, and most (if not all) have ranged weapons to attack us with. so tank might not be all that effective.
someone who could heal, or operate a wand of CLW would not be rebuffed, that is for sure.
Cretien Dufrene |
also, I'd say skills are not to be ignored. Every single part of this game requires skills, the more you have the better.
Johnathan Eli Holbrook |
IMO our party is fairly balanced as is. Angus is kind of our tank/healer/melee in-one. Cretien has a lot of useful skills and puts out consistent damage everywhere w machines and xbow. We have 2 good 'face' chars with Sayra and Falko. 3 arcane casters.
So whatever you feel like playing. Maybe something that would compliment the party from a roleplay perspective.
GMEDWIN |
4th level.
Gunslinger is ok.
skills are great.
Religion is a funky subject. If you wanted to be a cleric, you should really look into the player's guide. It is possible to pick a gestalt philosophy in this regard and then I would suggest being a eschatologist theme.
Angus is the tank but he also does healing.
Johnathan is a sorceror
Falko is a bard.
Sarya who might be missing is an invoker.
Johnathan Eli Holbrook |
Only other thing I can think of is probably don't overlap themes with someone.
Currently we have:
-Skyseer (Johnathan)
-Technolgist (Cretien)
-Spirit Medium (Falko)
-Vekeshi Mytic (Angus)
-Docker (Sayra, I think)
So we don't have...
Eschatologist: Philosopher devoted to the proper ending of things.
Gunsmith: Designer and wielder of custom firearms.
Martial Scientist: Educated and anayltical warrior.
Yersol Veteran: Highly regarded war hero.
If you're leaning gunslinger, Gunsmith seems obvious.
GMEDWIN |
Gunslinger works with all of them.
Race wise you can choose most, if you want something weird please run it by me first. Side note from the Player's Guide, therein there are some other race options one of which is not possible which is the eladrin. Mostly because the Zeitgeist people refitted the High Elf to be an Eladrin and I like High Elves better.
Lord Grey |
What should I do as far as starting gear goes, or do you want to tackle that after I've got the rest of the character done?
(I'm totally going gunslinger! Probably Musket Master archetype, probably an elf, maybe Yerasol Veteran.)
Also, just to be clear, we get the theme, but is the theme feat automatic as well or do we have to spend a normally earned feat to receive that benefit?
The only oddball race I've seen so far that I like is the Sylph. Elemental air folk. I'm actually liking the sound of them (heal a bit by shocking themselves with electricity? Fun.)
General concept: A salty gunfighter from the naval war in the Yerasol Archipelago, he was the main weapon smith on his boat, but was generally useful (possibly including sylph alternate racial traits for predicting the weather) and eventually started training the newbies to their use. In the war, he proved himself a daring a hero and was distinguished. Returning home, however, he found himself constantly seeking to go back out on the ship, but for one reason or another wasn't able to. Eventually turning to booze and making a slight nuisance of himself, he was put into the RHC to keep him busy and give him the action that he had gotten used to. Now he's a gritty, hard-boiled soldier (think an old-western sheriff meets swashbuckler) trying to balance between his addictions to alcohol and adrenalin, and while faced with the horrors of the war has found that he isn't able to forget, and instead copes with the trauma of battle by forcing himself to face horrors again and again.
If either a Sylph born to human parents, or an elven urchin, I could see him getting pressed into naval service at a young age because of his link to the spirit side of things (which it sounds like is disliked by the industrialized humans)