Thozar: Nice! That will really come in handy.
* Wayfinder (450 Gold)
Mullberry Cracked: +1 competence bonus on Bluff and Diplomacy checks 360 gp
1d100 Not using in Wayfinder
Incandescent Blue Cracked: +1 competence bonus on Perception 180 gp 1d100 Not using in wayfinder
Pink and Green Cracked: +1 competence bonus on Intimidate 180 gp
1d100 Not using in wayfinder
Dusty Rose Cracked: +1 competence bonus on initiative checks 450 Gold 1d100 Using it! +2 Str (16 now! :D)
1520 gold spent
A gamble, but it paid off. Low Str is my biggest complaint with this character. This fixes that. Quite happy.
Ioun Stones not used in the wayfinder will be embedded in his arms. Should look cool to have a dwarf covered in precious stones.
I see rules for implanting ioun stones and also something about resonance, but I have no experience with these, so can you explain what you are doing here?
With pleasure. The short of it is that I went with the random rolling option. I figured that there was an 10% chance of getting something really good, a 6% chance of getting something bad...and a 1% chance of what I was doing destroying the ioun stone and wayfinder, causing a loss of gold. Was quite happy to have gotten the one stat increase that I wanted.
I usually just grab a wayfinder and ioun stone to get +1 to will saves and +1 perception (grand total of 700 gold, goes well with a cloak of resistance). This time I let the dice fall as they may.
Link and rules below:
"To determine what effect a wayfinder has on an ioun stone, select one of the following methods.
Method 1, The Static Assignment: All ioun stones of a particular color and shape react exactly the same way to all wayfinders. This is the easiest and fastest method, but lacks variety and allows the PCs to easily predict what a new stone or device will do when combined. For a listing of these combinations, see below.
Method 2, The Random Roll: Each combination of an ioun stone and a wayfinder requires a roll on a table to see what resonant power it gains. This methods allows for a lot of variety but requires bookkeeping to track each unique stone’s augmented power, and also makes it difficult for the PCs to predict what any particular combination may be. See the table on page 53.
Resonant Powers (Method 2)
The resonant powers of the most common forms of ioun stones are listed below. If the power is a feat, the bearer gains that feat as a bonus feat even if he does not meet its prerequisites.
d% Resonant Power
1 +2 enhancement bonus to Charisma. 1
2 +2 enhancement bonus to Constitution. 1
3 +2 enhancement bonus to Dexterity. 1
4 +2 enhancement bonus to Intelligence. 1
5 +2 enhancement bonus to Strength. 1
6 +2 enhancement bonus to Wisdom. 1
7 +1 natural armor bonus to Armor Class.
8 +2 natural armor bonus to Armor Class.
9 5% chance per Reflex saving throw of granting the bearer evasion against the effect that required the save.
10 Favored enemy (as a 1st-level ranger). This stacks with any favored enemy bonus the bearer has.
11 Bearer gains orc ferocity, as if he were a half-orc. If he is a half-orc, this grants him another daily use of his racial ability.
12 Bearer may channel energy 1 additional time per day.
13 Points to the nearest magic item of the ancient civilization that created wayfinders within 100 feet. 3
14 Bearer may use his lay on hands ability one additional time per day.
15 Bearer’s ki pool increases by 1.
16 +2 insight bonus on CMB and to CMD.
17 +2 bonus on saves against illusion spells and effects.
18 +5 bonus on Constitution checks made to stabilize.
21 Combat Expertise.
22 Improved Unarmed Strike.
23 Miss chance against incorporeal creatures decreases to 25%.
24 Quicken Spell.
26 Stone holds the knowledge of a single rogue talent; if the bearer is a rogue, he gains the benefit of this talent as if he had selected it.
27 Wayfinder needle points at the nearest tiefling or other part-human outsider within 30 feet. 3
28 +2 bonus on concentration checks for defensive casting.
29 +4 on saves against gaze attacks.
30 Absorbs 10 points of magic missile damage per day (usable in 1-minute increments).
31 Breathe water for up to 10 minutes per day.
32 Brew Potion.
33 Counteracts the effect of one negative level. If the stone is lost or put away, the negative level applies normally (even if the negative level was temporary).
34 Cure spells heal the bearer an additional 2 hit points per die.
35 Increase by 10 feet the distance the bearer may fall safely.
36 Misdirection (constant); the bearer detects as if he were the stone. 25% of these stones have an alignment aura other than neutral.
37 Resist energy 5 against one type of energy.
38 Stone acts as a 1st-level pearl of power.
39 Stone contains the knowledge of one language, which the bearer may read and speak fluently.
40 Stone is intelligent (two mental ability scores of 10, one of 14; speech; 30-ft. senses; determine alignment with Table 15–21 in the Pathfinder RPG Core Rulebook). There is a 25% chance the stone has at least one power.
41 Wayfinder needle points at the nearest aboleth, gillman, mimic, or skum within 100 feet. 3
42 Wayfinder needle points at the strongest magic within 30 feet. 3
43 Wayfinder points toward a particular secret location such as a cache of treasure, hidden city, or other place of interest. 3
44 Whenever the bearer is polymorphed against his will, he may revert to his natural form as a standard action.
45 Darkvision 60 feet.
46 Immune to magic sleep effects and a +2 saving throw bonus against enchantment spells and effects.
47 Low-light vision.
48 Stonecunning, as a dwarf.
49 +1 resistance bonus on all saves. 1
50 +1 resistance bonus on Fortitude saves. 1
51 +1 resistance bonus on Reflex saves. 1
52 +1 resistance bonus on Will saves. 1
53 +1 sacred bonus on saves against attacks that rely on negative energy.
54 +2 resistance bonus on all saves. 1
55 +2 resistance bonus on Fortitude saves. 1
56 +2 resistance bonus on Reflex saves. 1
57 +2 resistance bonus on Will saves. 1
58 +2 resistance bonus on saves against disease.
59 +4 resistance bonus on saves against curses.
60 +4 resistance bonus on saves against disease.
61 +4 resistance bonus on saves against petrification.
62 +4 resistance bonus on saves against poison.
63 SR equal to bearer’s Hit Dice –5.
64 +1 competence bonus on single skill (chosen by the stone’s creator). 1
65 +1 competence bonus on three skills (chosen by the stone’s creator). 1
66 +1 competence bonus on two skills (chosen by the stone’s creator). 1
67 +2 competence bonus on single skill (chosen by the stone’s creator). 1
68 +2 competence bonus on two skills (chosen by the stone’s creator). 1
69 Defensive Combat Training.
70 Mirror image (1 image) 1/day.
71 Dancing lights at will.
72 Disguise self at will to one of three disguises preset in the stone.
73 DR 1/magic or silver.
74 Endure elements (constant, self only).
76 Force dart at will; as magic missile except only 1 hit point damage per use.
77 Invisibility (self only) 1/day.
78 Mage hand at will.
79 Message at will, targeting a wayfinder in range.
80 Protection from possession and mental control (as protection from evil).
81 Purify food and drink 3/day.
82 Read magic once per day for 10 minutes.
83 Stone knows a 1st-level arcane spell. If the bearer is a caster who prepares arcane spells, he may prepare this spell as if it were in his spellbook. If the bearer is a caster who spontaneously casts arcane spells, he may cast this spell as if it were a spell he knew. This has no effect if the spell is not on his spell list or he cannot cast arcane spells.
84 Stone holds a 1st-level divine spell; otherwise as result 83.
85 Stone holds a 2nd-level arcane spell; otherwise as result 83.
86 Stone holds a 2nd-level divine spell; otherwise as result 83.
87 Teleport 1/week to a location designated at the time of the stone’s creation.
88 Unseen servant 3/day.
89 Virtue at will (self only).
90 Water walk 1/day.
91 Roll again, doubling the strength, uses per day, or duration of the resonant power determined by the second roll.
92 Roll twice, ignoring results above 90.
93 Roll three times, ignoring results above 90.
94 Stone becomes cracked. Roll again to determine its resonant power, ignoring results above 90.
95 Stone becomes flawed. Roll again to determine its resonant power, ignoring results above 90.
96 Stone becomes scorched. Roll again to determine its resonant power, ignoring results above 90.
97 Stone burns out, becoming dull gray and powerless.
98 An adverse reaction fuses the ioun stone to the wayfinder; they function normally but cannot be separated without a DC 40 Disable Device check. Roll again, ignoring results above 97.
99 Feedback damages the wayfinder, giving it the broken condition and rendering it nonfunctional until it is repaired. The stone is unharmed. 2
100 Feedback destroys the wayfinder unless it makes a DC 19 Fortitude save; success means it gains the broken condition and is nonfunctional until repaired. The ioun stone is unharmed. 2
1 If the stone’s normal power gives the same kind of bonus, these effects stack. For example, a deep red sphere (+2 enhancement bonus to Dexterity) that has the resonant power of “+2 enhancement bonus to Dexterity” gives a +4 enhancement bonus to Dexterity.
2 Optionally, a wayfinder with multiple spaces for ioun stones may only be damaged at one of those locations, and other ioun stone slots work normally.
3 If no appropriate target is within range, the needle points north as normal."
Just re-read the implanting rules. It's a DC20 Charisma check! Forgot that it was Charisma. And each attempt takes 3 days. Looking over the rules, it would take Kragmyr months to get them all implanted. Because after 5 failed attempts, he'd need a 16+ for it to work. So yeah...not going to happen.
Orbiting they will be. The image always struck me as being kind of odd, but ah well.
So what exactly did we decide for the loot distribution? Thuradin's fine with Agrimmosh and the alchemical items but I'd just like to know for bookkeeping purposes.
I believe this time around that Ulark and you were omitted from the distribution based on the items you received.
The impression I got was that people seemed to think my method of doing inventory every even level was acceptable, so unless I hear otherwise, I am operating under that assumption. This would mean that from now until we reach 6th level, gold is distributed evenly and items are given to whoever (because we have already performed our "balancing" of wealth). At 6th, we will check in and see if we need to change gold allocations.
EDIT: For the record, my above scroll purchases were from the gold I had prior to our most recent split.
I am actually "auditing the books" right now, because I saw some confusion (at least on my part) of what was past distribution and what was current. So the loot sheet is going to be renamed inventory and cover pretty much everything, including your initial purchases. But I will have some questions there.
I can, if you like, try to add a balance section that follows the rules you have discussed to show what everyone has and is entitled to... I just need to figure how to exclude certain items (like the artifacts). Although, the easy approach is to just put value at 0.
OK - I think I am done. I moved the outlays to a different sheet, and then a character summary as well.
Belir - I couldn't find where you acquired full plate. Was this a past purchase?
Anyway, I hope it is clear. Just tell me if there is anything else you want to keep or sell, or any new purchases you want to make.
It is my starting equipment. Part of being an Occultist (Battle Host).
Panoply Bond (Su)
At 1st level, a battle host forms a supernatural bond with a specific weapon, suit of armor, or shield. This selection is permanent and can never be changed. The bonded item is masterwork quality and the battle host begins play with it at no cost.
The bonded item is immune to the broken condition for as long as the battle host lives. If a battle host dies and is restored to life, the bonded item is also restored if it was destroyed. Any magic powers associated with a battle host’s bonded item function only for the battle host; in the hands of anyone else it is only a masterwork item. The bonded item starts as an implement for any single school of magic at 1st level, and gains access to additional schools of magic at 2nd, 10th, 14th, and 18th levels, granting the battle host access to base focus powers and resonant powers accordingly. The battle host’s bonded item serves as his implement component to cast occultist spells of all the schools that he knows.
Wow that's a lot of work you did there GM!
Thank you for doing that for us! :)
+1 Heavy Steel Shield (1053 gp)
Masterwork Breastplate (350 gp)
Cloak of Resistance +1 (1000 gp)
Buying some scrolls/potions:
Scroll of Gravity Bow x1 (25 gp)
Scroll of Cat's Grace x2 (100 gp)
Scroll of Speak With Animals x2 (50 gp)
Scroll of Commune With Birds x2 (50 gp)
Potion of Cure Light Wounds x2 (100 gp)
2728 spent. Sell armored coat and heavy wooden shield, +28 gp
Net 2700 gp spent. -10% = 2430.
576 gp remaining.
OK - I have updated the sheet to reflect the purchases. Belir - I modified the value of your plate to reduce it by the free initial amount, because it shouldn't count against you in the balance, but made a note on the item for the full amount, should you decide to sell it (highly doubtful!).
In gameplay it is said that the journey will take just under 7 days.
Will using song of marching make us go faster?
“Song of Marching (Su) At 3rd level, a skald can use raging song to inspire his allies to move faster without suffering from fatigue. By expending 1 round of raging song, the skald invigorates allies within 60 feet, who may hustle for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The skald must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended for that hour.”
Figured 5 hours of that song for rowing might have an effect.
In anticipation of my turn, I have a few questions. What would the dc be for me to leap from the crow's nest and into the river? I intend on turning into a creature with a swim speed and assisting Belir. What would my options be in helping him back on board?
EDIT: A squid looks like the best form right now and the one I'll be taking should I be able to assist Belir from the water.
Thozar to the rescue! You can do it!
Completely random, but GM will you be to reporting this for PFS? I can't remember if you've talked about this before.
Ok, Gundar - that seems reasonable. Anyone else doing the same?
Regarding PFS - yes, I am planning to report it. My original plan was to actually report 1 game as core and 1 as standard. With running 3 groups simultaneously, I was going to let people decide core/standard independently, since our play doesn't make much difference. But I wasn't actually expected all three tables to have zero attrition either... so that is too many! So I might have to rethink the plan.
Also, you all are the only ones into book 2 so far (although th "classic" group is not too far behind (assuming they survive - it has been a nail biter for over a month - any round can be TPK!) The half-orcs are just now squaring off with the cave giant.
So, let's start with a survey - who wants a chronicle, and do you want standard or core? And if you want one, give me your character PFS#, name and faction for reporting. You can make a new one to level up a similar dwarf as we go, or you can assign it to any character in Tier, I believe.
I would like to get a PFS chronicle. My vote would be for standard - i'm totally making a dwarf for the character getting these chronicles though.
PFS number: 9249-18
Faction: Dark Archive
TEAM DWARF FTW!
What tier is each chronicle for? My vote is standard.
I'll make a new dwarf too! That'll be my task for tomorrow!
Actually, if it isn't too late I'd like to change mine to:
Would it be possible to get them by this weekend? No problem if not, just curious so I can plan my character availability for a face to face game.
Thozar you could always print a reference copy of the chronicle and use this page as reference. I think any reasonable GM would be OK with that.
I have my local lodge's game day on sunday but i'm not going to play my new dwarf just yet. I'm GMing a level of the Emerald Spire Superdungeon so that should be fun! :)
Thanks GM Fuzzfoot!
Torith, that's true hadn't thought of that!
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There is a second sheet that is way cool! I didn't know about it before, but as you finish each book, more boons will open up on it. I just reissue it each time we finish.
Let me know if you need anything changed. These will stay up until we are done.
Looks great to me, thanks for the quick turnaround!
Thank you GM! :)