Geoffrey's Finest (Inactive)

Game Master CampinCarl9127


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Dalton, you would be able to acquire some rare gems while you are here. In fact this is probably one of the best places in all of Erandor to acquire gems.


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)
DM Omen wrote:
Dalton, you would be able to acquire some rare gems while you are here. In fact this is probably one of the best places in all of Erandor to acquire gems.

That was my (his) suspicion and particularly why we asked.

I'll do a little research and come up with something flavorful.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Dalton, you should work for a gossip rag. I'm loving this slanderous talk.


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)
Toramin Gearsmith wrote:
Dalton, you should work for a gossip rag. I'm loving this slanderous talk.

Listening to teenagers all day has its perks.


The latest OOTS comic helps explain why people can't just hand out high-level magic. Link


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

I thought of you when I read that. But, it does distinguish between random lay persons and people more involved. To be most charitable to Bjorkus' complaint it was that they weren't sharing their magic with their fellow Aestherics. We don't charge by the sword slice after all.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

I thought we agreed to not talk about this anymore.


Toramin wrote:
To be most charitable to Bjorkus' complaint it was that they weren't sharing their magic with their fellow Aestherics.

I remember I was recently playing in a level 20 campaign where I was the wizard (and the only arcane spellcaster). I spent the majority of my money on gear and other things, but still had around 50k leftover to fund spell components. That 50k lasted about a week in game and I was quickly starved for funds because of all the costs of high level spells. I thought I was being morale and charitable to my party members and allies, which I was, but I also became too poor to be useful until we hit our next big stash of loot to claim.

Bjorkus wrote:
I thought we agreed to not talk about this anymore.

I remember no such agreement, and I think it is a topic that still needs to be clarified since it's one of my most obvious shortcomings as a DM.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

I definitely think it is just that people pay for their expensive spell components unless their is some other form of compensation. I even think that people should pay their crafters a nominal fee to compensate them for what would otherwise be free labor that is also time intensive.

What I think is more suspect is when spell casting is withheld when costs are minimal and there is some obligation to support one's fellows. It just makes good strategic and organizational sense to support your agents and their hirelings.

But even in the real world this doesn't always happen the mess that is the VA healthcare system breaks my heart.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Bjorkus's beef (har har) was the fact that there spellcasting set aside for the party's treatment and when he wanted his portion of that treatment be put toward Sehitha instead the Aestherics started looking for payment. Now I'm aware that there's a big difference between a 4th level restoration and a 7th level regeneration but Bjorkus's doesn't know that.

That said, the comic doesn't address the fact that spellcasting is ultimately a zero cost service (barring a few with expensive components). Yes, spellcasters deserve a wage for their efforts but if they're doing it for humanitarian purposes (which the Aestherics claim to be doing) if a spellcaster's got a spare spell at the end of the day, it doesn't make any sense to let that spell go unused just because nobody wants to pay you for it.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

I agree with Bjorkus. I would even strengthen his claim by suggesting part of his success were due to the Strix woman's efforts. So the Aestherics owed her in some regard for helping their plans succeed. You don't keep allies by not treating them well, especially if all it costs you are 18 seconds of your life.


Yes, casting a spell without expensive components costs little time and effort. So does performing minor surgeries, should a surgeon be obligated to perform his services for free whenever possible than? And what happens when he can only perform so many surgeries a day but there are more people who need it? The importance is on the time spent training and leaning to use the actual magic, and also on the limited availability. No, your allies will not hold a regenerate spell from you if you need it, but that doesn't mean it won't be delayed due to other people needing that spell. The Aestherics in particular consume a great deal of magic on a day to day basis and the question isn't "Should I cast this spell for the party?" but rather "Should I cast this spell for the party instead of somebody else who needs it today?"


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Casting a spell as a standard action is entirely separate from performing surgery that’s stressful, carries risk of failure, and takes hours potentially.

A better analogy is AAA service calls. If you have a AAA membership you get three zero cost calls per year. Ideally I’d like to save these for myself (since I’m paying for the service) but the closer I get to the end of the year the more I’m willing to give them away and why wouldn’t I? They cost me nothing, it takes zero effort, and they’re otherwise going to waste. If a friend or family member called me up and asked that I use one of my AAA calls for a close friend of his/hers (in say, November) I wouldn’t hesitate.

And, yes, it’s come up.


That's why I specified minor surgery.

That's all well and good when you have infinite calls to give out, and any unspent ones are just going to waste. The fact is that high level spellcasters, particularly in the Aestherics, go to sleep almost every night without a spell left. The ones that don't keep their spells for security and emergency reasons, because if everybody spent all their spells than all you have to do is attack at midnight and they're screwed.

There's a reason you can't go get a replacement heart if you need one. They exist in this world, we know who has them, and we have the knowledge and skills to make the surgery happen (ignoring time constraints and any risks associated). The reason you can't go pick one up is because of the interest of fairness. There are other people who also require that heart and if one was given to you than somebody else would be deprived of one, somebody who has been waiting on the list and was told they were going to receive one.

You are a hard working member of the Aestherics, but so are the rest of the members (remember I completely disassociate my games from the context of PC vs NPC). To give you special treatment would be unfair to the others who also require the same services which are limited. Even now they are dozens of Aestherics who are spending their days in agony as they wait for the healers to get to them. Serious wounds, missing limbs, diseases, these are all on the waiting list for the limited supply of magic to reach them. Sometimes a cleric with all his spells left for the day will have to walk right past them and not help, because he knows that he is already responsible for helping somebody else or being prepared in case of an emergency. If he decided to shirk his duty and help one of the individuals, it will be merciful and considerably increase the happiness of that single individual, but that is a subjective choice at the expense of everybody else that relies upon him.

When I was weighing these decisions in my mind, one of the outcomes I seriously considered was the cleric saying "No, she's not an Aestheric, and I have no duty to help her. You don't need the spell, that's fine, there are plenty of other Aestherics who do." However I also realize that money talks, and even the most righteous and just of organizations requires it to function, so I gave you the option of paying for immediate treatment. It may seem cruel, but it is fair and it's the way the world works. To allow my NPCs to act otherwise I would have to compromise my own suspension of disbelief.


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)

I could see security being a major reason why some spells remain unspent. Depending on the true intent of the Aestherics, economics can play a part too. There's a reason movie seats don't become free 2 minutes before a film begins.


That being said, I am aware that the party is growing in power and reputation and the demand for high level spells (especially divine ones) will be growing with it, so the scale of what's given to you will certainly increase with you.


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)
DM Omen wrote:
That being said, I am aware that the party is growing in power and reputation and the demand for high level spells (especially divine ones) will be growing with it, so the scale of what's given to you will certainly increase with you.

Now, only the most venomous platypi will suffice.


The Symbol

There are various other tattoos on the fetchling's body, but this one is the largest and the one everybody is concerned about.


You guys should see Liamsho's stat line. His CON score is literally 1. His HP and HD are the same number.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

His explanation is cool.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Also, paper cuts must be a b&*#!.


Yeah, especially considering that he's not a low-leveled character. He's got pretty hilarious amounts of abjuration magic on him. I brought together four d&d friends who all devised ways to kill him that I slowly and surely built up immunities to.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Are we getting close to level 8 with the combats and discoveries we have been making?


No matter who the party is composed of, there is always avarice for more power...

And no.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Haha. I'm rather predictable. I usually ask about where we are in XP every three months or so out of game.


Remember I have levels spaced out by the story, not the number of encounters of XP gained. It may seem arbitrary but it helps to simplify an unnecessarily complicated process and allows me to plan far ahead without worrying about variations in party power level.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

How does that interact with cohorts who alway begin 2 levels below the character but can become 1 level below the character? Do cohorts always stay two levels below?


Cohorts are never higher than two levels underneath you.

SRD wrote:
If a cohort gains enough XP to bring it to a level one lower than your level, the cohort does not gain the new level—its new XP total is 1 less than the amount needed to attain the next level.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Huh. I could have sworn they could, but you are clearly right. I wonder if it was different in 3.5 or if I have just misunderstood the rules for years.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Have you guys looked at the Occult classes. I really like the Kineticist and the Occultist.


Same in 3.5. Link

I have not yet, but I just downloaded it.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Multi-year reading fail.


I have a new DM bolt


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)

I was always sketchy on psionic/pseudo-psionic classes used in conjunction with traditional spellcasting. It always seemed like they seemed the better pick, but worse than the mechanical discrepancy, the justification of why you could only cast a fireBALL as opposed to the guy next to you that could selectively heat just enough material broke the 4th wall for me.


I think these classes are just more magic. It's psychic magic not psionics. The Kineticists are kinda like 3.5 Warlocks.


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)
Ixos wrote:
I think these classes...

Regarding the occult, I haven't seen them yet (waiting for the SRD to update with that and unchained). I just have bad memories of 3.5 psion/magic user disparity and didn't know if they were heading that route.


I read through them and I'm much with Dalton on the matter. Although they're not strictly psionics, I feel like with the exception of the psychic none of them fill necessary party roles.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

I never much cared for psionics either. They've always been pushed as being 'better than magic' without actually suffering from the weaknesses of magic.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

I think there is value in a blaster class; I for one miss the Warlock class. Besides bender inspired characters are just fun.

And I strongly feel that a comparison to psionics (as different from magic) in this case is not apt. Several of the proposed classes are secondary casters, but that's not the end of the world -- otherwise the alchemist or the summoner would be bad classes. The Occulist, I find intriguing, because it creates the conditions of using non-standard magic items instead of just purchasing the big six.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

How much time between the raising and now.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Almost a week.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

How much money remains to us after the return to life?


Female Dwarf Priest 6/Exalted of Bolka 3 l HP: 62/62 l Init: +5 l AC: 11 [T: 11; FF: 10; CMD: 13] l Fort: +13, Ref: +7, W: +15 (All saves increase by +3 for p, sp, and spls) l Per: +11

Could Ianna have been spending some time this week crafting?


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

It was 2075 gold each. I didnt' count Ianna as her own share. Should I?


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Nah.


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)

Rules question: How long would this caster level increase last?


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

As long as the cognatogen does which is usually 10 min per alchemist level.


I'm going with a tentative agreement with what Bjorkus said, because the wording is vague and there is no errata or thread to clarify it.


Female Dwarf Priest 6/Exalted of Bolka 3 l HP: 62/62 l Init: +5 l AC: 11 [T: 11; FF: 10; CMD: 13] l Fort: +13, Ref: +7, W: +15 (All saves increase by +3 for p, sp, and spls) l Per: +11

Proposed Magic Item:

Horn Bands of Guarded Thought:

Aura: Faint Abjuration; CL 1
Slot: Head; Price: 4,000 GP; Weight --

------------------------
Description
------------------------

This pair of silver bands is designed to slip onto horns. They are carved with dwarven prayers that invoke the goddess Bolka to protect the wearer's mind from outside influences. While the bands are worn, the wearer is immune to any attempt to possess or exercise mental control over her. Both bands must be worn to receive this protection.

----------------------
Construction
----------------------

Requirement: Craft Wondrous Item, Protection from Evil; 2000 GP

I based the price on the rules to create magic items and compared it to the cost to use a clear spindle and a wayfinder to the same effect. This item is slightly cheaper to create (250 GP) than that combo, but does less: no compass ability and the wearer must still eat.


The item seems reasonable and I like your math. However this is certainly a custom item and will require extra research to create. The cost will be the same, but since there is no template on how to create such an item it will take longer than normal and the first craft DC will be raised by five. If you want to have somebody else make this item for you, then it will cost more money than usual.

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