Hellscarred and War-torn (Inactive)

Game Master Zedth

It has been more than a century since Mylosis fell to the disgraces of hell. The events that followed unleashed a tide of hellspawn and other disgraces upon the Western Realm. The land is in a time of crucial flux, and the reigns of freedom are being seized by our intrepid heroes.

Map of the Realm
Map of the Realm (2)
Current Tactical Map

Party Treasure

Party Health
Catcher........111/111
Gromff.........109/123
Roland.........132/144, 0/18 Bonus HP, Fire Resist: 2, DR 4/-, Lesser Celestial Totem,
Crystallius....92/92
Chiro..........117/117

Party Passive Perception scores
Catcher......9 (-1)
Gromff.......12 (+2)
Roland.......23 (+13)
Crystallius..28 (+18)
Chiro...........27 (+17)

Initiative rolls:

Initiative Rolls
[dice=Gromff]1d20+5[/dice]
[dice=Roland]1d20+1[/dice]
[dice=Catcher]1d20+12[/dice]
[dice=Crystallius]1d20+5[/dice]
[dice=Chiro]1d20+5[/dice]


2,251 to 2,300 of 2,493 << first < prev | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | next > last >>
Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

@Others

Also, if you guys have any magic item request, asks away, because I'll have to calculate how much I can create given the time we have.

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

@GM

Here is an updated cruch of Catcher.

Spellsword:

CATCHER

Female human evoker(admixture) 5/ Ranger 1/ Eldrich Knight 3
LN Medium humanoid (human)
Init +12; Senses Perception -1

--------------
DEFENSE
--------------
AC 25 (29 with Shield), touch 13, flat-footed 19 (+12 Armor +2 Dex, +1 deflect)
hp 111 (5d6+4d10+27(CON)+9(Feat)+5(FC))
Fort +9, Ref +7, Will +5

--------------
OFFENSE
--------------

Speed 20 ft.
Melee

====

+3 Keen Greatsword (No additional effects):
Atk: 1d20 + 14 ⇒ (19) + 14 = 33 [+6(BAB) +4(STR) +1(WF Feat) +1(Ring) +2 Enchant]
Dmg: 2d6 + 9 ⇒ (3, 2) + 9 = 14 [+6(STR) +1(Ring)+2 (Enchant)]

+3 Keen Greatsword (w/ Haste):
Atk: 1d20 + 15 ⇒ (12) + 15 = 27 [+6(BAB) +4(STR) +1(WF Feat) +1(Ring) +2(Enchant) +1 (Haste)]
Dmg: 2d6 + 9 ⇒ (1, 1) + 9 = 11 [+6(STR) +1(Ring)+2 (Enchant)]

+3 Keen Greatsword (w/ Haste + PA):
Atk: 1d20 + 13 ⇒ (15) + 13 = 28 [+6(BAB) +4(STR) +1(WF Feat) +1(Ring) +2(Enchant) +1 (Haste)-2 (PA)]
Dmg: 2d6 + 15 ⇒ (3, 2) + 15 = 20 [+6(STR) +1(Ring) +2(enchant) +6(PA)]

====

Glaive (No additional effects) :
Atk: 1d20 + 12 ⇒ (4) + 12 = 16 [6(BAB) +4(STR) +1(Ench) +1(Ring)]
Dmg: 2d6 + 8 ⇒ (5, 3) + 8 = 16 [+6(STR) +1(Ench) +1(Ring)]

Glaive (w/ GMW) :
Atk: 1d20 + 14 ⇒ (19) + 14 = 33 [6(BAB) +4(STR)+1(WF Feat) +1(Ring) +2(GMW)]
Dmg: 2d6 + 9 ⇒ (5, 4) + 9 = 18 [+6(STR) +1(Ench) +2(GMW)]

Glaive (w/ GMW + Haste) :
Atk: 1d20 + 15 ⇒ (18) + 15 = 33 [+6(BAB) +4(STR) +1(Ench) +2(GMW)]+1 (Haste)
Dmg: 2d6 + 9 ⇒ (5, 2) + 9 = 16 [+ 6(STR) +1(Ench) +2(GMW)]

Glaive (w/ GMW + Haste + PA) :
Atk: 1d20 + 13 ⇒ (19) + 13 = 32 [+5(BAB) +4(STR) +1(Ench) +2(GMW) -2(PA)]
Dmg: 2d6 + 15 ⇒ (3, 5) + 15 = 23 [+6(STR) +1(Ench) +2(GMW) +6(PA)]

====

Wizard Spells Prepared (CL 9th, concentration +12):
0 (at will)—acid splash, detect magic, light, Prestidigitation

-----------------
STATISTICS
-----------------
Str 15+4(Belt), Dex 14, Con 14 +2(ring bonus), Int 20, Wis 8, Cha 10
Base Atk +4; CMB +7; CMD 19

Feats Improved Initiative, Scribe Scroll, Toughness, Craft Wondrous Items, Craft Magic Arms and Weapons, Combat Casting, Weapon Focus (Great Sword)(Ring), Power Attack, Heavy Armor Proficiency, Arcane Armor Training, Arcane Armor Mastery

Skills Appraise +9, Bluff 0, Craft(Armor) + 13, Climb +2, Diplomacy 0, Disguise 0, Escape Artist +2, Fly 2, Heal -1, Intimidate +0, Knowledge (Arcana) +17,Knowledge (Dungeon) +12,Knowledge (Eng) +11,Knowledge (Geo) +11,Knowledge (History) +12, Knowledge (Local) +11, Knowledge (Noble) +11, Knowledge (Nature) +13, Knowledge (Religion) +14, Knowledge (Planes) +17, Linguistics(Draconic,Dwarven, Terran) +10, Perception -1, Perform (Dance) +4, Ride +12, Sense Motive +7, Spellcraft +16, Stealth +0, Survival -1, Swim +9,

Languages Aklo, Celestial, Common, Draconic, Elven, Infernal, Dwarven, Terran
SQ arcane bond, bonus feat, cantrips, enchantment opposition school, necromancy opposition school, Versatile Evocation (SU), skilled, evocation school, weapon and armor proficiency,
Gear +2 Keen Mithril greatsword, MW Mithirl Longsword, +2 demonhide fullplate, +2 Circlet of Intelect, +4 Belt of STR; outfit (peasant's); spellbook;

------------------------
SPECIAL ABILITIES
------------------------

Bonus Feat Humans select one extra feat at 1st level.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Magical Knack +2 CL up to HD
Enchantment Opposition School You have chosen enchantment spells as an opposition school. Preparing an enchantment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite.
Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has a necromancy spell as a prerequisite.
Versatile Evocation (Su) When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Intense Spells (Sp) +2 DMG for any evocation spell.
Evocation school You have chosen to specialize in evocation spells spells.
Weapon and Armor Proficiency Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.
1st favored enemy Evil Outsiders

track:

wild empathy:


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

I have no time to post today and tomorrow, so please forgive me. I'll probably be normal from saturday on.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

I'll need a total on that from the DM then. Slab and Daggers need to be defined. We are looking at 87695gp total so far. That's 21923.75 per person. This is one of my favorite parts. Shopping.

Catcher: How long is the armor going to take? Is there time to do any other items?


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Time to fill in those slots.

Starting money: 25990.25

Body: Cassock of the clergy 4600
Chest: Vest of surgery 3000
Feet: Slippers of spider climbing 4800
Head: Jingasa of the fortunate soldier 5000
Headband: Headband of inspired wisdom +2 4000
Neck: Amulet of natural armor +1 2000

total cost 23400

total= 2590.25

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

@Time to create items:

Assuming each week is 7 days Catcher should have a total of 21 days’ worth of crafting time.

Based on earlier Zedth post, remodeling the armor should take three days, plus the weapon and the belt of str, that's eleven days (11), which leaves 10 days’ worth of crafting.

I can use 'accelerated crafting' by adding 5 to the craft DC and reducing the time to craft by half (I did it with the belt and sword; otherwise they would take 8 days each instead of 4).

==

So, to answer Gromff, I have time to create about 20k in magic items.


Tactical Map

I just remembered that I have Veronica's player's ph# from when we met up. I just sent him a text, so we'll see if we get any news.

I'll post in-game a bit later today.


Tactical Map

RE: Mithril slab and coins

Weapons of mithril are valued at 500 gp/pound, so to make things simple just take the weight of the slab and coins (50 coins = 1 lb) and multiply it by 500. That will give you a gold value with which you can trade it. We'll further assume you can get full value for it (as opposed to 1/2 value for typical trade-in expectations) since mithril is rare.

The slab is 50 lbs, so that is 25,000 gp.
2500 coins = 50 lbs of weight, so that is an additional 25,000 gp of value.

$$ $$ $$ $$ ;)


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Daggers are 1lb so that's 1000 for the two of them.

The longsword and shortsword are 4lbs and 2 lbs respectively. That's 3000gp. We have plenty of money but that is a hefty chunk you are keeping to yourself just to look pretty.

Old total: 87695gp
slab = 25000
coins = 25000
daggers = 1000
----------------
New Total = 138695
New Per Person = 34673.75


Tactical Map

FWIW I sort of encouraged Catcher to keep them by saying I wouldn't count the value against her as far as WBL averages. I wanted you guys to have shiny nice things without feeling gimped, if you wanted to keep them instead of selling.

You guys are free to do what you want with your treasure, though I did try to give a large chunk of extra loot to make up for not selling the mithril greatsword. But by all means - if you guys want to sell and buy other things, that will make me just as happy.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9
Catcher wrote:

So, to answer Gromff, I have time to create about 20k in magic items.

That's an item of 5000 per person. I'll go with the Jingasa then. That reduces the price to 2500.

Starting money: 34673.75

Body: Cassock of the clergy 4600
Chest: Vest of surgery 3000
Eyes:
Feet: Slippers of spider climbing 4800
Head: Jingasa of the fortunate soldier 2500 - reduced
Hands:
Headband: Headband of inspired wisdom +2 4000
Neck: Amulet of natural armor +1 2000
Shoulders:
Wrists:
Wand of Cure Light 750
Wayfinder 500
Dusty Rose Prism 5000

total cost = 26650

total = 8023.75

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Jingasa of the Fortunate Soldier: Holy cow, that's a DC 25 craft without using accelerated crafting.

Spellcraft: 1d20 + 17 + 1 ⇒ (8) + 17 + 1 = 26

DC Breakdown: 15(CL)+5+5(Can't cast spell:Moment of Prescience) for a total of 25, to cast such item, I'll need Gromff's help, since he'll need to cast Divine Favour at the right times when the item is being created.

Edit: I'll post later today the RP from crafting the item.

Silver Crusade

1 person marked this as a favorite.
Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1
Gromff Hammerhand wrote:
The longsword and shortsword are 4lbs and 2 lbs respectively. That's 3000gp. We have plenty of money but that is a hefty chunk you are keeping to yourself just to look pretty.

There’s no reason to save the world, if you can’t look pretty in the process! :>


Tactical Map

As a reminder the weapons are a greatsword and a longsword.

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

@GM

I’ll post a list of spells Catcher will look up to purchase in the city, if there’s any magic shop available.

2nd:

4th:

3rd:


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Then that's 6000 then. I still have 8000 left over though.

Also, you could buy a scroll of Crafter's Fortune, copy it then cast it once a day.

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1
Gromff Hammerhand wrote:
Also, you could buy a scroll of Crafter's Fortune, copy it then cast it once a day.

Nops, that's a spell I don't intend to use, and also it's a 8th level spell, which I cannot cast yet.

Edit:

Also, Gromff, don't forget to have Gromff ask on Gameplay for Catcher to craft the item for him.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Crafter's fortune is level 1. It increases Craft roll by 5.


Tactical Map

With Rik's assistance and reputation with the artisans and magic-types in the city, there is a 75% chance for each item/spell/scroll that you folks wish to purchase or commission to be available. Please roll a % for each desired item/spell/scroll, high rolls win. (1%-25% means the item/spell is not available). Good luck with your rolls!

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

2nd:

4th:

3rd:

@Gromff

Oh, okay, I thought you were talking about the other spell from the item, which is the level 8 spell.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Body: Cassock of the clergy: 1d100 ⇒ 84
Chest: Vest of surgery : 1d100 ⇒ 100
Feet: Slippers of spider climbing : 1d100 ⇒ 92
Headband: Headband of inspired wisdom +2 : 1d100 ⇒ 26
Neck: Amulet of natural armor +1: 1d100 ⇒ 45
Wand of Cure Light : 1d100 ⇒ 53
Wayfinder : 1d100 ⇒ 2 <-It's not that expensive and without it, the ioun stone is useless.
Dusty Rose Prism : 1d100 ⇒ 33


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Shining Wayfinder: 1d100 ⇒ 59

Or maybe take this one?

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Zedth, there's one amulet from the mindflyer which I havent identified yet.

Ill use the identify spell to help me. spellcraft + identify: 1d20 + 17 + 10 ⇒ (5) + 17 + 10 = 32

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

@Full shopping list:


  • 2nd level spells (purchase and write on spellbook): 187,5
  • 3rd Level spells (Purchase and write on spellbook): 937,5
  • 4th level spells (Purchase and write on spellbook): 6375
  • Belt of STR +4 (Craft item) 8000
  • Headband of vast intellect +4 (upgrade) 12000 1d100 ⇒ 65

Total used: 27500gp
Remaining: 7500ish.

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Here is my new prepared spell list:

0th: Detect Magic, Dancing Lights, Prestidigitation, Mage Hand

1st: 1/1 Catcher's heavy Blade, 1/1 Obscuring Misty, 1/1 Grease, 3/3 Shocking grasp, 0/0 (not prepared, blank for emergencies during the day).

2nd: 2/2 Scorching Ray, 1/1 Resist Energy, 1/1 Web, 1/1 See invisibility, 0/0 (not prepared, blank for emergencies during the day).

3rd: 2/2 Haste, 1/1 Fractions of Heal and Harm, 1/1 Chains of Perdition

4th: 1/1 Dragon's breath, 1/1 Black Tentacles, 1/1 Dimensional Anchor

==

I tried a mix of area control/denial as the usual blasting spells (Catcher is a evoker).


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

If I can get the Shining Wayfinder, I'll have a little over 5000 left over. Think I'll get my armor upgraded to +2 for 3000

1d100 ⇒ 44

Just in case. That leaves me with 2000. I will stop there. Still no word from Roland of Veronica?


Tactical Map
Gromff Hammerhand wrote:
Still no word from Roland of Veronica?

I text'd with Veronica's player, he's been swamped with heavy personal incidents that have left him without time or desire to post. He said he hopes things calm down so that he can catch up and post in a week or so.

Haven't heard from Roland since last week when he said he was busy. Let's take it easy since we're at a fine pause point in the game right now. I'll check back on the thread every day to see if they've posted but until they're back we should consider the game on pause.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

I'm here, having some trouble catching up, though.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Roland 9th level: Barbarian 9 (Surprise!!)
HP: 9HDx12HP = 108+27con+9fc= 144 hit powers points!
+1 BAB;
+1 Ref/Will;
+6 Skill Points: +1 Perception; +1 K.Planes; +1 Sense Motive; +2 Survival; +1 Climb;
Fire resistance improved to 2/-
Feat: No idea, I'm open to suggestions and don't have the time to look for anything nice. Improved Critical is an option.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Regarding money, I'm ok with you keeping whatever you want. These are the items I currently have, if I remember well:

+ Divine Ring of the Battleborn (btw I'm anxious for the enhancement cap to raise, since my +1 "furious" earthbreaker is atm worse than a +2 earthbreaker because of the limit)
+ Dark Iron Amulet: +1 NA, +2 to Handle Animal [~2500gp - loot]
+ Furious Earthbreaker +1 [2340gp - loot + Furious by Catcher]
+ MW Longsword [315gp - loot]
+ Gauntlets of Ogre Power [4000gp - loot]
+ Feather Step Handsomely Brute Boots [2000gp - bought]
+ +1 Blue Dragonhide Breastplate [Crafted - Catcher]

I would like to add the property of the winged boots to my Feather Step Handsomely Brute Boots if possible. Maybe if we have the money I'd like to also enhance my gauntlets of ogre power to +4. I just noticed that, for some reason, in this campaign my bookkeeping is terrible, for some reason. I usually have everything recorded somewhere, which in this case I don't. It took me like 5 minutes to recall where do I have bonus armor from...

Btw Gromff I think you also have a ring of sustenance.

Also, I'm unable to catch up on the roleplay today, so please bot me till tomorrow or wait a little bit more, sorry for the inconvenience.


1 person marked this as a favorite.
Tactical Map

Points to resolve later when I get home and have more time to elaborate:

  • Catcher's spellcraft roll on the claw talisman
  • Gromff's gear request(s)

    Anything else I'm missing?

    ------------

    New stats for your Battleborn Rings for level 9:
    +2 Resist to saves
    •+1 Deflection to AC
    •+1 Bonus feat
    •1/day spend a swift action to gain a move action
    •+1 "GM bonus" to wearer's armor. (stacks with existing enhancement)
    •+1 "GM bonus" to wearer's weapon. (stacks with existing enhancement)
    •+2 "GM bonus" to any ability score.

    Please be sure to notate your character sheet what is your 'ring' bonus feat and what ability score is being boosted by the ring.

  • Silver Crusade

    Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

    A question, did you remove the stack limit from the weapon/armor?

    ===//===

    Rolls for Roland:

    Spellcraft Boots DC 18: 1d20 + 18 ⇒ (8) + 18 = 26 Price: 12k | time taken: 6 days
    Because it is a second enchantment, then it's 50% more expensive. The initial price is 16k +50% (8k), and half of that to craft: 12k, the DC assumes +5 for accelerated crafting.

    Spellcraft Gauntlets DC18: 1d20 + 18 ⇒ (19) + 18 = 37 Price: 6k : time taken: 3 days
    The DC assumes +5 for accelerated crafting.

    ===//===

    And with that, I'm pretty sure I used all my allowed time to craft items.

    ==//==

    Rod: Intencified Spells (Minor): 1d100 ⇒ 50

    Total current money: 4,5k

    Silver Crusade

    Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

    Also, I've just read the magic item creation rules and I have no idea how to calculate the price of multiple effects on a single item, so Roland, disconsider the price above and I'll leave the cost calculation to the DM.


    Tactical Map
    Catcher wrote:
    A question, did you remove the stack limit from the weapon/armor?

    Yes.

    SRD wrote:
    "If the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection 2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5."

    The cost to add flying to his boots would be the same as winged boots x 1.5.


    Tactical Map
    Gromff wrote:
    Or maybe take this one? (RE: Shining Wayfinder)

    Yes sir, that is fine.


    Tactical Map

    RE: spellcraft on the claw talisman.

    Shadow Dragon Claw
    The talisman is a severed tiny dragon's claw, one with scales blacker than night, emitting soft puffs of wispy black mist that dissipated within seconds. The claw is secured by a fine silver clasp, hanging on a black leather necklace.

    Its properties:

  • +2 CL to all Shadow spells
  • Wearer may spend a move action to convert spell damage into negative energy damage. Unlimited use.
  • 1/day wearer may use Displacement, self target only @ CL 7.


  • Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

    I'm trying to finish catching up now guys, but I'm right now in doubt about something. The rules are not explicit about which enchantment should get a price increase, if the first, the second, the most expensive or the least. Yes, I know in the example above they listed the cost of adding invisibility as the one that should be increased, because it's being added to the item or something like that. But in this kind of reasoning I could craft Winged Boots, then add the feather step effect for half the price, couldn't I?

    Either way, in most campaigns I play we'd been applying 50% to the cheapest enchantment, allowing you to have that "secondary power" for not much more than what it should cost, still making it possible to have powerful ones. What do you think GM?

    Another option is to craft something like "winged cloak", which would sounds reasonable, in my opinion, and leave the boots like they are right now. Unless I'm being a bother then we could just go with the 12k and be done with it.


    Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

    Did the armor thing inside Catcher's spoiler happened or not guys?

    I'm gonna wait till after lunch to keep reading and writing, hopefully someone answers by then.


    Tactical Map
    Roland, just Roland wrote:
    I'm trying to finish catching up now guys, but I'm right now in doubt about something. The rules are not explicit about which enchantment should get a price increase, if the first, the second, the most expensive or the least.

    If you were creating the item from scratch you would obviously take the more advantageous method and craft the secondary effect at the lower price, but this item already exists.

    You'll need to pay up the juice for the new ability on your boots or have it as a new item (such as a cloak, as you suggested)

    Roland, just Roland wrote:
    Did the armor thing inside Catcher's spoiler happened or not guys?

    Yes it did occur. I'm giving all of you guys some artistic license right now and Catcher ran with it this time. Apparently the depths of the devil plate armor's evil was more than even the GM could fathom!

    Silver Crusade

    Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

    @Armor thing.
    That was just a fancy way to change Catcher's hair color. I was thinking about some 'last' prank/evilness before whatever was inside the armor stopped influencing the wearer.

    @Inn
    Well, when Roland puts that way I guess it really sounds strange about the inn, but I was kinda influenced by Rik saying that visitors were not that usual (but guessing they still received visitors) which would make sense to have at least one place where they could stay.

    @Roland: It’s all about that hair.
    Well, I’ll post something up then to give you reason to bully Catcher ingame.


    Tactical Map

    re: Inn

    I had similar thoughts when I first read Catcher's post about finding an inn. I probably would have narrated that there were zero inns but that is the beauty of PbP. We have collectively made something better.

    This city rarely gets any visitors other than diplomats/magicians/priests who were specifically invited. That said, those visitors that do visit will need a place to lay their heads, so it does make sense that there might be one inn in the city somewhere.


    Tactical Map

    Can everyone please give me a breakdown of every new magic item you have purchased.
    Catcher, can you please give me a breakdown of what items were crafted and how much time was needed to craft them.

    I know the info is in posts above but I would like to see it in a few concise consecutive posts.

    Silver Crusade

    Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

    Craft Actions:


    • 2 days: Devilhide Armor rework I had already worked a day at the Hound’s archon camp
    • 4 days: Enchantment transfer from Scythe to Greatsword
    • 4 days: Craft Belt of STR +4
    • 2,5 days: Craft Gromffs Helm
    • 3 days: Upgrade Roland Gauntlets of STR from +2 to +4
    • 6 days: Add flying enchant to Roland’s Feather Step Handsomely Brute Boots This still need the player approval, since he said that for this price 12k, most likely he wouldn’t want to craft it.

    Total days used: 21,5

    Purchases:


    • Lot’s of scrolls from 2nd to 4th level.
    • Upgrade Headband of intellect from +2 to +4
    • Rod: Intensified Spells (Minor)

    Scrolls purchased:

    2nd:

    3rd:

    4th:

    Edit:

    @Zedth:

    It’s a bit of shenanigan, but I’m planning to combo the intensified spell rod with Shocking Grasp Spell, for a bit more of damage for Catcher.

    It works like this:

    With the 3rd level spell, spellsword, I can place a rod inside my greatsword, which in turn counts as if I’m holding the rod for purposes of usage. Intensified spells allow me to add up to +5 dices of damage to a spell up to level 3, three times per day without raising the spell level. On this case, during melee combat, I can cast shocking grasp for 9d6 (max 10d6 at caster level 10), by using the rod which is inside the sword.

    If you think this is too much mix-max for you, I’ll give up on the idea take the feat later, which in turn will make my spells second level instead of first, for the same effect.


    Tactical Map

    Most of the spell's verbiage is to facilitate a melee-oriented rod to be used in conjunction with your weapon's melee attacks, but this line is very clear: "For the spell’s duration, a character wielding the transmuted weapon is also considered to be wielding the rod or staff as well."

    So yeah, I don't see any problem with Catcher "wielding" the rod via her sword and enhancing her spells through the rod.

    Silver Crusade

    Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

    @Roland

    You need to tell me if you'll craft the boots or what other item you want. Just remember the craft cost cannot be more than 12k (maybe upgrading your weapon and armor).


    Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

    Let's go with the cloak. I wanna look like a knight.

    I don't know what more I could ask for, the armor should be fine, or a belt of constitution, anything would be fine.

    That aside, I'm really having trouble catching up these days since I arrive home exhausted from working on the house (yes, I'm helping build it - from habitat for humanity experience ^_^). So please forgive me for delaying the game, I'll keep trying my best keep playing every day, but this week is being hard.

    Silver Crusade

    Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

    Spellcraft DC 18: 1d20 + 18 + 1 ⇒ (3) + 18 + 1 = 22

    Here is the item I crafted for Roland:

    Royal Winged Cloak of Knightly Presence:

    Aura moderate transmutation, evocation; CL 8th
    Slot shoulders; Price 17,500 gp; Weight 1 lb.

    DESCRIPTION

    This cape looks like it once belonged to those famous knights out of fable, richly decorated with symbols evoking the martial path and honor of knights.

    This cloak aims to make the wearer to have the bearing of those heroes of old, and it swings with the wind, even if there’s no wind. This effect can be turned on or off as free action.

    On command, they transform themselves into illusory wings which allows the wearer fly, without having to maintain concentration, as if affected by a fly spell (including a +4 bonus on Fly skill checks). The wearer can fly three times per day for up to 5 minutes per flight.

    CONSTRUCTION REQUIREMENTS

    Craft Wondrous Item, fly, breeze; Cost 8,750 gp.

    --

    Edit1: Catcher will pay the additional 750gp by herself.

    ==

    Spellcraft Upgrade enchanment of breatplate from +1 to +2: 1d20 + 18 ⇒ (18) + 18 = 36

    EDIT2:

    Since anything is fine, Catcher is upgrading his armor because she doesn’t really like this death-wish style of fighting and she believes that if she can make him wearer a better magic-protected armor, he might be safer, but of course she’ll never admit that.


    M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

    Oh gods. A flying Barbarian.

    Silver Crusade

    Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

    @Gromff

    Well, thinking about this, I should have added something off to your request as well. I've lost my chance, but on a next opportunity, how about this:

    {Insert here the name of the item} of Royal Dwarf Beard

    This {item} once equipped, give the wearer a lustrous and marvelous dwarf beard, as well the ability to manipulate the appearance of his beard at will. The changes are permanent and continue even after the {item} is removed, but it’s just a marvelous dwarf beard, and nothing magical or different about it.

    EDIT:

    Zedth, what's your take on Spellscribed armor?

    Spellscribed:

    Spellscribed Armor

    Source: Pathfinder Player Companion: Armor Master's Handbook

    The myriad of threats that adventures face often go well beyond mere weapons, so many spellcasters trained in the use of armor seek to augment it with spells.

    Any spellcaster with both Craft Magic Arms and Armor and either Scribe Scroll or Brew Potion can create spellscribed armor. A single suit of armor can be inscribed with a number of spells equal to its base armor bonus (not including its enhancement bonus).

    For example, a suit of breastplate armor (which has a +6 armor bonus) can have up to six spells inscribed on it. If you are using the piecemeal armor rules, only a piece of armor that grants an armor bonus can be spellscribed.

    The maximum level for spells contained in spellscribed armor depends on the type of armor being inscribed.

    Light armor, a buckler, or a light shield can hold up to 3rdlevel spells; medium armor or a heavy shield can hold up to 6th-level spells; heavy armor or a tower shield can hold up to 9th-level spells.

    An inscribed spell is a spell-completion item that only the wearer of spellscribed armor may activate, and only if he is proficient with the type of armor worn. The inscribed spell vanishes when activated. The inscribed spell must be visible to the wearer and must be touched as part of its activation. Otherwise, suits of spellscribed armor are treated as scrolls (except that using them doesn’t provoke attacks of opportunity) and use the rules for spell-completion items.

    The process to create spellscribed armor requires access to expensive etching and scribing materials worth an amount of gold pieces equal to the inscribed spell’s level × the creator’s caster level × 100 (plus the price of any expensive material components).

    Spells inscribed on armor can be dispelled as if they were separate magic items (treat them as scrolls), wholly independent of the suit of armor on which they are etched.


    Tactical Map

    RE: Spellscribed armor
    That sounds cool! Approved.

    Roland, just Roland wrote:
    That aside, I'm really having trouble catching up these days since I arrive home exhausted from working on the house (yes, I'm helping build it - from habitat for humanity experience ^_^). So please forgive me for delaying the game, I'll keep trying my best keep playing every day, but this week is being hard.

    When I first moved to Las Vegas (I was a 14 year old kid) I helped in a community project where we restored crummy houses (in the ghetto) to a much nicer state. Lots of junk removal, painting, etc. It was a lot of work but we helped a lot of people. It was certainly tiring though, so I can imagine what toll Habitat for Humanity might take on someone.

    No need to apologize. We are a bit of a lull for multiple reasons, one of which is the waiting on Veronica's player to hopefully return. I'll text him again sometime next week if we don't hear from him online soon. We might need to recruit another player, and being in this city provides a good opportunity to do so.

    We're kinda chillin' right now in-game due to you guys shopping and such, but that is mostly done now I suppose.

    -Is everybody fully leveled up? (Please take a moment to update your 'header' with your updated stats. Also please double check my info at the top of the webpage to ensure I have your correct HP, initiative, and perception scores)
    -Is everybody done shopping/crafting/upgrading?
    -Shall I start a recruitment for a 5th player? (either to replace Veronica and/or to supplement the group for when she returns) I'm going to start a recruitment to be safe. I don't think we should carry on with potentially 3 players.

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