| GM Mort |
As long as it takes you to wait for the merchant, which is 3 days. Then get your @rses out adventuring.
| Ratel Dier |
Dragon style isn't that useful for Bear. He doesn't have pounce,so he can't full attack at the end of a charge. Ratel, you shouldn't blindly copy stuff. Think things out for yourself!
I[m not blindly copying, but using it more as a template. He will have 'Grab' at 7th level, I was going to see if there was anything that would work with that.
| GM Mort |
You may change one feat to another through retraining. Retraining a feat takes 5 days with a character who has the feat you want. The old feat can't be one you used as a prerequisite for a feat, class feature, archetype, prestige class, or other ability.
Retraining a feat takes 5 days and 250 gp, if you so choose.
Just a Mort
|
Grab unless you want to go snapping turtle style or kraken style though to be honest I have limited knowledge on melee feats, being a casty cat.
| GM Mort |
Of course you're not. You promised to take Aubrin to Drellivielle's grave didn't you? That'll take 2 days of your 3 days free time.
| Ratel Dier |
Of course you're not. You promised to take Aubrin to Drellivielle's grave didn't you? That'll take 2 days of your 3 days free time.
LOL, I think I'm giving up for now. Unless you want to let Aubrin train him on the way... 'improved initiative' is always good too.
Sadly, my system has not gotten used to the change in sleeping schedule, I'm whipped and going to bed. I have Ratel and Bear done except for the feats. So I will finish that first thing in the morning.
I will post in gave Ratel asking Aubrin how soon she wants to leave, If you would like to throw up a post about the trip, that's cool, or we can rp it a little in eight hours.
| GM Mort |
Sure, you can, if you want improved initiative, but that counts as 2 days out of the 5 days. And to be honest you may not have the time to complete it. Hey, this mod isn’t one of those that you have like months of traveling.
| Ratel Dier |
curiously she is traveling with us to the fort, would she be able to continue the training while we travel? Or will It not take two or three days?
| Grenwold Houtvester |
Grenwold busies himself with gathering, guarding, building, and going through the spoils. He occasionally gets cookies for Fenton.
| GM Mort |
Aubrin will not travel with you to the fort. You can go to the grave, but the fort is next book.
| GM Mort |
Drellivielle's grave is about 1 day travel from caves, so the two days was to go there and back.
| Hedran |
Holy smokes... There is a LOT of stuff I would like to have:
- headband of vast intelligence +2 (yeah, this one would be my first option) 4000 gold
- pearl of power level 1 1000 gold
- pearl of power level 2 4000 gold
- ring of counterspells 4000 gold
- lesser rod of extend 3000 gold
- rod of extend 11000 gold (forget about it)
In the end I will only have cash for the headband + another pearl of power level 1, if someone borrows me like 150 gold.
Thanks for the math and accounting Nigel!
EDIT: Mort, is the skill on the Headband of Vast Intelligence predefined, or could we choose?
Nigel Percival Cartwright
|
Finally got around to the final level-up; I went with Edran, to maximise the best effect for the refugee community (and because a double-level-up on Rhyna just felt *wrong*).
Edran:
Male Bard 3
CN Medium humanoid (human)
Init +2; Senses Perception +6
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 armour)
hp 20
Fort +2, Ref +5, Will +4
Speed 30 ft.
Melee dagger +2 (1d4/19–20)
Ranged dagger +4 (1d4/19–20)
Special Attacks bardic performance 11 rounds/day (countersong, distraction, fascinate, inspire courage +1, Inspire Competence +2)
Bard Spells Known (CL 3rd; concentration +6)
1st (4/day) — Charm person (DC 14), Cure Light Wounds, Expeditious Retreat, Sleep (DC 14)
0 (at will) — Daze (DC 13), Detect Magic, Flare (DC 13), Ghost Sound (DC 13), Summon Instrument, Prestidigitation
Str 10, Dex 12, Con 8, Int 10, Wis 13, Cha 17
Base Atk +2; CMB +2; CMD 14
Feats Point blank shot, Precise Shot, Skill Focus(Handle Animal)
Skills Acrobatics +6, Bluff +8, Diplomacy +9, Handle Animal +12, Knowledge (local) +5, Perception +6, Perform (wind) +9, Sense Motive +6, Sleight of Hand +8, Stealth +6
Languages Common
| GM Mort |
Can you set Edran up so he learns draconic and also gains a rank in perform(dance?) Thanks.
| GM Mort |
I'm lazy and it also helps players feel better about their NPCs. I'll level Father Noelan myself though.
Nigel Percival Cartwright
|
Also, for my sanity...
Summary (End of Day 17):
***61 mouth-equivalents to feed each day***
Provision Points Acquired: 163
Goat Herd Size: 40 (can currently maintain 44 goats)
Chicken Flock Size: 18 hens, 2 roosters
Cow Herd Size: 1
Goats Found Per Day: 1
Provision Points Generated Per Day: 44 from foraging, 13 from goats, 6 from chickens, 1 from cow
Misthome stats:
Base Value: 200 gp, Purchase limit: 1,000 gp
Spellcasting: (Adept 4, Bard 3, Cleric 3, Wizard 5)
Hunters/Fishers/Foragers:
Tara - Human Warrior 1 - Best Skill: Survival +5 - Task: Forage (3 provision points per day)
Taidel - Half-Elf Warrior 1 - Best Skill: Survival +3 - Task: Forage (2 provision points per day)
Lirosa - Half-Elf Warrior 1 - Best Skill: Survival +3 - Task: Forage (2 provision points per day)
Billy - Human Commoner 1 - Best Skill: Survival +4 - Task: Forage (3 provision points per day)
Farrow - Human Aristocrat 1 - Best Skill: Survival +0 - Task: Forage (1 provision point per day)
Cildon - Human Aristocrat 1 - Best Skill: Survival +4 - Task: Forage (3 provision points per day)
Geran - Human Commoner 2 / Expert 1 - Best Skill: Survival +11 - Task: Forage (6 provision points per day)
Azriel - Aerieborn Ranger 2 - Best Skill: Survival +10 - Task: Forage (6 provision points per day)
Victor - Human Commoner 2 / Expert 1 - Best Skill: Handle Animal +7 - Task: Find Goat
Primary Production:
Tammylan - Half-Orc Adept 1 - Best Skill: Handle Animal +8 - Task: Tend Herd
Bella - Human Commoner 1 - Best Skill: Handle Animal +4, Survival - Task: Tend Herd
Danny - (Old) Human Commoner 1 - Best Skill: Handle Animal +4 - Task: Tend Herd
Tolman - Human Commoner 1 - Best Skill: Handle Animal +4 - Task: Tend Herd
Sandra - (Old) Human Commoner 1 - Best Skill: Handle Animal +4 - Tend Herd
Wallace - Human Commoner 1 - Best Skill: Handle Animal +4 - Task: Tend Herd
Patrick - Human Commoner 1 - Best Skill: Handle Animal +4 - Task: Tend Herd
Edran - Human Bard 3 - Best Skill: Handle Animal +12 - Task: Tend Herd
Felicia - (Young) Human Commoner 1 - Task: Watch Chickens
Norris - (Young) Human Commoner 1 - Task: Watch Chickens
Sunflower Leshies x6 - Vegetable Production / Gardening - 18 provision points per day
Apothecary and Crafting Squad:
Lyria - Half-Elf Adept 1 - Best Skill: Heal +5 - Task: Healing
Ibrahim - Human Adept 1 - Best Skill: Heal +8 - Task: Healing
Ajobe - Human Commoner 1 - Best Skill: Profession(Herbalist) +4 - Task: Gather Herbs
Oreld - Human Expert 2 - Best Skill: Craft(Alchemy) +9 - Crafting Alchemical Supplies
Marcus - Human Commoner 1 - Best Skill: Craft(Alchemy) +5 - Task: Assist Veld
Rhyna - Human Adept 4 - Best Skill: Heal +9, Spellcraft +8 - Task: Healing/Crafting (Potions and Scrolls on the Adept list)
Veld - Human Diviner 5 - Best Skill: Craft(Alchemy) +12, Craft(Carpentry) +12, Spellcraft +12 - Task: Offering advice on building construction, and Crafting (Potions, Scrolls and Wands on the Wizard list, as well as Wondrous Items and Magic Weapons/Armor)
Goods and Services:
Daniel - Human Commoner 1 - Best Skill: Craft(Leather-working) +4 - Task: Leather-working
Kaelan - Half-Elf Commoner 1 - Best Skill: Profession(Lumberjack) +4 - Task: Lumber Production
Kinning - Dwarf Expert 3 - Best Skill: Craft(Blacksmith) +10 - Task: Use Forge
Thomas - Human Commoner 1 - Best Skill: Craft(Blacksmith) +4 - Task: Aid Kinning
Skinder - Hobgoblin Werebeast - Task: Ore Extraction
Guards:
(Each does an 8 hour shift on the ramparts, per day, whilst the wolves scout; Fernir stays back at the main base, as 'reinforcement' in the case of an attack)
Tarethelan - Elf Warrior 1
Lorethiel - Elf Warrior 1
Leo - Human Warrior 1
Wolves x8 (including 3 pups) - Reduce Random Encounters to Zero
Fernir - Dire Wolf - Reduce Random Encounters to Zero
Wolf Training:
Jet - Half-Elf Aristocrat 4 - Handle Animal +10 - Task: Wolf Training
Aubrin - Cleric 3 / Ranger 3 - Handle Animal +7, Survival +7 - Task: Wolf Training
------
So, at present, we are generating 3 'surplus' provision points per day.
At the end of Day 19, Farrow and Cildon can switch across general labor / helping organise the supplies, and we will be back to no profit/no loss in terms of provision points.
At the end of Day 21, (when we have 44 goats), we stop looking for more, and Victor will switch to another task (most likely, moving back to being a potter, to generate household goods for people).
At the end of Day 42, when the wolves have been properly trained, Jet and Aubrin can shift to other tasks (by that point, we may even have built a pub!).
All in all, our little community seems to be in good shape!
Nigel Percival Cartwright
|
@Mort: Sure!
Edran:
Male Bard 3
CN Medium humanoid (human)
Init +2; Senses Perception +6
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 armour)
hp 20
Fort +2, Ref +5, Will +4
Speed 30 ft.
Melee dagger +2 (1d4/19–20)
Ranged dagger +4 (1d4/19–20)
Special Attacks bardic performance 11 rounds/day (countersong, distraction, fascinate, inspire courage +1, Inspire Competence +2)
Bard Spells Known (CL 3rd; concentration +6)
1st (4/day) — Charm person (DC 14), Cure Light Wounds, Expeditious Retreat, Sleep (DC 14)
0 (at will) — Daze (DC 13), Detect Magic, Flare (DC 13), Ghost Sound (DC 13), Summon Instrument, Prestidigitation
Str 10, Dex 12, Con 8, Int 10, Wis 13, Cha 17
Base Atk +2; CMB +2; CMD 14
Feats Point blank shot, Precise Shot, Skill Focus(Handle Animal)
Skills Acrobatics +6, Bluff +8, Diplomacy +9, Handle Animal +12, Knowledge(Local) +5, Linguistics +4, Perception +6, Perform(Dance) +7, Perform(Wind) +9, Sense Motive +6, Sleight of Hand +7, Stealth +5
Languages Common, Draconic
| GM Mort |
Goats - some Nigel's been buying, some people have been finding.
Relevant portions:
Forage or Hunt: Characters who spend a full day hunting or gathering and succeed at a DC 10 Survival check gain 1 Provision
Point. Characters gain 1 additional Provision Point for every 2 by which the result exceeds 10.
Herd: Phaendar’s sheep and goat herds were scattered in the attack, and many were lost in the Fangwood. NPCs can recover a
single goat or sheep with a successful DC 16 Handle Animal check. Captive animals can be maintained with a single successful
Handle Animal check (DC = 10 + the number of animals) per day. Neglecting to maintain the herd or failing this check indicates
one or more animals have wandered off. A captive animal generates 1 Provision Point every 3 days in the form of milk (and
eventually cheese or butter), or can be butchered to immediately provide 2 Provision Points.
• Scout: NPCs trained in Survival or Stealth can scout the area or keep an eye on Phaendar for the PCs. With a successful DC 10
Survival check, an NPC can either discover one point of interest in the area (such as an encounter location) or reduce the
chances for a random encounter by 5%. An NPC who succeeds at this skill check by 5 or more can identify one danger in the area
of the encounter (if any exist).
Substitute wolves for NPCs on the third one and you reduce chances of random encounters. Since 5% x 8 = 40% reduction and the encounter rate is less then that, so no random encounters.
If you were using them to scout for locations(all already covered on Book 1), then you cannot use them to reduce encounters.
| Ratel Dier |
EDIT: Slight correction.
ATTENTION GAMERS:
We each have 4866.85gp to spend.
Please actually make some purchases, or we won't be able to 'flip' the loot :-P
crap, is that 4,866.85gp more? or total? I had 4737.5gp listed from your post two weeks ago.
@Mort, unless Ratel want's something the gnome has listed the max purchase for possible misc. items is 500 gp? @ 75 % ie. > 25
| Ratel Dier |
If there is nothing else that you want, it might be worth checking how much 'upgrade dust' the Gnome has on hand...
What is upgrade dust?
I will make a list of a few Ioun stones, to purchase. I don't mind spending to help the village, do they need anything?
@ Mort, will the gnome be back a third time if we wanted to place orders? I still need to get Bear medium armor. Could the troglodytes build a med. armor?
editso could the gnome take Bears measurements for a mitheral breastplate
| GM Mort |
The gnome will be away for an indeterminate period of time due to her hometown being hit by a gug and needs rebuilding. So it's not good to count too much on her.
Yes the gnome could. But note that by that time Bear maybe large, and you'd need resizing stuff.
| Ratel Dier |
good points on the armor, I will wait on ordering armor.
I had totally forgotten about the 'upgrade dust' so Mort, how much upgrade dust does the gnome have? the only '+1' item Ratel has is the cloak.
| GM Mort |
Upgrade dust in 500 gps: 1d100 ⇒ 54
Upgrade dust in 500 gps: 1d100 ⇒ 5
500 gp worth. Whoops!
| GM Mort |
If you're using Misthome as settlement rules, you can just buy it if its 200 gp.
Nigel Percival Cartwright
|
@Ratel: Well, if you are looking for things...
Things that the village could probably use:
Portable Altar (250gp) - so that they can have a dedicated 'chapel' for the settlement
Celestial Lamp (300gp) - again, for the Chapel
Arcane Family Workbook (300gp) - helps Veld and Rhyna ID items, and craft
Collapsible Bathtub (15gp each) - as many as the Gnome has available! Basically, the idea would be to increase general happiness by making bathing easier.
Barrel of Ale (17gp each) - as many as the Gnome has available!
Barrel of Applejack (32gp each) - as many as the Gnome has available!
Barrel of Mead (152gp each) - as many as the Gnome has available!
Dartboard Set (0.5gp each) - as many as the Gnome has available!
This would form the core of a new tavern.
| Hedran |
Ratel Dier wrote:Crap, is that 4,866.85gp more? or total?
@Ratel: That is an *ADDITIONAL* 4866.85gp.
Hence why I suggested purchasing stuff, so we can ensure we actually 'flip' all of the loot :-P
Whoa! Nice!
In that case, I am probably getting:
- The Headband (Nigel, do you need this? We can talk about it - I'm only getting level 6 spells at 16 anyway. So I'm hoping until then I 'should' have opportunity to find another Headband);
- Pearl of Power lvl1;
- Pearl of Power lvl 2 OR Ring of Counterspells
Not sure yet. Suggestions?
| Ratel Dier |
@Ratel: Don't forget you claimed a +1 Chain Shirt after the big battle...?
I had listed it in AC and where his original armor was, I will move it down to magical items.
| Ratel Dier |
Portable Altar (250gp)>25: 1d100 ⇒ 18 no
Celestial Lamp (300gp) >25: 1d100 ⇒ 63 yes
Arcane Family Workbook (300gp)>25: 1d100 ⇒ 98yes
Collapsible Bathtub (15gp each) >25: 1d100 ⇒ 87yes
Collapsible Bathtub (15gp each) >25: 1d100 ⇒ 82yes
Collapsible Bathtub (15gp each) >25: 1d100 ⇒ 70yes
Collapsible Bathtub (15gp each) >25: 1d100 ⇒ 69yes
Collapsible Bathtub (15gp each) >25: 1d100 ⇒ 2no
Basically, the idea would be to increase general happiness by making bathing easier.
Barrel of Ale (17gp each) >25: 1d100 ⇒ 39yes
Barrel of Ale (17gp each) >25: 1d100 ⇒ 94yes
Barrel of Ale (17gp each) >25: 1d100 ⇒ 8no
Barrel of Applejack (32gp each) >25: 1d100 ⇒ 97yes
Barrel of Applejack (32gp each) >25: 1d100 ⇒ 43yes
Barrel of Applejack (32gp each) >25: 1d100 ⇒ 1no
Barrel of Mead (152gp each) >25: 1d100 ⇒ 71yes
Barrel of Mead (152gp each) >25: 1d100 ⇒ 28yes
Barrel of Mead (152gp each) >25: 1d100 ⇒ 24no
Dartboard Set (0.5gp each) >25: 1d100 ⇒ 17no
I guess Gnomes don't play darts.
Cracked Dusty Rose Prism (Ioun Stone) + 1 competence bonus on initiative checks 500 gp.>25: 1d100 ⇒ 86 yes
Cracked Dusty Rose Prism (Ioun Stone) + 1 competence bonus on initiative checks 500 gp.>25: 1d100 ⇒ 87 yes
Cracked Deep Red Sphere (Ioun Stone) + 1 competence bonus on acrobatics 200 gp. >25: 1d100 ⇒ 6 no
Cracked Incandescent Blue Sphere (Ioun Stone) +1 competence bonus to perception 200 gp. >25: 1d100 ⇒ 74 yes
Cracked Incandescent Blue Sphere (Ioun Stone) +1 competence bonus to perception 200 gp. >25: 1d100 ⇒ 83 yes
When Ratel and Aubrin gets back he will speak with the gnome
| Hedran |
Goats - some Nigel's been buying, some people have been finding.
Relevant portions:
Forage or Hunt: Characters who spend a full day hunting or gathering and succeed at a DC 10 Survival check gain 1 Provision
Point. Characters gain 1 additional Provision Point for every 2 by which the result exceeds 10.Herd: Phaendar’s sheep and goat herds were scattered in the attack, and many were lost in the Fangwood. NPCs can recover a
single goat or sheep with a successful DC 16 Handle Animal check. Captive animals can be maintained with a single successful
Handle Animal check (DC = 10 + the number of animals) per day. Neglecting to maintain the herd or failing this check indicates
one or more animals have wandered off. A captive animal generates 1 Provision Point every 3 days in the form of milk (and
eventually cheese or butter), or can be butchered to immediately provide 2 Provision Points.• Scout: NPCs trained in Survival or Stealth can scout the area or keep an eye on Phaendar for the PCs. With a successful DC 10
Survival check, an NPC can either discover one point of interest in the area (such as an encounter location) or reduce the
chances for a random encounter by 5%. An NPC who succeeds at this skill check by 5 or more can identify one danger in the area
of the encounter (if any exist).Substitute wolves for NPCs on the third one and you reduce chances of random encounters. Since 5% x 8 = 40% reduction and the encounter rate is less then that, so no random encounters.
If you were using them to scout for locations(all already covered on Book 1), then you cannot use them to reduce encounters.
Thanks for the added information Mort - the doc makes everything more understandable. Was it already there? I guess I wasn't paying attention :P
| Ratel Dier |
ok, not to keep beating a dead horse, but will Aubrin travel with the team enough to finish retraining Ratel, or is that a lost cause? I only want to know because the decision will affect my next feat selection.
| GM Mort |
It was there a LONG TIME AGO, like since September 1st, 2018.
*Gives Hedran an indignant squawk*
*smacks him on the nose with a rolled newspaper for not paying attention*
| Hedran |
It was there a LONG TIME AGO, like since September 1st, 2018.
*Gives Hedran an indignant squawk*
*smacks him on the nose with a rolled newspaper for not paying attention*
*Pouts*
| Grenwold Houtvester |
Gren will take the headband of wisdom he ordered and use the remainder of his “share” to pay back some to Robert. I have to go back and double check how much I owe him - it’s somewhere around 1400
Wisdom 16, hurray!
| GM Mort |
To create magic items, spellcasters use special feats which allow them to invest time and money in an item’s creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item.
(Usually spellcraft, but sometimes another skill)
Creating Magic Armor
Time Required Crafting magic armor requires one day for each 1,000 gp value of the base price.
Feat(s) Required: Craft Magic Arms and Armor.
Skill(s) Required: Spellcraft or Craft (armor).
Creating Magic Weapons
Time Required Crafting a magic weapon requires 1 day for each 1,000 gp value of the base price.
Feat(s) Required: Craft Magic Arms and Armor.
Skill(s) Required: Spellcraft, Craft (bows) (for magic bows and arrows), or Craft (weapons) (for all other weapons).
Just for the record, for rules clarification.
The whole stuff can be found here.