Seeker's Pathfinder Savage tide

Game Master seekerofshadowlight

Follow the adventures of the Millennium Falcons as they cross the Thunder sea of Eberron in the employment of Lady Vanderborn.


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All DMs are evil wrote:
I need to start looking for a +2 dexterity bonus item before level 11 or I do not qualify for Greater Two Weapon Fighting.

Personally, I don't think Greater Two Weapon Fighting is particularly worthwhile. An extra attack at -10? Whoopee. Ardanto and Finn rarely hit with their extra attacks at -5!

Dark Archive

male human

Daurros is updated to 9th level. I also revised the sheet to match the format I've been using lately, which I like better. In the process, I noticed I was off by one on all of his intelligence-based skills; I think I forgot to add 1 for the headband he made a while back.

Grand Lodge

Is Guard going to take Craft Magic Arms and Armor this level? If not, Toxim will.


I hope we haven't lost Franz for good. :-(

Grand Lodge

Bracers of Armor +2 Daurros
Sandals of Levitation
Cloak of Resistance +1
Ring of Protection +2 Finn

Finn can take the +2 Ring. He's more of a front line guy than Toxim is and needs the AC more.


Okay, Finn can take the ring. He'll still be mostly relying on Mirror Image, though.

And Franz is still alive! Hooray! :-)


Warforged Fighter 2 / Incarnate 4 / Ironsoul Forgemaster 3

Yeah, I'm back. Have to catch up in the Game thread though, (reading what? 150 posts?).

Also, seems like I should level again... if Seeker still lets me in, that is.

Dax: I gained 'Secrets of the Forge (Ex)' two levels ago, which grants me craft magic arms and armor as a bonus feat. So, if I'm still in, I'm able to craft away, if a magic user provides spells as needed.


Male Half-elf (abyssal bloodline) Sorcerer 1/Monk (weapon adept) 4/Abyssal Disciple 4

You didn't miss too much, just a lot of spanking the monkey.


Warforged Fighter 2 / Incarnate 4 / Ironsoul Forgemaster 3

That's no thing Guard would do... ;)


male Human 8th level seeker/6th level gamer /4th level bad speller

Of coarse you are in. I have went missing a time or two myself, sa'll good.

Grand Lodge

I thought you had, but I didn't see it on your character sheet. Then Toxim will go for Craft Wand. It works with his Wand Wielder arcana.

Has anyone been compiling our loot list? If not, I'll rev up my search-inator and work it out in a day or five. I was doing it before, but have slacked some.


Warforged Fighter 2 / Incarnate 4 / Ironsoul Forgemaster 3

Okay, I will bring Guard up to level 9 then. Either another level of Incarnate or one of Ironsoul Forgemaster it will be.

And a new feat... whatever that turns out to be.

Edit: Incarnate it is. hp: 1d4 + 2 ⇒ (2) + 2 = 4


Gamemaster

I've leveled Guard up. Vital Strike seemed like a good choice.

The things listed in my profile should be correct, but I'm going to go over it again once I've got more time.

Grand Lodge

I didn't realize it was personal either. What would you have me do, Seeker? Change it to something else or keep it and not worry over it. The next closest thing that I've found is the Helmet of Comprehend Languages and Read Magic which is 5200 GP, far more than the 820 GP I spent on the wand.


male Human 8th level seeker/6th level gamer /4th level bad speller

eh it helps you anyhow. I'll hand wave it this time as I goofed.

Grand Lodge

Several months ago, Xzarf asked if he could join our game with a halfling cleric. It wasn't a good spot to add a character then. How about now or sometime soon?
===================================================================

Ok. After much searching, here's the list of loot I've come up with.
These items go back as far as the fight against the Blood of Vol vampires. I'll only list the items that no one has claimed, though I could have made mistakes, so if they are claimed, please let me know.

Robe of Bones (sans ogre)
Potion of Cure Light Wounds x2
Potion of Cure Moderate Wounds x2
Potion of Cure Serious Wounds
Wand of Cure Moderate Wounds (?? charges)
Buckler +1
Potion of Haste
Scimitar +1, Spell Storing
Copper Bone (need identified)
Sandals of Levitation
Cloak of Resistance +1
GP 2000
SP 3000


Personally, I'd like to sell some of that stuff (e.g. Robe of Bones, potions of CSW and Haste). YMMV.

Dark Archive

male human

Agreed; we should probably sell most of it, actually. Everything except the wand of cmw. Unless anyone wants to lay claim to anything else.

And Farshore may a good place to add someone, if we want to do that. I'm in favor, personally - now that we're 9th level, a cleric would be good for that all-important raise dead...


male Human 8th level seeker/6th level gamer /4th level bad speller

If someone would like to join and the rest of the party does not mind, yeah here is a good place to ask. This side of the wall is civilized. Farshore is the only non native place, but even the village you are in now is but one hold of 4 belonging to this group and has 400 or so people living in it.


Bryan wrote:
Agreed; we should probably sell most of it, actually. Everything except the wand of cmw. Unless anyone wants to lay claim to anything else.

I'd suggest the boots of levitation for Ardanto, but Finn will certainly take them if nobody else wants them.

Boots of levitation are awesome!

And I certainly don't have any objection to adding a cleric, if Xzarf is still around somewhere.

EDIT: Actually, his character in our Serpent's Skull game stopped posting on November 3, so I suspect he's gone AWOL.

Grand Lodge

Seeker can we have identified the copper bone and gotten the number of charges in the wand of cure moderate wounds? Both are from somewhere in the demon caves, the room that had the horde of monkeys I think. As far as I can tell we've had a few days in which to do so, or do we need to roll them?


Warforged Fighter 2 / Incarnate 4 / Ironsoul Forgemaster 3

Hmm... What do Boots of Levitation do? I could replicate that with a soulmeld I guess.

For the other things, selling would be okay.

And yes, having a cleric now would be swell.

I guess we don't plan to be in the village long though, but if we are, and if there's a smith in the village, I could go to start crafting something.

Grand Lodge

I figure to spend two or three days at least. We could all use the R&R. Plus we could put our skills to use in the village. I figure helping out to help repay their hospitality and to engender good relations with our neighbors to be a good thing.
They will be watching us to get a measure of our character and may try to surreptitiously try to judge our strength by having us compare notes with any spell-casters and go on a hunting expedition with their warriors

Seeker, it wasn't said, but could we have a collection of trinkets from our trip here? Scales, claws, teeth, and whatnot? It would help to give veracity to our stories and make good gifts.

Well let's put out the word, the Millennium Falcons are in the market for a divine caster.


Two or three days sounds too long to Finn. At the very least, someone should go and tell the Farshorians that we're still alive ASAP.


Warforged Fighter 2 / Incarnate 4 / Ironsoul Forgemaster 3

That's the line of thought I was having as well.

Grand Lodge

Works just as well with me.


Warforged Fighter 2 / Incarnate 4 / Ironsoul Forgemaster 3

Seeker (and anyone interested):
Been thinking about the Soulmelds Guard has shaped for a few days now.

Due to the new level, Guard has some more options and can bind a second soulmeld to a chakra.
So I reworked the Charakter page to reflect that and came up with the following setup for most situations:

Guard can currently shape 4 soulmelds at a time, two of them can be bound to 3 select chakras (crown, feet, hands).

For the most time, I guess Guard to have shaped 'Airstep Sandals', 'Incarnate Weapon', 'Mantle of Flames' and his signature 'Soulspark Familiar'. The sandals and his familiar will be bound to their chakras.

The Airstep Sandals are a new Soulmeld Guard tries, so I'm going to copy the write-up here:

Airstep Sandals:

Descriptors: None
Classes: Incarnate
Chakra: Feet
Saving Throw: None

You shape incarnum into a pair of sky-blue sandals. They surround your feet without quite touching them, fitting over any boots or shoes you wear. When you use the flight ability of the sandals, you leave a faint trail of blue vapor behind you, which disperses after a few seconds.

Many creatures have the gift of flight, and with this soulmeld, you channel soul energy derived from such creatures to borrow that gift. The rilkan incarnate Davi the Trickster was rarely seen without this soulmeld shaped, and she claimed that she could communicate with the djinn whose soul energy she borrowed to form it.
While worn, the airstep sandals allow you to fly up to 10 feet (good maneuverability) as a move action once per round.
You must end the flight solidly supported or you fall.
Essentia: Every point of essentia you invest in your airstep sandals increases the distance you can fly by 10 feet.

Chakra Bind (Feet)
Your airstep sandals merge into your feet, turning your legs sky blue from your knees down to your toes. You become capable of aerial acrobatics, turning on a dime in midair with a soft burst of pale blue mist.

You fly with perfect maneuverability. In practical terms, this means that you can reverse direction without paying a movement cost, you can turn freely without spending any extra movement, and you can ascend at full speed.

I will describe it ingame once the change takes effect. (Which will be about next day or so.)

If that's okay for you, that is.


male Human 8th level seeker/6th level gamer /4th level bad speller

That is fine with me, as is Dax's idea of the gift of the claws and such.


Fighter Level 9
hogarth wrote:

I'd suggest the boots of levitation for Ardanto, but Finn will certainly take them if nobody else wants them.

Boots of levitation are awesome!

Boots of Levitation are indeed awesome, but sadly these are sandals of levitation that smell of demon monkey. Does Ardanto strike anyone as the type of person who would be seen wearing monkey sandals? Large sized Monkey sandals at that? So after he wrinkles his nose up at the though of wearing them, he is more than happy for Finn to take them as long as he can put up with the occasional snide comment from Ardanto regarding Finn's attire.

I would not say no to a couple of the potions though, they are worth their weight in gold with this groups lack of mid-combat healing.

I also do not have a resistance bonus to my saving throws, but that again depends on if the cloak looks okay as opposed to being a smelly rag?

It is also a pity that the scimitar is not a longsword, I have too many feats invested in longsword to use anything else.

Grand Lodge

Whenever we get some downtime, I'm sure that Guard and Toxim can make sure that your equipment is not only potent but also stylish.


male Human 8th level seeker/6th level gamer /4th level bad speller

Eh we could always say it was a long sword, not a huge deal, I left it as that because it was spell storing and Toxim used them. But I have no issue saying it was a longsword. I often switch weapon type to match what is in the group anyhow.

The cloak, it is red with nice gold piping, it could use a wash and spells a bit , but would look rather striking after some soap.


Male Half-elf (abyssal bloodline) Sorcerer 1/Monk (weapon adept) 4/Abyssal Disciple 4

If no one else wants them (Karkalla?), Finn will take the sandals.


Finn Killshrike wrote:
If no one else wants them (Karkalla?), Finn will take the sandals.

Ardanto asks Finn "Where are you planning to sail in you boat sandles...."

If no one minds I will then swap the Scimitar to a Longsword, a +1 Longsword of Spell storing is better than a plain old +1 Longsword.

I also would not say no to the nice, if somewhat smelly cloak.

Feel free to veto either as I seem to want a lot of that loot.

It also throws up a +1 longword to sell.


Warforged Fighter 2 / Incarnate 4 / Ironsoul Forgemaster 3

I'll take your old +1 Longword, for a backup weapon.


male Human 8th level seeker/6th level gamer /4th level bad speller

Ok, do you guys want me to actively recruit a new player for a healer or would you like to try another solution? such as a wound /vitality system or allowing Action points to be used to heal?


All DMs are evil wrote:
Finn Killshrike wrote:
If no one else wants them (Karkalla?), Finn will take the sandals.
Ardanto asks Finn "Where are you planning to sail in you boat sandles...."

To a Sandals Resort? ;-)

I'm pretty sure most magic items resize themselves magically. From the Core Rulebook:

Quote:

Size and Magic Items

When an article of magic clothing or jewelry is discovered, most of the time size shouldn't be an issue. Many magic garments are made to be easily adjustable, or they adjust themselves magically to the wearer. Size should not keep characters of various kinds from using magic items.


seekerofshadowlight wrote:
Ok, do you guys want me to actively recruit a new player for a healer or would you like to try another solution? such as a wound /vitality system or allowing Action points to be used to heal?

I would be fine with recruiting a new cleric (too bad Xzarf disappeared).

I would be opposed to a Wound/Vitality system.

I'm not sure about the action point healing thing, but it doesn't sound too enticing to me.

I'd also be mostly fine with the status quo for now (with the caveat that I'd hope that there's an NPC somewhere who can provide us with Raise Dead, Remove Disease, Restoration, &c).


Guard wrote:

The Airstep Sandals are a new Soulmeld Guard tries, so I'm going to copy the write-up here:

** spoiler omitted **...

That's a pretty handy soulmeld, although the inability to end the turn in mid-air is a definite drawback.

(Sorry for the three posts in a row...)


male Human 8th level seeker/6th level gamer /4th level bad speller

I thought I would ask, it is as much your game as mine. I can always place NPc's for that stuff if that is what you guys would like.


Ranger 2/ Magus 7

I'd prefer a PC healer.
=================================================

Robe of Bones (sans ogre)
Potion of Cure Light Wounds x2
Potion of Cure Moderate Wounds x2
Potion of Cure Serious Wounds
Wand of Cure Moderate Wounds (?? charges)
Buckler +1
Potion of Haste
Longsword +1, Spell Storing Ardanto
Copper Bone (need identified)
Sandals of Levitation Finn
Cloak of Resistance +1 Ardanto
GP 2000
SP 3000

Seeker how many charges does the wand of cue moderate wounds have left? We've already identified it but you did not give that information.
Spellcraft to identify the copper bone 1d20 + 13 ⇒ (17) + 13 = 30


male Human 8th level seeker/6th level gamer /4th level bad speller

The bone is a meta magic wand of still spell, the wand has 37 charges left


Warforged Fighter 2 / Incarnate 4 / Ironsoul Forgemaster 3
hogarth wrote:
Guard wrote:

The Airstep Sandals are a new Soulmeld Guard tries, so I'm going to copy the write-up here:

** spoiler omitted **...

That's a pretty handy soulmeld, although the inability to end the turn in mid-air is a definite drawback.

(Sorry for the three posts in a row...)

Yeah, I'm not all too sure if binding it to the feet chakra overcomes that drawback or not. I could see it either way.

Dark Archive

male human

I'd prefer a PC healer over the other options, also.

As for the rod, I wonder if Finn or Toxim might be better off with it. I would think they may be in situations where it would be useful more than me.


Bryan wrote:
As for the rod, I wonder if Finn or Toxim might be better off with it. I would think they may be in situations where it would be useful more than me.

Just sell it. What are the odds that someone is going to have that rod in their hand in the extremely rare occasion when they want to use Still Spell?

Grand Lodge

Toxim has no interest in it either. His fighting style requires him to move around a bit.

Grand Lodge

Learning some spells from Daurros.
DC 18 spellcraft for 3rd lvl spells. I get +2 for being his apprentice. Each also costs 90 gp to scribe into my spellbook.
Haste 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32
Dispel Magic 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27
Fly 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32

Grand Lodge

Robe of Bones (sans ogre)
Potion of Cure Light Wounds x2
Potion of Cure Moderate Wounds x2
Potion of Cure Serious Wounds
Wand of Cure Moderate Wounds 37 charges
Buckler +1
Potion of Haste
Metamagic Rod of Still Spell
Sandals of Levitation Finn
GP 2000
SP 3000
====================
Until we get a better healer, Toxim will take the Wand of Cure Moderate Wounds as he can use it. I would also like the 2 Potions of Cure Light Wounds.
I suggest giving a Potion of Cure Moderate to both Finn and Karkalla and the Potion of Cure Serious to Ardanto.

Dark Archive

If no one minds Karkalla will take the potion of haste


What spells could one of you stick in my Sword of Spell Storing please?

3rd level spell or lower that is activated against my target on a successful hit as an immediate action?


Warforged Fighter 2 / Incarnate 4 / Ironsoul Forgemaster 3

Do we have anyone to craft wondrous items? My belt of physical might could use an upgrade to a belt of physical perfection...

Edit: disregard that... That ring (freedom of movement) is putting me way above the wealth by level chart anyway.

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