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| 51 to 100 of 137 |
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| Aylya Lafina |
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Female Status:
AC 17 : HP9/9 : F+1 : R+3 : W+5 : Init +8 : Pers +4 |
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Tare
Flight (Ex or Su)
An eidolon grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The eidolon gains a fly speed equal to its base speed. The eidolon’s maneuverability depends on it size. Medium or smaller eidolons have good maneuverability. Large eidolons have average maneuverability, while Huge eidolons have poor maneuverability. For 2 additional evolution points, the eidolon flies by means of magic. It loses its wings, but its maneuverability increases to perfect. Flying via magic means makes this a supernatural ability. The eidolon’s fly speed can be increased by spending additional evolution points, gaining a 20-foot increase to fly speed for each additional point spent. The summoner must be at least 5th level before selecting this evolution. Source: Advanced Player's Guide
as you see as I'm only 3ed level I could not have used my Eidolon to fly
but I have that in my back story and in game ply, so what to do.
I could say she had a magic item "now smashed and lost by the catastrophe" that gave her and her Eidolon synthesis the ability to fly.
that way she can still call it but untill 5th level flight is out but she has flown with him.
| Aylya Lafina |
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Female Status:
AC 17 : HP9/9 : F+1 : R+3 : W+5 : Init +8 : Pers +4 |
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I just wanted to point out a problme I have seen with other PbP games I have been in that start with the party losing their memories, and why a lot of older PbP player will not touch a game that has it.
heres and exsample of kind of problems that come about in a state combat
Normal play -
GM makes the players Roll Initiative
Then tells them what they are fighting and where.
Then combat starts (here's an example)
Player 1 actions Post + rolls
Bad guy/s actions Post + rolls
Player 2 actions Post + rolls
Player 3 actions Post + rolls
Player 4 actions Post + rolls
Player 5 actions Post + rolls
GM sum op post->and around again
But when you have no Idea about any think and need to roll to work things out the 1st combat can go like this
GM
Player 1
1 -Player 1 do I know X post
2 -GM Roll DCx post
3 -Player 1 roll (out come yes ->4 Fail go to 1 again
4 -GM You can do this with that roll post
5- Player 1 actions Post + rolls
Bad guy/s actions
then
Player 2
1 -Player 2 do I know X post
2 -GM Roll DCx post
3 -Player 2 roll (out come yes ->4 Fail go to 1 again
4 -GM You can do this with that roll post
5- Player 2 actions Post + rolls
And so on
as you can see about 3 times the posts per round and
I have seen this poor player 5 can waiting two weeks+ to get a action post in the game, and I'm sorry to say its around then most players walk and get into another PbP.
I do not mean to be critical of our GM, because as yet we have barely started and may know our-selfs again well before a combat but its some thing to think about, and some thing I know from bitter experience.
Spugs
| Tare |
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Okay at this point, like I promised you would not be without equipment. Take the level 3 started gold and "buy" your equipment. No food, no animals, no holy symbols. No good or holy weapons, scrolls etc etc. If you don't think it would be found in Iz run it by me. The way I see it is your people would pick up items that "feel right" while they can't remember, some stuff would obviously feel famillier... Actually just run your list of selections here and I will let you know what couldn't be found. :)
| Elarya Whitescale |
| HP: 20/23 AC 14/12/12: F +5, R +2, W -1, Per:+4, Init: +2, Rage: 8/8 |
|
Okay probably went overboard, but here's the list anyway.
Magic:
Ioun torch
Muleback cords
Weapons:
mwk. Warhammer
mwk. Greatsword
Composite Longbow +1 STR
60 arrows
20 blunt arrows
Armor:
mwk. Kilted Agile Brestplate (if you're picturing something like this, you're pretty close.)
Darkwood Shield
Mundane:
2 explorer's outfits (one of those is the one she's looking for right now in the game thread)
cold weather gear
Bedroll
Blanket
mwk. Backpack
Crowbar
Grappling hook
Spider silk rope 50 ft.
Flint and steel
| Torr |
| HP 13, AC 14 (T 12, FF 12), F+3, R+3, W+0, CMB 3, CMD 15, init +4, perc +4 human Barbarian(urban)/1 |
|
Torr is looking for:
An alchemists formulae book with at least some of the formulae he knows
ingredients to make his formulae mutagens and bombs
haramaki, maybe even +1 ?
50' silk rope
flint & steel
maybe a couple of alchemist fires &/or tanglefoot bags
traveler's outfit
backpack
wand of cure light wounds
maybe a couple of daggers, a scimitar might be nice too
maybe the rest of the value in coins and gems
| Aylya Lafina |
|
Female Status:
AC 17 : HP9/9 : F+1 : R+3 : W+5 : Init +8 : Pers +4 |
|
I have no idea what the GP for my PC ihas at 3ed
List of items found /cost
Magic
Bracers of Armor +1 1000gp
Clothing
Explorer's outfit 10gp
A Fur Cloak with Hood 5gp
A dagger 5gp
handy haversack 2000gp
*into which she puts
some Blankets and odd clothing she finds. ?
A Longsword + scabbed (rapped in cloth) 75gp
Bad roll + Blankets
A Tent small 10gp (if she can find one)
Some Food and drink (any she can find)
Flint and steel with some wood in a sack.
Note
She also still has the longbow they found
will add + 80 Arrows in a Quiver.
| Elarya Whitescale |
| HP: 20/23 AC 14/12/12: F +5, R +2, W -1, Per:+4, Init: +2, Rage: 8/8 |
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Elarya, you a Fate/Stay night fan then?
Little bit. one of my society characters is an evolution of a character that was originally based off of Saber from Fate/Stay night. since that is close to what I was going for I figured it wouldn't hurt to use it as a visual reference until I get a chance to draw what she actually looks like.
| Noya Aurora Evangeline Bridget |
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Seeing as a Cold Iron weapons costs double, wouldn't a +1 weapon be 4,000?
close,
I'll us a dagger and a FullBlade as examples.| Rona'Nathaniel Gassan |
| Male Elf Fighter (Tactician) : 1 |
|
"Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, adding any magical enhancements to a cold iron weapon increases its price by 2,000 gp. This increase is applied the first time the item is enhanced, not once per ability added."
Thats what I thought too, the cost of the weapon is doubled and the cost to make it a +1 increases from 2,000 to 4,000 GP. So if I were to buy a +1 Cold Iron Scimitar it would cost me 4,040, right? Which is a lot of money.
GM Tare : What are we doing with all the left over money, are we keeping it as actual money or not getting it, etc?
| Rona'Nathaniel Gassan |
| Male Elf Fighter (Tactician) : 1 |
|
Ah cool, thanks :)
I would like to buy a Masterwork Cold Iron Scimitar, but Ronan has no clue what Demons are (I think I am the only person who can't remember their name), so he probably can't remember what weapons are good against them ... if he ever knew in the first place. Also I can't carry it without going into my medium load.
Oh, I could buy one and a Masterwork backpack ... that might work. As I am sure there will be plenty of Cold Iron weapons here, seeing as this is Demon land.
GP Left : 263
| Aylya Lafina |
|
Female Status:
AC 17 : HP9/9 : F+1 : R+3 : W+5 : Init +8 : Pers +4 |
|
I want to drop the handy haversack (shame as its the single most useful item ever in my book) and have a wand of Protection from Evil 750gp
but can not work out if I can use it as a Summoner the spells on my spell.
PS can you get cold Iron arrows as in there heads?
So new list
Clothing
Explorer's outfit 10gp
A Fur Cloak 5gp
Weapons:
Cold Iron Dagger 302gp
Composite Longbow +1 STR (found)
Cold Iron 60 arrows 30gp
10 whistling arrows 10gp
Quiver 5gp
Armor:
Bracers of Armor +1 1000gp
Mundane:
mwk. Backpack 25gp
Bedroll 1sp
Blanket 5sp
A Tent small 10gp
Some Food and drink 5days
Flint and steel with tinder. 2cp
Spider silk rope 50 ft.
Chalk Chunk 1cp
Healers kit 50gp
Antitoxin 50gp
Mirror and steel 10gp
Smokestick 20gp
Signal whistle 8sp
Hartstone 20gp
Ear plugs 3cp
Compass 5gp
coffe beans and grander 5gp
lite cooking kit 5gp
Magic
Wand of Protection from Evil 750gp
Potion of Invisibility x2 100gp
Potion of cure light wounds x 2 100gp
| Aylya Lafina |
|
Female Status:
AC 17 : HP9/9 : F+1 : R+3 : W+5 : Init +8 : Pers +4 |
|
alos
Ammunition (Bow): Arrow(s), Splintercloud x 2
Fan Content
This is fan-created
content or a fan conversion.
See here for more details.
The shaft of this arrow is formed of numerous small bone fragments painstakingly glued together.
Benefit: When fired, the numerous bone fragments tear themselves apart, forming a 5-foot burst of razor-sharp bones that deals 1d3 points of piercing damage (Reflex DC 18 negates)
Ammunition (Bow): Arrow(s), Smoke x 5
This arrow is actually a specially-shaped smokestick that can be fired from a bow.
Benefit: A smoke arrow trails smoke as it flies, and creates a 5-foot cube of smoke where it strikes. It otherwise functions like a normal arrow in terms of damage, range, and so on.
Source: Advanced Player's Guide
| Torr |
| HP 13, AC 14 (T 12, FF 12), F+3, R+3, W+0, CMB 3, CMD 15, init +4, perc +4 human Barbarian(urban)/1 |
|
Specifically looking for the following formulae with which he is familiar:
bomber's eye
cure light wounds
expeditious retreat
identify
keen senses
shield
true strike
those are the ones that he knew before, so I assume anything else in the book is just not understandable by him, but hopefully at least some of these are in the book he found.
in addition looking for the mundane and magical equipment I listed above (see below now). If wand of cure light wounds is not available, I'll look for potions instead, as many as can be found... including maybe one or two of enlarge person (looking for these even if wand is available), but the rest in cures.
so my list is:
Torr is looking for:
An alchemists formulae book with at least some of the formulae he knows
ingredients to make his formulae mutagens and bombs
haramaki, maybe even +1
if no +1 haramaki, then a normal one and a handy haversack (cant afford both unfortunately)
50' silk rope
flint & steel
maybe a couple of alchemist fires &/or tanglefoot bags
traveler's outfit
backpack
wand of cure light wounds
maybe a couple of daggers, a scimitar might be nice too
some potions of cure light wounds
maybe one or two enlarge potions
| Torr |
| HP 13, AC 14 (T 12, FF 12), F+3, R+3, W+0, CMB 3, CMD 15, init +4, perc +4 human Barbarian(urban)/1 |
|
ok...
+1 haramaki
50' silk rope
flint & steel
2 alchemist fires
a tanglefoot bag
a traveler's outfit
backpack
wand of cure light wounds,
2 daggers (just normal)
scimitar (cold iron, masterwork)
2 potions cure light wounds
2 potions enlarge person
2 potions shield of faith
alchemists lab
sealing wax
waterskin
6 days of trail rations
(total value 2678)
is this list acceptable?
| Gaza |
| F Tiefling 2CLR/ 1MNK |
|
here is some basic stuff I got,
name, cost, weight, quantity
smoke pellets 25, 0, 12
wandermeal 0.01, 0.5, 12
troll styptic 100, 0, 6
parchment 0.2, 0, 5
magnifying glass 100, 0, 1
vial 1, 0, 1
fishhook 0.1, 0, 1
flint steel 1, 0, 1
inkpen 0.1, 0, 1
ink 8, 0, 1
ink glowing 5, 0, 1
rope dart 1, 0, 1
map case wp 1, 0.5, 1
scarf pocketed 8, 0.5, 1
compass 10, 0.5, 1
string 0.01, 0.5, 1
stove can 10, 1, 1
blanket 0.2, 1, 1
fortune cards 25, 1, 1
kit cooking 1, 2, 1
adven sash 20, 3, 1
hammock 0.1, 3, 1
grappling hook 1, 4, 1
waterskin 1, 4, 1
Entertainers outfit 3, 4, 1
spider silk rope 100, 4, 1
current cost/wt 1197g 6s 3c/35lbs
I also have a couple of questions for special stuff,
1. Can I buy handwraps and enchant them to enchant my unarmed strikes?
2. If I buy adamantine shuriken, will they break after 1 use?(according to rules yes but it doesn't make sense that a chunk of pure adamantine would be unusable just cause it lodged itself in someones eye.)
3. How about if shuriken were enchanted?
(the enchanted shuriken is future planning depending on answer)
note; some of the above was picked for rp. just for those thinking"Why?"
| Aylya Lafina |
|
Female Status:
AC 17 : HP9/9 : F+1 : R+3 : W+5 : Init +8 : Pers +4 |
|
Revised list
Clothing
Explorer's outfit 10gp
A Fur Cloak 5gp
Weapons:
Cold Iron Dagger 302gp
Composite Longbow +1 STR (found)
Quiver 2gp
Ammunition (Bow):
Arrow(s),
Smoke x 5 50gp
Splintercloud x 2 50gp
Cold Iron 60 arrows 12gp
10 whistling arrows 5gp
sub-total = 421gp
Armor:
Bracers of Armor +1 1000gp
sub-total = 1000gp
Mundane:
mwk. Backpack 25gp
Bedroll 1sp
Blanket 5sp
A Tent small 10gp
Food and drink 5days 5gp
Flint and steel with tinder. 2cp
Chalk Chunk 1cp
Healers kit 50gp
Antitoxin 50gp
Mirror and steel 10gp
Smokestick 20gp
Signal whistle 8sp
Hartstone 20gp
Ear plugs 3cp
Compass 5gp
coffe beans and grander 2gp
lite cooking kit 5gp
Scroll/map case 10gp
Small note book + Silver point pen 5gp
sub-total= 247gp / 14sp / 5cp
Magic
Wand of Rejuvenate Eidolon, Lesser 750gp
Scrolls of Enlarge Person x2 50gp
Scrolls of Invisibility x2 50gp
Scrolls of cure light wounds x4 100gp
Scrolls of Shield x 2 50gp
Scrolls of Mage Armor x 4 100gp
Scrolls of Unseen Servant x2 50gp
Scrolls of Endure Elements x 2 50gp
Scrolls of Mount x2 50gp
Scrolls of Alarm x2 50gp
Scroll of Feather Fall 25gp
sub-total= 1325gp
Total = 2994 / 14sp / 5cp
| Tare |
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@gara Adamantine increases weapon hardness... the "breaking" factor in weapons such as throwing stars is really an issue of WHAT they hit, if you attempt to retrieve them depending what they hit they may or may not be retrievable.
The exact rules to magical ammunition are that they have a 50% chance of breaking so I will assume the same for the throwing stars only when they hit something they -could- be lost to. I don't see why you couldn't retrieve them if they hit a person though.
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