Arrrrrrr, walk the plank, scallywag and all that. This be pirates and so do ye be.
Impositions:
Disgraceful Impositions:
Yes, Sir!: For the next hour, the PCs’ crew completes any mundane tasks they’re assigned in half the expected time. This typically relates to Craft and Profession (sailor) checks made to prepare, maintain, or repair the ship, and cannot be applied to combat or more complex deeds like crafting magic items. Costs 2 Disrepute.
Captain’s Orders!: As a standard action, a PC on board her ship can cast fog cloud, heroism, make whole, quench, or whispering wind with a caster level equal to her character level. Costs 5 Disrepute.
Walk the Plank!: The PCs may sacrifice one crew member or prisoner to grant themselves and their crew one of two bonuses: either a +2 bonus on all skill checks or a +2 bonus on attack rolls. These bonuses only apply while on board the PCs’ ship and last until either the next day or when the captain leaves the ship. If a sacrificed character is returned to life, the PCs and their crew members take a –2 penalty on both skill checks and attack rolls for 1 day. Costs 5 Disrepute.
Get Up, You Dogs!: Every PC and allied character on the deck of the PCs’ ship is affected as per the spell cure light wounds, as if cast by a cleric of the PCs’ average party level. This imposition can only be used once per week. Costs 10 Disrepute.
Despicable Impositions:
5: Lashings!: Your ship's speed doubles for 1 day.
5: Shiver Me Timbers!: While on board their ship, the PCs and their entire crew can reroll initiative or roll initiative in what would otherwise be a surprise round. The benefit of this imposition can be used immediately, but only once per week.
10: Besmara’s Blessings!: As a standard action, a PC on board her ship can cast animate rope, control water, remove curse, remove disease, or water breathing with a caster level equal to her character level.
10: Dead Men Tell No Tales!: While on board their ship, the PCs can use this imposition to automatically confirm a threatened critical hit.
Oher half of that post that should have been there: Creature hit by the burrowing bullet is staggered for 1d3 (rounds:1d3 ⇒ 1), unless a DC 15 heal check is made.
And I aimed for the not already staggered one, as per the plan.
So, reconstructing for Musket Master. It... still has terrible range, but it's okay enough. I have two questions. One, I can replace Rapid Reload, and I'm open to ideas to replace Improved Monster Lore, since it's been entirely unhelpful so far. Any suggestions based on prior experience? Right now my idea is to start working my way to Empty Quiver Style then Flexibility, which will let me actually do the CQC I mentioned.
Two, would I be beaten too hard if I choose to pick up a double-barreled musket?
Also, I'm gonna buy some things to increase my AC. I didn't think 25 would be so weak. I'll spend a chunk of that 14k on a Dusty Rose Ioun Stone, and a Jingasa. We're using the old one right? Is it the same price? 28-30 should be more manageable.
Gremory should be fully-updated now, for tenth level and the archetype adjustment, which includes adding the weapon tax feat, and Empty Quiver Style (side note: WHY. Why Stabbing shot before cool feat?). I have 2.6k GP left to spend. If I save up, can I grab a Mask of Stony Demeanor? I know it's one of those race-locked items but I think the benefit of a +27 Bluff skill would be pretty handy.
I'm going to look it over tomorrow morning. Did you still need input on what to replace Improved Monster Lore with? I find it to be a great Feat, but my Inquisitor wasn't competing with a wizard who had all the same skills.
Like was said awhile ago in this very game: One of us might not be there/be ded. We could also weave separate lies to separate people simultaneously this way. Is there a similar item for a different skill I could grab instead? This is more a thing I think the character would want than a thing I think the party needs, but if there's a similar item, I'm all ears.
Edit: Like a diplomacy item? I'd be cool with that. Or Sense Motive.
It looks like you have one extra Feat, unless I'm missing something.
You have Gunsmithing and Rapid Reload free from Musket Master, and Friendly Fire Maneuvers from Inquisitor, presumably.
So that leaves Point-blank Shot, Precise Shot, Weapon Focus (Musket), Rapid Shot, Improved Monster Lore, Deadly Aim, Empty Quiver Style. You have Feats at 1/3/5/7/9 and a single bonus from Gunslinger, for a total of 6, and there's 7 there.
Copying the Trapper stats from the book. Have to leave for work soon, but if you have its stats fully figured out by the time I get back (about 6 hours from now) I can run through what happens in the Shrine.
Edit: Okay, NOT copying the stats from the book. It's a Trapper with the Advanced and Giant templates, those are fairly easy to apply anyway. Gargantuan size, 38 Stronkth to start, the whole shebang.
I should have a post up by tomorrow and we'll keep rolling faster from there. The last half of the book is very combat/exploration-lite and has some conditionals like "If they killed X he's not there, if they angered him he does Y, and if they befriended him he does Z" type stuff.
Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision
I just want to say, having Krom repeatedly bash Jrahk is amazingly cathartic. I highly recommend it for anyone who's having trouble getting over the loss of their beloved character!
Fargo laughs, a choking, bitter laugh that is cut short by Gurram's assault.
Fair point on the conjuring, but I'm still curious for an answer, since I can't find information about this and I've started playing a summoner myself in another game.
M Elf(Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.
I'll take the ring of sustenance, yeah. Everyone keep the same shares, though - I'll deduct it's sale value from mine, since that comes out to the same. Unless I'm insane.
So, uhh. Can I skip the stabbing shot prereq on Empty Quiver Flexibility so I can have my whelming feats before level 13 pretty please? Otherwise, I'll just grab something standard I guess.
Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision
Ixrul Morcrom wrote:
I can more easily squeeze crafting time into days now that I only sleep for two hours with the ring of sustenance.
That's great, because you'll be crafting a loooooooot of stuff for me!
~~Shopping Spree!~~ Crafting:
Sky Marines Elite Saddle (7000)
Upgrade Belt of Giant Strength to +4 (6000)
Cracked Pale Green Prism Stone [+1 attack] (2000)
Cracked Incandescent Blue Sphere Stone [+1 Prof. Sailor] (100)
Amulet of Mighty Fists +2 (8000)
Upgrade Bracers of Resistance to +3 (3750)
In town:
Sell Ring of Feather Falling (+1100)
Sell Exotic Military Saddle (+60)
Retrain one of Gurram's feats: Improved Spell Sharing -> Improved Natural Attack: Claw (500)
~~Level Up!~~ Krom
+1 BaB, +1 HD
Spells: 1 - Enlarge Person; 4 - Dimension Door; Exchange Greater Magic Fang for Displacement
+3 Skillz: Prof. Sailor, Ride, Use Magic Device
Feat: Power Attack
+1 Evolution point: Aspect - Skilled (Use Magic Device)
Gurram
+1 BaB, +1 HD, +1 Will save
+4 Skillz: Fly, Perception x2, Prof. Sailor
Feat: DEATH FROM ABOVE!!!
TL;DR Since I didn't have anything better to do with one evolution point, Krom is now an expert at fiddling with mysterious magical contraptions! Also, Gurram now gets a substantial attack bonus when pouncing from above her target.
M Elf(Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.
Put the prices. These things take time. 16 days for Ixrul to craft his own stuff, unless Rynjin says having the no sleep/eating necessary from the ring means I can doubletime it.
M Elf(Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.
Yeah. I do that easily, so it's 8 days for my crafting. Only high-level items that I miss 2 or more requirements will typically present an issue, iirc.
Also, as I've reached 11th level, it's time to begin my descent into madness and villainy.
M Elf(Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.
I'm going to buy some 6th level spells (Sirocco and Planar Binding), a 4th level (dimensional anchor), and a 3rd level spell (magic circle against evil).
Aight folks, so Sundakan/Rynjin/the GM guy has been banned for something. If ya'll want, he's happy to continue over Giant in the Playground or Discord (tentatively - Discord would be an experiment).
However, if that doesn't work, he also totally understands.