Zeitgeist: The Gears of Revolution (Inactive)

Game Master Fanguar

Times are turning. Prophets witness omens in the starry wheels of heaven, and warn that a new age is nigh. But what they cannot foresee, hidden beyond the steam and soot of the night sky, is the face of this coming era, the spirit of the next age. The zeitgeist.

Current Combat Map


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@Davin: Glad to hear that you made it through relatively unscathed, all things considered. The media reports aren't painting a pretty picture, but hopefully the disaster relief really starts to ramp up, if only to get the lights and water back on.

@Doc: Jace is correct, it was an item that was used. It's not so much that the buildings and wall were destroyed, it's that they were replaced with jungle. With you knowledge roll in the other thread, you recognize it as feeling similar to when the party was walking through the jungle and suddenly found yourselves in a alien swamp with yellow frogs. Know(planes or arcana) could be used to pick up a more nuanced explanation. A big section of the inner wall is just gone, so you have the option of running through the gap, or just waiting.

@Viscount: Sounds good. No rush.


Hyperactive Lazypants Bard 2

In case anyone was wondering; moving out of a place you've been in for years is the worst. Gotten mostly moved in, though, so free time seems to be on the horizon!

That said, I find myself leaning towards some kind of Gunsmith. Perhaps a magus of some flavor or other, maybe a Spellslinger, maybe just a straight up rifleman.


LN Male Human Priest (Watcher) 1 | HP 8/8 | AC 0 | DA 0 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +0 | Suprise +1 | Move 12 |Status: None

Good play, Jace. If she doesn't bite though, I think we'll have to go ahead and attack. Hopefully it won't come to that.


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

Yea, depends on her motivation. If she wants want is best for the duchess and believes us it might work. But if she does not yet believe the duchess has lost and is in danger then it might not.


I'll get around to writing up the adventure end and transition to the start of the next one shortly. Couple of things first:

1. As part of your character's job, you'll be submitting reports on you activities during the mission. Please let me know if you are withholding information or want to make an special commendations, complaints, etc.

2. You can level up to level 2 for the start of the next adventure.

3. I'm going to grab us some reinforcements before we move on. I expect that Davin's player will be back once he is able, but as he lives in Puerto Rico, that might still be quite some time. Probably go with 2-3 more players.


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

Jace can think of no reason to leave out details and provides an accurate and complete report. He does feel compelled to mention Narissa's general lack of ability, or desire, or both to deal nonlethal damage.

Leveling: Jace takes a second level of Summoner. He gains 5+1 (con bunus) hp. His favored class bonus goes into an evolution pool. His eidolon gains a total of 6+1 (con bonus) hp.

His BAB increases by 1 to 1 and his will save increases to +3.

He gains 3 skill points and used them to train Buff, Knowledge Arcana, and Ride.


18/18 HP, Temp HP 0, 11 AC, Fort +5, Dex +1, Wis +3, Perception 10, Sense Motive 10, Diplomacy 10, Intimidate 20 (22 in mask) Scarshield 2/2, CURRENT EFFECTS:

I will not be leaving out details. I'll be noting Jace's heroism in particular at the lighthouse.

I should have my level-up complete tonight.


Male Ratfolk Alchemist / 1 HP 15/15; Passive Perc: -1; Init +3; Str -1, Dex +3, Con +1, Int +4, Wis -1, Cha +0; Saves: Fort: +3, Ref +6. AC = 17; Bombs 8/8; Extracts 1st: 3

Hey everyone! I've been invited to join the wide wild world of the Zeitgiest.. I'm going to be playing a Ratfolk something or other... maybe spell caster or maybe an alchemist still trying to figure out what kind of flavor I want to play with.

I look forward to joining in on the adventures!

edit: maybe some form of rat melee class...

TLDR: Some kind of Rat.

-paul


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

Welcome to the team. If you go Alchemist consider Mind Chemist for the Int skills so you can be great investigator. Or go full investigator. Seems like that would fit great here.


Male Ratfolk Alchemist / 1 HP 15/15; Passive Perc: -1; Init +3; Str -1, Dex +3, Con +1, Int +4, Wis -1, Cha +0; Saves: Fort: +3, Ref +6. AC = 17; Bombs 8/8; Extracts 1st: 3
Jace Azata wrote:
Welcome to the team. If you go Alchemist consider Mind Chemist for the Int skills so you can be great investigator. Or go full investigator. Seems like that would fit great here.

I'll look into it, thanks for the suggestion!


Male Ratfolk Alchemist / 1 HP 15/15; Passive Perc: -1; Init +3; Str -1, Dex +3, Con +1, Int +4, Wis -1, Cha +0; Saves: Fort: +3, Ref +6. AC = 17; Bombs 8/8; Extracts 1st: 3

Not too attracted to the Mind Chemist, but an Investigator seems pretty fun so far!

EDIT: As we already have an investigator I'll be going Alchemist. I will have my character rolled by the evening or end of weekend more likely!


Male Ratfolk Alchemist / 1 HP 15/15; Passive Perc: -1; Init +3; Str -1, Dex +3, Con +1, Int +4, Wis -1, Cha +0; Saves: Fort: +3, Ref +6. AC = 17; Bombs 8/8; Extracts 1st: 3

Alright, well the rat is pretty much done and everything added to profile. Still need to write up his background but the core is mostly there. If anyone takes a look and sees any glaring errors let me know, my brain has a bit of information overload at the moment from putting him together.


Just checking in. I PMed Viscount K and haven't heard back and with Davin gone for an indefinite period of time. I'm off to the boards to recruit 2 more PCs.

@Nezu:

Had to go back and look at the original character creation guidelines.
Couple of things:

Your point buy seems off. The two points you took off of WIS. need to go somewhere. Con?

No craft feats. Brew potion is replaced with the extra bombs feat.

I would highly recommend the the precise bombs discovery as your first choice, as you splash hurts, but that's really up to you.

Hp should be 8+5+2xCON, whatever that ends up being.


I've got a recruitment up if you want to take a look. If you have any thoughts on the applications, fire me a PM.


Male Ratfolk Alchemist / 1 HP 15/15; Passive Perc: -1; Init +3; Str -1, Dex +3, Con +1, Int +4, Wis -1, Cha +0; Saves: Fort: +3, Ref +6. AC = 17; Bombs 8/8; Extracts 1st: 3

Meant to add the points back in just an oversight thanks for letting me know. Changed my feat to help not destroy the party.


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

I read over the recruits. All seem pretty good. Jace can be a face but a bard would be nice. Glad we have some good interest.


18/18 HP, Temp HP 0, 11 AC, Fort +5, Dex +1, Wis +3, Perception 10, Sense Motive 10, Diplomacy 10, Intimidate 20 (22 in mask) Scarshield 2/2, CURRENT EFFECTS:

Are the bodyguards our new PCs?


Ha! You wish. They are just recurring NPCs.

I've sent invites for a couple of more players. I'm a little busy at the moment, but will try to get the kick off post for the next adventure up soon.


Male N Gnome Bard (Duettist) 2 | Character Sheet | HP: 13/13 | AC: 16 (16 Tch, 11 Fl) | CMB: -2, CMD: 13 | F: +0, R: +6, W: +3 | Init: +3 | Perc: +9, SM: +2 | Speed 20ft | Bardic Performance 9/9 | Spells: 1st 3/3 | Active conditions: none

Hidrstrblin "Sterling" Biddlestocks, reporting in. I take it the group is between missions?


M Eladrin Oracle | HP 17/17 | AC 19 T 13 FF 16 | F 1 R 3 W 3 (+2 charms & reroll) | Init +3 | Perc 2 Dip 8 SM 4 | crossbow +4 1d8 |
Special:
Knowledge of the Ages 3/3 Spells 5/5

Abunan will be joining the group as well. He's going to be joining the group after the RNC called him back from Danor once the king was assassinated. I'll try to catch up on gameplay as soon as I can.


18/18 HP, Temp HP 0, 11 AC, Fort +5, Dex +1, Wis +3, Perception 10, Sense Motive 10, Diplomacy 10, Intimidate 20 (22 in mask) Scarshield 2/2, CURRENT EFFECTS:

Welcome. We just finished our first real mission. I think the next scene is debriefing, and probably the introduction of our new squadmates.


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

Yep. Welcome to the team. Looks like I will no longer be the only pretty face. :)


Male Ratfolk Alchemist / 1 HP 15/15; Passive Perc: -1; Init +3; Str -1, Dex +3, Con +1, Int +4, Wis -1, Cha +0; Saves: Fort: +3, Ref +6. AC = 17; Bombs 8/8; Extracts 1st: 3

Pfff, it's obvious who the Face is.


Sorry for the delay folks, kind of swamped with work at the moment. Hope to get things rolling again shortly.


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

Good to hear. Looking forward to the next phase.


Ok first things first, Jace and Doc, your RNC quartermaster gp limit raises up by 1500gp.

Nezu, Abunan and Sterling are all at the same level, which is a total of 2500gp.

The way this works is that you can requisition equipment from the RNC quartermaster up to that value. Those items can be returned and exchanged at cost. Consumables, if used, are not refunded. Cash can also be withdrawn, if needed.

Also just I reminder that I am using the Automatic Bonus Progression rules for this campaign. So certain items that you might expect to buy at this wealth level don't exist.


The campaign picks up a couple months after the events of the first book. Jace and Doc are commended for their actions, but soon everything settles back into the standard routine in the Flint office. The new players can have been existing agents in the office before hand or recent transfers, it really doesn't matter.

The whole of the next adventure takes place within the city of Flint, which is detailed in the player's guide. If you so wish, you may make up a few NPC contacts in the city that your character is familiar with. (Totally optional.)

Couple of important things to help set the stage:

1. Despite the PC's relaying Arasbey's message, the Duchess is not executed. A public ritual strips her of her title, leaving her with only weak magical powers. Now just Ethelyn, she’s imprisoned in the Bridge Tower in Slate.

2. The King announces his betrothal to Lya Jierre of Danor. To which there is a fair bit of uproar. (Lya is decades younger than Aodhan. This is very much a political marriage. The kingship of Risur is not hereditary, so this will have no real effect on succession)

(Both of the above events are sure to have displeased the Unseen Court.)

3. Some anti-industrialization protest groups are emboldened by the recent events and treat the duchess as a hero to the cause. Acts of terrorism have been occurring, most prominently those carried out by a woman dubbed “Gale” by the newspapers for her singular ability to fly away from the scenes of her crimes, despite most scholars saying such flight magic is impossible. Gale’s attacks usually take the form of sneaking into factories at night and sabotaging machines so work must stop, or unmooring ships so they drift into the harbor and sink, and for these she has won the sympathies of those who view industry as Danoran meddling. The PC's have been devoting most of their efforts to catching this 'Gale'.

4. For the past few months, tiny tremors have shaken the city, which has no history of earthquakes. Docker poets take it as a manifested metaphor of the rifts opening up between the different districts and cultures. Angry protests march through Bosum Strand and Parity Lake to denounce cruel treatment of factory workers, and the police thrash those who make too big a name for themselves.


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2
GM Fanguar wrote:

Ok first things first, Jace and Doc, your RNC quartermaster gp limit raises up by 1500gp.

Nezu, Abunan and Sterling are all at the same level, which is a total of 2500gp.

The way this works is that you can requisition equipment from the RNC quartermaster up to that value. Those items can be returned and exchanged at cost. Consumables, if used, are not refunded. Cash can also be withdrawn, if needed.

Also just I reminder that I am using the Automatic Bonus Progression rules for this campaign. So certain items that you might expect to buy at this wealth level don't exist.

Just to clarify: My RNC limit is a total of 2500. But if I have used any consumables then it decreases preeminently by the value of those scrolls or potions? That makes consumables a bad deal for sure.


M Eladrin Oracle | HP 17/17 | AC 19 T 13 FF 16 | F 1 R 3 W 3 (+2 charms & reroll) | Init +3 | Perc 2 Dip 8 SM 4 | crossbow +4 1d8 |
Special:
Knowledge of the Ages 3/3 Spells 5/5
GM Fanguar wrote:

Ok first things first, Jace and Doc, your RNC quartermaster gp limit raises up by 1500gp.

Nezu, Abunan and Sterling are all at the same level, which is a total of 2500gp.

The way this works is that you can requisition equipment from the RNC quartermaster up to that value. Those items can be returned and exchanged at cost. Consumables, if used, are not refunded. Cash can also be withdrawn, if needed.

Also just I reminder that I am using the Automatic Bonus Progression rules for this campaign. So certain items that you might expect to buy at this wealth level don't exist.

If I understood correctly, we're not using automatic progression rules for weapons and armor. So does that mean we need to buy +1 weapons/armor ourselves? Or do we buy weapons/armor with special abilities (like "flaming") equal to the enhancement bonus of the weapons and armor?


Male N Gnome Bard (Duettist) 2 | Character Sheet | HP: 13/13 | AC: 16 (16 Tch, 11 Fl) | CMB: -2, CMD: 13 | F: +0, R: +6, W: +3 | Init: +3 | Perc: +9, SM: +2 | Speed 20ft | Bardic Performance 9/9 | Spells: 1st 3/3 | Active conditions: none
Jace Azata wrote:
GM Fanguar wrote:

Ok first things first, Jace and Doc, your RNC quartermaster gp limit raises up by 1500gp.

Nezu, Abunan and Sterling are all at the same level, which is a total of 2500gp.

The way this works is that you can requisition equipment from the RNC quartermaster up to that value. Those items can be returned and exchanged at cost. Consumables, if used, are not refunded. Cash can also be withdrawn, if needed.

Also just I reminder that I am using the Automatic Bonus Progression rules for this campaign. So certain items that you might expect to buy at this wealth level don't exist.

Just to clarify: My RNC limit is a total of 2500. But if I have used any consumables then it decreases preeminently by the value of those scrolls or potions? That makes consumables a bad deal for sure.

Yeah, that would make us want to avoid them.

Question, are eternal wands available? They usually cost about the same as a regular wand with 50 charges (the magic item creation rules would actually make them a little cheaper), but instead they have 2 charges per day.


Male Ratfolk Alchemist / 1 HP 15/15; Passive Perc: -1; Init +3; Str -1, Dex +3, Con +1, Int +4, Wis -1, Cha +0; Saves: Fort: +3, Ref +6. AC = 17; Bombs 8/8; Extracts 1st: 3

@ GMF - are guns common / would the rat know how to use one? Just looking at gear and what the lil rat would have as a ranged weapon after expending bombs.

Do you want me to keep track of reagents, vials, etc as part of equipment or just assume that this is part of the loadout all the time?

Aaaand should i really be worried about weight of items / are you tracking this.. if so i'll probably have to just grab a handy haversack for most of my stripend.


Male N Gnome Bard (Duettist) 2 | Character Sheet | HP: 13/13 | AC: 16 (16 Tch, 11 Fl) | CMB: -2, CMD: 13 | F: +0, R: +6, W: +3 | Init: +3 | Perc: +9, SM: +2 | Speed 20ft | Bardic Performance 9/9 | Spells: 1st 3/3 | Active conditions: none
Nezu'mi Jwee wrote:
@ GMF - are guns common / would the rat know how to use one? Just looking at gear and what the lil rat would have as a ranged weapon after expending bombs.

We're using the "commonplace" rules for firearms, so 1/4 price and they're considered a martial weapon. Alchemists only get proficiency with simple weapons and bombs, so you would still need a feat to be proficient with firearms.


@Jace: yes 2500gp. Permanent items are a good deal more so than consumables are a 'bad' deal, but considering you can exchange them at cost and you don't lose half the value of your items when you sell them, it kind of all evens out. Also just note that with the automatic bonus progression, you normally get 1/2 the usual usual WBL. I haven't starting doing that yet, since the bonuses haven't kicked in yet, but I probably will starting next level.

@Abunan: You don't buy items with enhancement bonuses, those are gained through level progression. You can buy weapons with abilities without having to buy the +x enhancement. E.g. adding flaming to you MWK weapon costs 2000gp instead of 4k.

@Sterling: Going to say no to eternal wands. I am fine with partially charged wands though.

@Nezu: You'll need a feat or a level dip to gain proficiency with guns. If we're talking general alchemical supplies, then no you don't have to track them. An Alchemy Crafting kit is like 5lbs, if you want something fancier(and heavier) keep it at the office. At least for this adventure, you'll never be that far from it.


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

I am still not totally sure I understand so let me ask specifically:

Last adventure I used a couple of scrolls, maybe more. I'll have to go back and track that. Lets say I used four 25 gp scrolls. Does that mean that now I only have 2400 gp RNC now and that I am down that 100 gp for the rest of my career?


Yes. Just track your wealth like you would normally. The only difference is that if you 'buy' your equipment from the RNC you can sell it back for full price. Buying consumables in this campaign is no different than any other campaign. Also, you won't be spending your whole campaign in Flint and wont always be able to get you equipment from the quartermaster, so you will be 'wasting' huge amounts of gold throughout the campaign.

@Sterling: I might reconsider the idea of eternal wands for certain low level spells. Specifically, what were you considering?


Male N Gnome Bard (Duettist) 2 | Character Sheet | HP: 13/13 | AC: 16 (16 Tch, 11 Fl) | CMB: -2, CMD: 13 | F: +0, R: +6, W: +3 | Init: +3 | Perc: +9, SM: +2 | Speed 20ft | Bardic Performance 9/9 | Spells: 1st 3/3 | Active conditions: none
GM Fanguar wrote:
@Sterling: I might reconsider the idea of eternal wands for certain low level spells. Specifically, what were you considering?

CLW would be one good one. Eventually, Invisibility would be nice too.


18/18 HP, Temp HP 0, 11 AC, Fort +5, Dex +1, Wis +3, Perception 10, Sense Motive 10, Diplomacy 10, Intimidate 20 (22 in mask) Scarshield 2/2, CURRENT EFFECTS:

Empowered Infernal Healing


Male N Gnome Bard (Duettist) 2 | Character Sheet | HP: 13/13 | AC: 16 (16 Tch, 11 Fl) | CMB: -2, CMD: 13 | F: +0, R: +6, W: +3 | Init: +3 | Perc: +9, SM: +2 | Speed 20ft | Bardic Performance 9/9 | Spells: 1st 3/3 | Active conditions: none
Doc Saturday wrote:
Empowered Infernal Healing

Infernal healing has no variable numeric effects, so it can't be empowered. Even if you could, a 1.5x increase in healing would require a 2 level increase, and a 15x increase in price. Bad deal.


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

Go extended Infernal Healing instead. Lower level meta.


Male N Gnome Bard (Duettist) 2 | Character Sheet | HP: 13/13 | AC: 16 (16 Tch, 11 Fl) | CMB: -2, CMD: 13 | F: +0, R: +6, W: +3 | Init: +3 | Perc: +9, SM: +2 | Speed 20ft | Bardic Performance 9/9 | Spells: 1st 3/3 | Active conditions: none
Jace Azata wrote:
Go extended Infernal Healing instead. Lower level meta.

That would work, but it would cost 6x as much for only 2x the benefit. You get the same effect cheaper by casting a regular infernal healing twice. Math.


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

Oh I know, but its both cheaper and better than Empowered for that spell.


18/18 HP, Temp HP 0, 11 AC, Fort +5, Dex +1, Wis +3, Perception 10, Sense Motive 10, Diplomacy 10, Intimidate 20 (22 in mask) Scarshield 2/2, CURRENT EFFECTS:
Jace Azata wrote:
Go extended Infernal Healing instead. Lower level meta.

^ that's what I meant. I don't use metamagic often so I get them confused.


Cost out the CLW wand for me, if that's what you're interested in.

Infernal healing is an evil spell and not available from the RNC. I'm not saying you can't get one, but you'll have to deal with the city's less savory elements.


Male N Gnome Bard (Duettist) 2 | Character Sheet | HP: 13/13 | AC: 16 (16 Tch, 11 Fl) | CMB: -2, CMD: 13 | F: +0, R: +6, W: +3 | Init: +3 | Perc: +9, SM: +2 | Speed 20ft | Bardic Performance 9/9 | Spells: 1st 3/3 | Active conditions: none

Well, a first level CL1 command word item with two charges/day would be 1 * 1 * 1800 / (5 / 2) = 720gp. Eternal wands are usually priced the same as regular wands, which for first level CL1 would be 750gp.

If infernal healing isn't available, what about celestial healing?


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

As written that is a much less useful spell.


Male N Gnome Bard (Duettist) 2 | Character Sheet | HP: 13/13 | AC: 16 (16 Tch, 11 Fl) | CMB: -2, CMD: 13 | F: +0, R: +6, W: +3 | Init: +3 | Perc: +9, SM: +2 | Speed 20ft | Bardic Performance 9/9 | Spells: 1st 3/3 | Active conditions: none

Wow, you're right. I've always seen it played as the same 1 minute duration as infernal healing, but as written, it's pretty terrible, especially as a wand...


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

Just realized I was behind on equipping. Can I have purchased an eternal wand of lesser rejuvenate eidolon?


Tentatively yes, but I reserve the right to handwave eternal wands out of the game at a later date.


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

Sure. Makes sense.

Without stat boost or resistance or weapon or armor enhancements, and with the long term cost of consumables I am really not sure what to spend money on. :)


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

I am sorry for my delay here. I got behind in general and this game takes more work on my part than most for me to be happy with my posting so it got more back burnered. Was not my intent to go this long without posting. Working on catching up now. Please forgive this slip.

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