(1) Atalantia - Scourge of Magic

Game Master mdt

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'Ship' . . . 'House' . . . Connor's Log

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Anrive | The Whole Dang World | Vellandrus

Prison of the Elements


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Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4
Ishthraxa the Archer wrote:
That's a point. I have body adjustment for the same reason. But spending a lot of money on a dorje for the case where we're separated is not a good idea. We have tattoos and a couple of backup healers for that. Or to bring Flann up.

Quite right; save the money. We've scrounged dorjes before, and with the level bump Connor's psionic power points doubled, but backups are always a plus.


61/61 HP   AC: 22 / 15 / 18   F:+8 R:+10 W:+14   54 PP   7 MP   Init:+4   Perc: +16 SnsMtv: +14   Pistol 5/5   Nettle 1/1   TrWnds: 7   Unsn: 5
Skills:
Stealth+16, Perception+16, Sense Motive+14, Heal+13, Autohypnosis+12, Craft:firearm+12, Survival+11, Fly+10, acrobatics+10, Escape Artist+8, Ling:Read Lips+6, Kn:Religion+3
Connor of McIntyre wrote:

Adran looks like he can share with everybody.

Joking? If we're all caught in a trap, Adran is toast. 4x damage?

They are one way connections, and the two characters have to stay within close range of each other. Maybe pair off into squads?

I think it was ruled that constructs and humanoids have different 'flavors' of HP and therefore couldn't mix via Collective. Otherwise, a team-wide reverse voodoo doll would be a cool plan. If it's cast on the odd one out, I think I can spread it to the collective with 1PP each, and tie everyone to a single doomed creature for 9PP every 6 hours... If we're buddying up, and giving Adran two buddies it's 6PP.


Current HP: -0 CG Male Elf/Ooze Shifter 8 . Guardian 1 | Ooze Form | Elf Form | Magical Girl | Max HP: 96 | AC:21/15/17 | FRW:+10/+10/+5 | Init:+3 | Perc: +13 | DR 8/Slashing

Telv doesn't have any PP alas, but he would be willing to take damage for others.


Strix Soulbolt || AC: 22/21/16 (26 w/ In Arm) || Saves: F10, R13, W 12 || Init +6 || Percept +18 || HP 82/82; THP 0/0 || PP 22/22 || Active Powers: Conceal Thoughts
Connor of McIntyre wrote:
Flann Swallowtail wrote:

What's our best standard use of Share Pain?

Who wants to be damage buddies with whom?
109 - Adraniel
96 - Telv
82 - Ishthraxa
61 - Flann
51 - Vim
42 - Kotsi
41 - Connor

One character might have to opt out of the Collective if only Ishthraxa can opt in for free.

Adran looks like he can share with everybody.

Connor's going to start buffing with vigor (yes, I know how that sounds) regularly before battles. Since he produces expendable meat-shields, what's the rules for Flann to dump all the damage into an astral construct?

If we're talking about a ten-foot-wide corridor, it looks like Adran and Vim up front, then Telv and Kotsi, Flann and Connor in the middle, with Ishthraxa in the rear? With Connor filling holes with astral constructs to make flank-buddies.

Circle or teardrop-wise, Connor in the middle, Adran at point, Vim and Telv on front-left and front-right, with our gunners Flann and Kotsi on the sides, Ishthraxa covering our rear.

Ishthraxa can work with those tactical placements. If we get jumped from the back, he's good at perception and can deal with being thrust into sudden melee. He'll suggest that when needed he can swap into the front line.

Since we have the distance limitation, Ishthraxa would be paired up with Connor or Flann. Though we do have to watch out for area effects. Those can really be bad when someone takes 1.5 times the damage.


Male Elfavian Psychic Warrior 8 (Pathmaster, Meditant) | Wings: Butterfly, Opal | HP:51/51 | AC: 28; T: 18; FF: 26 | Fort: +8; Ref: +6; Will: +10(+12 vs Enchant) | Low-light Vision; Init: +2; Perception: +18 | PsiFocus: Yes; Active Energy: Electricity ML: 8; PP 34/34

Superior PsiCrystal spoiler is up in Vim's profile, and here too for easy access.

Superior Psicrystal, Implanted:
The Implanted Psicrystal
Not all psions see their psicrystals as expendable scouts, but rather as cherished friends and trusted advisors - after all, they are listening to a facet of themselves and who could be more loyal to you than yourself? Some of these psions and a few psychic warriors choose to embed or implant their psicrystals into their own bodies, which makes the psicrystals nearly indestructible from outside forces and gives them a trusted advisor in social situations or an extra mind to handle what happens on a battlefield. These psicrystals exhibit an even closer connection to their masters and while they cannot deliver touch powers, fly or scout an area, they enhance their masters in different ways. They share their telepathic sight and power resistance with their masters and offer a more comprehensive helping hand in most situations, always dependent on their personalities. Some psions have them implanted into their spine or at the base of their skulls to hide the crystal, while others implant the crystal shard in their forehead forming a mythical “third eye” while warriors tend to have them implanted into the hand or chest, often sporting custom made armor to show off the crystal to their enemies.

Requirement A character needs to take the Superior Psicrystal* feat to gain access to this type of psicrystal. Once they have chosen this manifestation of the feat, they cannot choose another. If this feat is chosen after first level, it represents the melding or implantation of the psicrystal. This version overwrites the psicrystal gained from Psicrystal Affinity.

Effects

All implanted psicrystals impart abilities to their owners depending on the level of the owner instead of manifesting as a singular creature, as shown on the table. The abilities on the table are cumulative. It is also important to note that an implanted psicrystal cannot be targeted in any way and for all intents and purposes, isn’t a targetable or separate creature, instead providing their abilities directly.

Implanted Psicrystal Special Abilities

---ML---Init.Bonus--- Special
1st-2nd- +1 -Alertness, personality, tele- pathic link
3rd-4th- +2 -Sighted
5th-6th- +3 -Telepathic Speech
7th-8th- +4 -Focused Personality
9th-10th- +5 -
11th-12th- +6 -Resistant Mind
13th-14th- +7 -
15th-16th- +8 -
17th-18th- +9 -
19th-20th- +10 -

Initiative Bonus (Ex): This number noted here is an improvement to the master’s Initiative score as the psicrystal helps them react and act faster than would be possible for them otherwise.

Alertness (Ex): The presence of a psicrystal sharpens its master’s senses. As long as the crystal is functioning its owner gains the Alertness feat.

Personality (Ex): Every psicrystal has a personality. See the Psicrystal Personality table at the end of the book.

Telepathic Link (Su): The owner has a telepathic link with his psicrystal. The owner can communicate telepathically as if the psicrystal were the target of a mindlink power manifested by the owner. Because of the telepathic link between a psicrystal and its owner, the owner can react to events which the psicrystal perceives (illustrated in the Initiative bonus above). In addition, once per day the master can roll two d20 when making a non-physical skill check and take the best result as the psicrystal helps him find a new way to manage a problem.

Sighted (Ex): Although it has no physical sensory organs, an implanted psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet and at 3rd level its master can use it for up to 1 minute per level every day. These minutes can be used in 1 minute increments.

Telepathic Speech (Ex): If the owner is 5th level or higher, she and the implanted psicrystal may communicate telepathically with any creature within 30 feet that has a language.

Focused Personality (Ex): If the owner is 7th level or higher, the implanted psicrystals personality becomes empowered by its long connection to its master and the bonus granted by the personality shard increases by +2. This increase affects all personalities in an implanted psicrystal. In addition, the owner increases his Will-save by +2 as his mind is strengthened by his companion.

Resistant Mind (Ex): If the owner is 11th level or higher, once per day, when the owner fails a saving throw against a mind-affecting effect, as an immediate action she can shunt that effect into the implanted
psicrystal’s consciousness instead. When she does so, she is not affected by the mind-affecting effect, but for the normal duration of that effect, the owner loses the bonuses on Initiative and the personality bonus the psicrystal provices, and can’t use this ability to shunt a mind-affecting effect into the psicrystal’s consciousness.

Good find on the Mythic stuff in the SOP wiki. I've been pulling up the pdf in my Drive everytime I wanted to look at it; that makes things a LOT easier.


Male Elfavian Psychic Warrior 8 (Pathmaster, Meditant) | Wings: Butterfly, Opal | HP:51/51 | AC: 28; T: 18; FF: 26 | Fort: +8; Ref: +6; Will: +10(+12 vs Enchant) | Low-light Vision; Init: +2; Perception: +18 | PsiFocus: Yes; Active Energy: Electricity ML: 8; PP 34/34

Oh, to kick it back to the healing discussion: it occurred to me that RE: out of combat healing, we've got access to 'Metamorphosis' through Kotsi.

Assuming she's got a 3rd level extract open and we've got time to spend, Fast Healing 2 for 8 minutes yields 160 hp for the equivalent cost of 5 pp. Sure, we won't always have 8 minutes, but if things are as scary as it sounds like they have been, it'll be good to know that's on the table.


Sort of, yeah. Assuming it's not Kotsithat needs the healing, she could drink the Extract and Flann can redirect the healing to whoever needs it.

@MDT: How well known are the effects of a Collective in this society? Basically, would Kotsi know enough that she'd feel comfortable joining a stranger's Collective, knowing she could drop out at any time and the Collective exerts no influence over her?


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

mdt, I'm not entirely convinced that we should be talking with Alsatia von Mythvida. With Sanita Kalnath "unreadable" Connor has NOT been given the counter-password, as it were. Connor has correspond, he's likely to try and establish a telepathic connection with Alsatia, just in case. Or even Kalvant Malranva 'tel Mintakia. I don't want this to turn into a bad modern action movie with a betrayal, car chase scene, and a lot of gunfire.


61/61 HP   AC: 22 / 15 / 18   F:+8 R:+10 W:+14   54 PP   7 MP   Init:+4   Perc: +16 SnsMtv: +14   Pistol 5/5   Nettle 1/1   TrWnds: 7   Unsn: 5
Skills:
Stealth+16, Perception+16, Sense Motive+14, Heal+13, Autohypnosis+12, Craft:firearm+12, Survival+11, Fly+10, acrobatics+10, Escape Artist+8, Ling:Read Lips+6, Kn:Religion+3

Not even a little gunfire?


Strix Soulbolt || AC: 22/21/16 (26 w/ In Arm) || Saves: F10, R13, W 12 || Init +6 || Percept +18 || HP 82/82; THP 0/0 || PP 22/22 || Active Powers: Conceal Thoughts
Vim Gossamer wrote:

Oh, to kick it back to the healing discussion: it occurred to me that RE: out of combat healing, we've got access to 'Metamorphosis' through Kotsi.

Assuming she's got a 3rd level extract open and we've got time to spend, Fast Healing 2 for 8 minutes yields 160 hp for the equivalent cost of 5 pp. Sure, we won't always have 8 minutes, but if things are as scary as it sounds like they have been, it'll be good to know that's on the table.

And you didn't mention that you have the most fun power for healing in combat. Empathic Transfer, Hostile. If they fail their save, it heals 10 points per level and hurts the bad guys. Best way to spend and action. Even if they save you still heal 25 and hurt them that much.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

@Connor - If you want to try to connect with Alsatia or Kalvant again, you certainly can.

@Kotsi - (1) Please post as your character in the discussion, makes it easier to remember which character you have. (2) Collectives are pretty common, as everyone on the island is psionic or has gone to a Vitalist for healing.


Halvavian HP: 106/106 ||
Stats:
AC/Touch/Flat 22(23)/13(14)/21(22) | Fort/Ref/Will +13(+14)/+10(+11)/+10(+11) | Init +4 | CMD 28
Skills:
Perception +18(+22vsTraps), Survival +11(+15 to track), Linguistics +10, Fly +21(+18), Disable Device +21(+18), Stealth +23(+20)

Alright. New players sweet. I'm back from travel/vacation. Ready to catch up. I will get through all the messages today or tomorrow in all my games. Welcome to the new guys. :)


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

Welcome back, Adran!

On the topic of IC vs OOC, plot vs. roleplay-by-round-robin: we "had" to wait 6 weeks for the Elephant to be repaired. Could Connor have reorganized his powers with Psychic Reformation to get daily use of both Mindhunter and Correspond? With those, he could have found out Grimjowl's location and taunted him daily until we arranged a confrontation between skyships. Taken off immediately in the Elephant, and set sail for Grimjowl's location.

But where would the new players be if Connor did that?

And what about the Regent's trade agreement?

So I appreciate mdt allowing us to go back to the Crooked House on the tiny floating island, to both get new players and maybe get our new level's Wealth By Level amount. If we're allowed to get it.

Connor's got a power stone of Mindhunter, twice, so we can leave and get a general idea of where to go to get Grimjowl. It costs Connor a full 8 hours of sleep each time, uninterrupted, so Mindhunter isn't perfect.

Mindhunter is a 3rd-level power, so Connor's going to have to give up either a defensive power, a healing power, or an assault power to get Mindhunter daily. Decisions, decisions.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

1) Yes, he had time to reorganize.
2) Tenfa would strongly suggest not taunting Grimjowl, as he might take it the wrong way and show up and rip the hull out of your ship with his bare claws, or wake you up by firing cannons through your head. And as to taking him on as the ship is now, she'd very strongly (like, turn you into a jackass strongly) object to that.
3) He's basically offered 'Favored Nation' status to Atalantian ships, meaning they get discounted docking fees, reduced tariffs, etc.


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

WBL Level 8 time! Shopping, shopping, shopping! :) I've got 14-18 grand burning a hole in my pocket with the half-off rules!

Actually, Connor's going to pick up a metric ton of crafting materials, to take advantage of the crafting loophole. Connor is taking orders, if you bring the material cost with you. Connor's Manifester Level is 7, so nothing above that.

mdt, how much is land/property in Atalanta city limits? For Tenfa's temple. (Land first, marble second.) I don't know how busy you are, or if you want to make a Dragon Magazine-quality map of Atalanta (with all those tiny circled numbers everywhere and a list). I re-read the beginning of the RPG, and the city sounds like random rocky cliffs next to the port. How much should Connor be setting aside from his WBL?


61/61 HP   AC: 22 / 15 / 18   F:+8 R:+10 W:+14   54 PP   7 MP   Init:+4   Perc: +16 SnsMtv: +14   Pistol 5/5   Nettle 1/1   TrWnds: 7   Unsn: 5
Skills:
Stealth+16, Perception+16, Sense Motive+14, Heal+13, Autohypnosis+12, Craft:firearm+12, Survival+11, Fly+10, acrobatics+10, Escape Artist+8, Ling:Read Lips+6, Kn:Religion+3

Okay Connor, look over my gear and let me know what you would have been able to make, like the Boots of Landing, and I'll add the money back. (Also, if there's something magic in there that there wouldn't be a psionic equivalent for, let me know. Especially the armor. I think there's a Vanishing thing for psionic armor, but I couldn't find it in my program, and couldn't figure out how to calculate the cost. Honestly, I just want armor that's good at being armor.)


Male Elfavian Psychic Warrior 8 (Pathmaster, Meditant) | Wings: Butterfly, Opal | HP:51/51 | AC: 28; T: 18; FF: 26 | Fort: +8; Ref: +6; Will: +10(+12 vs Enchant) | Low-light Vision; Init: +2; Perception: +18 | PsiFocus: Yes; Active Energy: Electricity ML: 8; PP 34/34

Not sure how much you've got to spend Flann, but Spiritwalk Armor makes you actually invisible and has a cool mythic ability you can tap into. 25k (half if crafted) and it's 5/day as a Swift action.

On the other hand, the Vanishing armor quality you mentioned is a +3 ability that works as the 'Cloud Mind' power 2/day as a standard action, and you could expect to pay about 16k (or half of you can craft it) at a minimum.


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

Adran,

Do you want:
- Connor to buy halvavian-sized clothing and later to psionically craft it, like Psionic Vest of Escape and Minor Psionic Burglar's Boots,
- or will you buy them yourself?
The real question is, do we spend all our gold pieces maximizing your Disable Device, or does Connor remain a backup lockpick? Connor was going to give Adran the lockpicks from Tenfa (+3 divine bonus), but I was told not to do that (mythic requirement). Adran has MW Thieves' Tools and Eyes of the Eagle, so a Vest of Escape would change the MW Thieves' Tools +2 to a +4, and Psionic Burglar's Boots (+5 to trap Perception) has the same bonus as Eyes of the Eagle (+5 Perception overall), but would add +5 to AC/Reflex against traps.

- mdt, do competence bonuses (+5 on DD from Goggles of Minute Seeing, +4 from Vest of Escape) stack? Looking at d20PFSRD, rats, they don't.

- Telv, if you don't buy Psionic Boots of Levitation now, Connor will craft some later. Given what happened in the Prison of the Elements (hot & cold), and what Connor does with Wingless companions, it's a gift to keep you alive. What's your roleplay on clothing as an ooze?

- Flann, you're getting a mind stone of Natural Healing, like we discussed here on the OOC thread. If you were a Vitalist (Mender), I'd add a mind stone of Halt Death, but mdt said we can use practically any healing power for crafting Gladiator's Gauze, so Connor is competent enough to do them himself.

- crafting two Psionic Vests of Surgery: one for Flann, one for Connor. Does Flann have the prerequisite 5 ranks in Heal? Yes he does.

- At this point, Connor is going to have a closet of vests to choose from (All-tools, Escape, Surgery). All made with griffon's mane for the +2 bonus to fly. Also looking to get Earrings of Resistance (in psionics, it's earrings, not cloaks)

- mdt, any problems with making a fancier eyepatch into an Empathic Monocle? (+5 to Diplomacy!)

- new guys & gal: any crafting requests?


61/61 HP   AC: 22 / 15 / 18   F:+8 R:+10 W:+14   54 PP   7 MP   Init:+4   Perc: +16 SnsMtv: +14   Pistol 5/5   Nettle 1/1   TrWnds: 7   Unsn: 5
Skills:
Stealth+16, Perception+16, Sense Motive+14, Heal+13, Autohypnosis+12, Craft:firearm+12, Survival+11, Fly+10, acrobatics+10, Escape Artist+8, Ling:Read Lips+6, Kn:Religion+3

Okay, Connor, what's your best psionic chain shirt you could make? I have 5k-ish (plus a possible 500 from the boots, and 3500 if I get a lesser amulet made by you. So, up to 9k...)

I'll add that mind stone of Natural Healing...


HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)

I believe Kotsi makes a better backup Disable Devicer than Connor. She has a +17 (+21 vs traps with Trapfinding), not counting any bonus from Masterwork tools (which I forgot to buy) or magic items (which I did not find worth diverting funds to for a secondary function).

Didn't know you guys already had a trap meister or I might have cut a few of the ranks to go elsewhere, but it's whatever.

Re: Bonus stacking, very few of the same type of bonuses stack. Dodge is one of the only ones, along with Circumstance (usually), Racial, and untyped.

I'm not sure how MDT feels about the new guys' gear being crafted rather than found. If crafting is fine, my most expensive items are the +2 Crystal Longbow (8k) and Investigator's Spectacles (7k, modified Investigator's Hat), the rest is pretty standard Big 6 stuff at the lowest bonus.


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Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4
Flann Swallowtail wrote:
Okay Connor, look over my gear and let me know what you would have been able to make, like the Boots of Landing, and I'll add the money back. (Also, if there's something magic in there that there wouldn't be a psionic equivalent for, let me know. Especially the armor. I think there's a Vanishing thing for psionic armor, but I couldn't find it in my program, and couldn't figure out how to calculate the cost. Honestly, I just want armor that's good at being armor.)

Boots of Landing - I can make those (ML 2nd; 1 day). Just buy the boots and 500 gp of crafting material

Bandolier, Beneficial - no (9th ML)

Mistmail - yes (ML 3rd; Ectoplasmic Creation for the mist; 3 days) The psionic rules are iffy about Craft Arms and Armor, but with psychic reformation and a day (or five for the feat, according to mdt), Connor can do it

Mender’s Vestments - not a chance (ML 10th)


Strix Soulbolt || AC: 22/21/16 (26 w/ In Arm) || Saves: F10, R13, W 12 || Init +6 || Percept +18 || HP 82/82; THP 0/0 || PP 22/22 || Active Powers: Conceal Thoughts

I just want a power stone, as listed in the gameplay thread. It doesn't make much sense for us to be coming in below and getting you to make all our stuff. (but I wouldn't mind it)


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4
Kotsi Tel'Metsaka wrote:

I believe Kotsi makes a better backup Disable Devicer than Connor. She has a +17 (+21 vs traps with Trapfinding), not counting any bonus from Masterwork tools (which I forgot to buy) or magic items (which I did not find worth diverting funds to for a secondary function).

Didn't know you guys already had a trap meister or I might have cut a few of the ranks to go elsewhere, but it's whatever.

Re: Bonus stacking, very few of the same type of bonuses stack. Dodge is one of the only ones, along with Circumstance (usually), Racial, and untyped.

I'm not sure how MDT feels about the new guys' gear being crafted rather than found. If crafting is fine, my most expensive items are the +2 Crystal Longbow (8k) and Investigator's Spectacles (7k, modified Investigator's Hat), the rest is pretty standard Big 6 stuff at the lowest bonus.

Kotsi, we try not to step on each other's toes, but we have been separated as a team before. Connor will "pause" his Disable Device learning and go for the Vest of Escape with Tenfa's tools inside, and use that +6 to Escape Artist.

Yes, the new people probably have all their stuff already. Just buy the clothing you want crafted for later!


HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)

I don't have any current plans for future gear (I've gotten too used to games that use Automatic Bonus Progression or a variant and just go with the flow on whatever loot drops, apparently) but I'll give it some thought.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

This game basically lets you reset all your equipment at level up, unless you want to use crafting to boost items.

Newbies can start with self made items if they are capable of making said items themselves. However, you can get in on the discounts between this and next level by having Connor craft you items. Even replacements for your existing equipment (IE: Your equipment, rather than loaned equipment from the agency).


Strix Soulbolt || AC: 22/21/16 (26 w/ In Arm) || Saves: F10, R13, W 12 || Init +6 || Percept +18 || HP 82/82; THP 0/0 || PP 22/22 || Active Powers: Conceal Thoughts

For a power stone, we don't need to specify the energy type - it's like a scroll, the choice is made as it's used. Tattoos have to specify ahead of time, like potions.


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4
Ishthraxa the Archer wrote:
For a power stone, we don't need to specify the energy type - it's like a scroll, the choice is made as it's used. Tattoos have to specify ahead of time, like potions.

Psionics is pretty specific about the energy type being chosen as your psionic focus. Only Kineticists get the benefit of changing their energy type on the fly. The power Connor actually chose is called Energy Adaptation, Specified (Level 2), not Energy Adaptation (Level 4).

I suppose Connor could use Psychic Reformation and re-choose the higher-level power for you, and craft the power stone that way. I hope you have a high Psicraft skill to "read" the higher-level power stone, however.


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

I forgot to warn everyone - get:
- one Hot-weather outfit (APG) (8 gp, 4 lbs.)
- one Cold-weather outfit (8 gp, 7 lbs.)
- Cleats (Ulti. Equip.) (5 gp, 2 lbs.)

Because mdt has already had us in Elemental Plane adventures. He takes us EVERYWHERE. And Adapt Body is psion/wilder/PW 5.

Skyships also get cold at 5,000 feet. And wet.


Male Elfavian Psychic Warrior 8 (Pathmaster, Meditant) | Wings: Butterfly, Opal | HP:51/51 | AC: 28; T: 18; FF: 26 | Fort: +8; Ref: +6; Will: +10(+12 vs Enchant) | Low-light Vision; Init: +2; Perception: +18 | PsiFocus: Yes; Active Energy: Electricity ML: 8; PP 34/34

Good to know we have some flexibility at level up. And the 1/2 item cost houserule is strong encouragement to consider my own crafting feat down the line. I'll be keeping my current item loadout for now (Anaconda's Coils are pretty key to the builds), but might consider hopping in Connor's queue down the line when I have some WBL to spare. As is, looks like I might need to sell back some of those Healing Tattoos to buy a warm coat!

Also, are we not using the 'Add 5 to the craft DC' rule for crafting feats to get around spell prereqs? Or has it been ruled that's Magic only and not Psionics?


61/61 HP   AC: 22 / 15 / 18   F:+8 R:+10 W:+14   54 PP   7 MP   Init:+4   Perc: +16 SnsMtv: +14   Pistol 5/5   Nettle 1/1   TrWnds: 7   Unsn: 5
Skills:
Stealth+16, Perception+16, Sense Motive+14, Heal+13, Autohypnosis+12, Craft:firearm+12, Survival+11, Fly+10, acrobatics+10, Escape Artist+8, Ling:Read Lips+6, Kn:Religion+3

Do raw materials weigh the same as the gp they represent?


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4
Flann Swallowtail wrote:
Do raw materials weigh the same as the gp they represent?

I've been using 1 lb. equals 250 gp's worth, or X/250.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I allow a +5 to bypass one (1) missing requirement when making empowered items. I don't do more than one though. I find this is a good compromise between 'anyone can make anything' and 'nobody can make anything without hiring a town of casters'. :P


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

@Connor : After thinking about it off and on all day, I think for the whole temple thing, we're going to use the down time rules. That means you'll have to build the temple by getting resources for it. So, basically, you can (when you have downtime) work on building up resources for the temple, and then pay the resource+cost for the temple itself. Once you have, you will have completed the temple. Replace Magic with Psionic of course. You can build up some of that while flying around and working (like when you had the 4 weeks in Massiaran), some of it you'll need to glad hand (Influence) and work on your bosses to earn (basically schmoozing them into putting in a good word for you with various people). If I were you, I'd look through the building rules and figure out what you want in the temple to start with, and then you can ask Tenfa's opinion of your plans. :P

As to the eyepatch, that's fine.


Strix Soulbolt || AC: 22/21/16 (26 w/ In Arm) || Saves: F10, R13, W 12 || Init +6 || Percept +18 || HP 82/82; THP 0/0 || PP 22/22 || Active Powers: Conceal Thoughts
Connor of McIntyre wrote:

Psionics is pretty specific about the energy type being chosen as your psionic focus. Only Kineticists get the benefit of changing their energy type on the fly. The power Connor actually chose is called Energy Adaptation, Specified (Level 2), not Energy Adaptation (Level 4).

Yes, when I use the power stone it uses the energy type I have active at that point.


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4
mdt wrote:

@Connor : After thinking about it off and on all day, I think for the whole temple thing, we're going to use the down time rules. That means you'll have to build the temple by getting resources for it. So, basically, you can (when you have downtime) work on building up resources for the temple, and then pay the resource+cost for the temple itself. Once you have, you will have completed the temple. Replace Magic with Psionic of course. You can build up some of that while flying around and working (like when you had the 4 weeks in Massiaran), some of it you'll need to glad hand (Influence) and work on your bosses to earn (basically schmoozing them into putting in a good word for you with various people). If I were you, I'd look through the building rules and figure out what you want in the temple to start with, and then you can ask Tenfa's opinion of your plans. :P

As to the eyepatch, that's fine.

I was in a campaign that used the Downtime rules for building. Let me dust off my spreadsheet and add another table to Connor's sheet.

for mdt, since not everyone's in this:

So the Downtime rules state:
#1 I need a manager
#2 I can build Goods/Inf/Labor/Psi or pay gold for it.

So if I use my Leadership feat, I get one Cohort and 5 followers. If I use 2 of those followers as Managers, that increases the effect of Influence or Labor I spend by 50%, to a maximum of 1 additional Influence or Labor for every 2 followers.

I plan to hire one (1) Accountant and one (1) Steward. The Accountant is there for pay; the Steward is there to buy the land and start buying the building pieces. 6 months, or 180 days, is 900 gp for the two of them.

What I'm planning on is a Temple (1,400 gp) that looks like a Museum (2,050 gp) but no Thieves' Guild. Not yet. But putting 4,500 gp aside now with the Accountant gets me time to try and use Goods/Inf/Labor/Psi instead of gold pieces.

If I use Correspond I can keep in contact with them as needed.

I can leave a power stone of Correspond with them for an emergency contact.

Does this sound like a good start?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Connor:

Sounds good to me.


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

Flann, would one or two players buying a Sycophant's Ring help with your collective? They're only 1,000 gp. Connor went ahead and bought one, just in case. Of course, he also needed Earrings of Resistance (+1) for the charm vulnerability.


61/61 HP   AC: 22 / 15 / 18   F:+8 R:+10 W:+14   54 PP   7 MP   Init:+4   Perc: +16 SnsMtv: +14   Pistol 5/5   Nettle 1/1   TrWnds: 7   Unsn: 5
Skills:
Stealth+16, Perception+16, Sense Motive+14, Heal+13, Autohypnosis+12, Craft:firearm+12, Survival+11, Fly+10, acrobatics+10, Escape Artist+8, Ling:Read Lips+6, Kn:Religion+3

It helps, that's how Isthraxa gets the free pass. To bump it up again to accommodate the last straggler, I got a Headband of the Great Village. The ring/earring combo would free up 3k of my wbl. On the other hand, seeing as how we might be encountering gnomes, charm magic is maybe a concern.


Male Elfavian Psychic Warrior 8 (Pathmaster, Meditant) | Wings: Butterfly, Opal | HP:51/51 | AC: 28; T: 18; FF: 26 | Fort: +8; Ref: +6; Will: +10(+12 vs Enchant) | Low-light Vision; Init: +2; Perception: +18 | PsiFocus: Yes; Active Energy: Electricity ML: 8; PP 34/34

Might be better off just getting a regular issue +1 resistance cloak/ring or what have you. The earrings are only good versus one particular power each, aren't they?

For Flann's headband, maybe just a regular +2 Wisdom headband? Bumping your Wis mod should help Collective capacity and give more pp, will save, etc.


61/61 HP   AC: 22 / 15 / 18   F:+8 R:+10 W:+14   54 PP   7 MP   Init:+4   Perc: +16 SnsMtv: +14   Pistol 5/5   Nettle 1/1   TrWnds: 7   Unsn: 5
Skills:
Stealth+16, Perception+16, Sense Motive+14, Heal+13, Autohypnosis+12, Craft:firearm+12, Survival+11, Fly+10, acrobatics+10, Escape Artist+8, Ling:Read Lips+6, Kn:Religion+3

I'll have to wait to get to my PC before I can double-check all the variables that would change. Looks like the collective would stay the same (compared to the other headband), and I'd get all the other benefits for the 1k difference in price.


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4
Vim tel'Gossamer wrote:
Might be better off just getting a regular issue +1 resistance cloak/ring or what have you. The earrings are only good versus one particular power each, aren't they?

mdt has allowed us to change flavor text in the past. Connor paid the higher price to get a +1 cloak of resistance as ear-clips. If it wasn't for the Forge Ring requirement, Connor could craft them himself with Craft Universal Item, but I'm trying to stay RAW in this case. I find Dreamscarred Press' use of Fortify (Resistance) but limiting the effect "to one particular power" odd for just a 30% discount.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

When everyone is done with their equipment, please let me know so I can move us forward.


Male Elfavian Psychic Warrior 8 (Pathmaster, Meditant) | Wings: Butterfly, Opal | HP:51/51 | AC: 28; T: 18; FF: 26 | Fort: +8; Ref: +6; Will: +10(+12 vs Enchant) | Low-light Vision; Init: +2; Perception: +18 | PsiFocus: Yes; Active Energy: Electricity ML: 8; PP 34/34
Connor of McIntyre wrote:
Vim tel'Gossamer wrote:
stuff
more stuff

Copy. And strong agree; that's a weird-at-best design choice by DSP on the earrings as written. Based on a post in the re-recruitment thread, I'd done the same thing, and turned mine into a ring. I'll swap mine over to earrings for consistency (but also because my character portrait has them and that will make me feel happy.)

RE: Equipment, I grabbed a handful of shuriken just in case I need a ranged weapon, and a less-nice outfit so I don't ruin my nice shirt, and that'll do it for me. Thanks for the flexibility on the gearing up bit.


Current HP: -0 CG Male Elf/Ooze Shifter 8 . Guardian 1 | Ooze Form | Elf Form | Magical Girl | Max HP: 96 | AC:21/15/17 | FRW:+10/+10/+5 | Init:+3 | Perc: +13 | DR 8/Slashing

I'm done buying stuff (I just upgraded my AoMF to +2).

I missed your question earlier Connor, but I think Telv is fine with clothing, since his father made him some and showed him how to wear it.

With that being said, I shouldn't need boots of psionic levitation now, since I can take the form of a flying creature. I'm also harder to hurt now (thanks to Mythic), although I will probably look at trying to get energy resistance when I can (cause the energy items you're crafting won't work for me, as I don't have a psionic focus).


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

I'm done with all the enthusiastic math on my spreadsheet.

Telv, I forgot about that. I can't tell if you're Beast Boy from the Teen Titans in DC Comics, or Odo from Star Trek: Deep Space Nine. I'll keep the boots for a future project. For energy resistance, the power is a touch, not "self only", so no problem.

Connor's got a minimum of five days of crafting for himself, Flann's boots and armor could take two weeks (relearning feats ain't easy), Ishthraxa's power stones will take two days, etc. That's if we're sent to the Surface and can look forward to a five-week-long skyship cruise free of dragon attack or Grimjowl incidents.

The Prison of the Elements was the only place Connor actually had to worry about what I call "the Dungeon Three" (as opposed to the Big Six): food & water, extradimensional storage, and aging. So I'm glad everyone new has psionic power points, and we have three people with Sustenance now. Adran (Ageis) and Telv (ooze) I still have to worry about.

And the ship's crew. How am I going to pay the ship's crew and get a cargo to sell down on the surface?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Note that because Telv can now change into animals with flight, he can gain flight in humanoid form if the humanoid form has flight (IE: Strix, Elvavian, etc).


61/61 HP   AC: 22 / 15 / 18   F:+8 R:+10 W:+14   54 PP   7 MP   Init:+4   Perc: +16 SnsMtv: +14   Pistol 5/5   Nettle 1/1   TrWnds: 7   Unsn: 5
Skills:
Stealth+16, Perception+16, Sense Motive+14, Heal+13, Autohypnosis+12, Craft:firearm+12, Survival+11, Fly+10, acrobatics+10, Escape Artist+8, Ling:Read Lips+6, Kn:Religion+3

After swapping headbands, I'm done with equipment. Might double-check what the stat increase changes, but otherwise Flann's ready for departure.


HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)

Kotsi does not have Psionic Power Points, by the by.

Psionic Alchemist works just like regular one: I prepare my Extracts of Powers in advance and expend them as needed.


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

I missed that, Kotsi. We had an Investigator before - Roderick MacDuncan. I'll add you to the worry list. ;) You don't need a bag of storage Type I for a Portable Alchemist's Lab?


HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)

She does not; Kotsi does not have ranks in Craft: Alchemy so all I need is the Alchemy Crafting Kit.

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