| Drisquar |
1) Very, very far away...
From the girl who has Greater Teleport at will.
2) As in my above post, there appears to be enough left as ruins to make an outpost.
3) Not idea about the resources nearby tbh.
4) If we put some of our resources into rebuilding their former stronghold(I believe Greengrave used to belong to the Siabrae), would they not practically fall over thanking us for restoring it? Which, were that to happen, only further strengthen our alliance with them?
It could also bolster our ties to the Worldwound Crusaders, which perhaps we could then make use of later.
As for it being in the middle of said Worldwound, such would be a great place to potentially stage raids into the Abyss for any number of things: Magic, resources, allies, etc.
| Inubrix |
i'm not opposed to it. i have no opinion either way, having not been steeped in the lore or geography of golarion.
Inubrix'd help, provided he was not excluding one of his own goals (reactors/labs) in the process.
| Illia- |
I'm pretty sure the druids want to tear all civilization and creation down. That includes forts.
Also, just because I can get there easily doesn't mean anyone else can. For anyone other than my telegank squad, it's a loooong way. And if it IS just us, we don't need the fort, because the city of Escarra is our staging post.
| The Dapper GM |
It's more a matter of "what's the point of a fortress when you don't really have competent soldiers to leave behind?"
The druids don't want to tear *all* of civilization and replace it with undead rubble. Mostly just everything in the general vicinity of the Worldwound—and with Shaorhaz dead they might just be content to stay put forever, but yeah, the big stony thing is sort of an unhappy reminder within their borders.
@Inubrix: Technically, you're not a construct. You're a Constructed Vermin (i.e. you have vermin traits, but are affected by spells as though also a vermin).
| Drisquar |
The only thing I see as lacking is actually I feel like I don't bounce off Drisquar very well. But that's not exactly a problem I can ask someone else to fix. :P
I asked about Deadly Pairing earlier, but I think it got lost in the shuffle.
Most teamwork feats say you and your ally must both possess the feat, but Deadly Pairing does not. Instead, it requires you to both be in a Steel Serpent stance.
If Illia doesn't need the feat to benefit from the bonus, that's a perfect way for her to 'bounce of of Dris'.
Though, adding +9 to hit and damage is also pretty freakin sweet lol
| Illia- |
That is a very nice bonus mechanically, but I was speaking story wise. Illia- and Drisquar really haven't had much meaningful interaction. Illia- hasn't had much with Inubrix either, but Inubrix being super new is a pretty good reason for that. Drisquar on the other hand, is one of the originals, along with Illia- and Anaxian.
| Drisquar |
Heh, well, how can we fix that? It shouldn't be overly difficult...
| Drisquar |
I thought all teamwork feats require the stated "ally" to have the feat unless otherwise mentioned?
I looked through a bunch of them the other night, and they all explicitly state that your ally must posses the feat as well.
Deadly Pairing does not say that.
At this point, it doesn't matter. I took Advanced Study again to grab a pair of Riven Hourglass maneuvers, so I can work towards a few of the higher level ones.
Also, my brother is once again thinking of joining, if we'll have him. Last time, I think life was just a little too chaotic for him, but things have settled down some.
Btw, Illia, in the original recruitment(I checked so Zach could see our creation rules), we were given two bonus level for our race/template.
We started at level 7. Bralani is CR 6, so I think Dris started as a Bralani/Inquisitor 1(his original build), though he had a different template then, I think.
Alacritious was added(along with being a Stalker) when the other DM took over temporarily prior to Dapper coming back.
Either way, I've asked multiple times about making sure I had the right number of levels. Also, I think Dapper and I worked something out in regards to weakening the template or the Bralani, or something. I forget.
| Drisquar |
If I keep the idea of making my cohort a 'face' character, thinking I might make him an Inveigler instead of the psychic vampire.
1) It's a pretty sweet template and a fav of mine
and 2) it lets Anaxian keep undead awesome for himself lol
| Meredian Adriatnaic |
Soooo.. I have a dilimmea. I've run out of prestige classe.
If I take the final level of Mystic Theurge (which I will), I then have two more class levels to choose.
I could take more wizard OR cleric levels I suppose, but what's the fun in that?
Any thoughts on additional classes, prestige or otherwise?
Edit: I suppose that with DM's permission I could spend those levels on a template. Self experimentation sort of thing causing my transformation.
| Illia- |
Oooh, so we are level 15 with two free CR of templates/race.
Gotcha. I thought we were just supposed to be level fifteen and was like "Wow, only one level for that? I suppose we are higher CR than our level indicates."
| Illia- |
I'm redoing my character sheet to show where all my bonuses are coming from and such, (already spotted a few minor errors here and there thanks to that).
So, I have to ask, for probably the bazillionth time, how were we doing HP again? I backwards checked my current score, and that gave me an average of 5.6 per hit die, which just confused me more.
| Meredian Adriatnaic |
I'd like peoples opinions please.
For leveling up I'm going to take the 10th level of Mystic Theurge. Then I have two levels to play with. I'd like to know which of the below you think is better and why.
1) Loremaster:
The bad: I'd have to take a feat to qualify
The good: Full spellcasting progression. Which I can distribute between my two classes.
Some good tricks between secrets and lore
A severe bump to my knowledge skills
2)Arcane Savant:
The bad: I'd have to take a feat to qualify. I'd suffer one level where my spell casting isn't increased.
The good: Almost full spellcasting progression
Eventually I cast scrolls like others use staffs. Use my CL and such.
Cool tricks with glyphs and such
Esoteric magic! This is the big one. Basically I can choose spells from other classes and add them to my spell list. I could get Glibness on my list for example. Also, I could choose spells from the summoner list and they'd effectively be lower level spells for me.
3)Mage of the 3rd Eye
The bad: I'd have to take a feat to qualify.
The good: Full Spellcasting progression
Become very good at crafting including making constructs at phenomenal speed.
I'll be able to call constructs directly to my side
Various 3rd eye abilities which are cool, but noting groundbreaking
My thoughts:
Loremaster is the "safest" and most utilitarian route. Plus then I might be able to compete with Anaxian on knowledge skills. :-)
Arcane Savant is just kinds cool and can maximize my spell casting potential. I could be an excellent liar via Glibness. Getting spells from the Sorcerer list I could for example have Teleportation Circle as a 6th level spell. Greater Teleport as a 5th level, etc. Those are probably the best examples. It's not like we cant do those things anyway, but this just makes it easier for certain ones. If that not too much of a cheese factor I'm leaning this way. Edit: Upon review the spells I mentioned are probably the very best ones. the difference in others is kinda Meh.
If I took 3rd eye i'd make the nastiest construct I could afford and have it on had to drop into battles if I needed to. There's a lot of combat potential there. Not that we really need it, but it's nice to know its available.
Thoughts?
| Inubrix |
My thoughts:
Lore: vanilla and safe.
Arcane: potential there, but as you said the best spells for use with it are hardly groundbreaking. You can still only cast 1 spell per turn.
Mage: look at constructs before deciding this one. So much the better choice if you can find one that boosts action economy (buffing it and putting it in a bag of holding so the rounds dont expire, a construct that can cast on its own or store your spells, etc)
General: if i were in this conundrum i would consider which i'd be least likely to play or qualify for in a different game amd lean towards that one.
| Anaxian, the Fractured Wyrm |
This game makes me consider options differently than most.
We have largely blown the roof off of what is possible, so what is the most fun has become my focus. If it were me, I would skip lore master because it doesn't seem to add to the fun.
Mage if the 3rd Eye is pretty intersting, but using those abilities to their fullest potential is going to be work. You might have noticed that I don't tend to make undead minions as often as I used to. It's my character's main focus, but at our level it can be a chore just to build them mechanically. If you don't have HeroLab or something like that to speed up the process, I'd advise against the construct route.
Arcane Savant would be my pick because it boosts your options without adding much to the overall workload. Meridian's biggest asset is versatility. Adding more to your bag of tricks seems like a good way to go.
| Meredian Adriatnaic |
Alright. Arcane Savant it is. I think it adds the most interesting options while removing the fewest. For example: I can still make constructs and depending on funds will do just that.
Once we get up and running i'll ask in character about possibly securing funds to create a badass guardian construct for the city. Maybe an adamantine golem or maybe something really really big.
I'm thinking of making a battle platform that flies and some sort of ranged force. Basically a mobile sniper tower. I'll get back to you with details.
| Meredian Adriatnaic |
Soooo... just discovered the Wizard Creature Template. Sorcerer, etc creature also exist, but that's less of a concern for me.
Has anyone heard of this before? It appears as though I can basically just cast more spells if I were one of those things.
Edit. Although Monk creature looks promising also.
I can fluff this template as improvements through self experimentation. Well, experimentation on others to perfect it then do the same to myself. :-)
| The Dapper GM |
Nah, class-creature templates are strictly intended for GMs (or constructs/minions etc); it's a way of building things fast, and not meant to be use by PCs.
Also yeah, give me a day or so. I just figured "talk to guys about a reward" is something y'all've done enough we can start skipping it now.
| Illia- |
Woow... Level 17 and this gold budget is hitting some insane spikes for me..
My attacks before buffing are +43 to hit, and my saves are +33/33/32.. Not that I've failed a save since being banished that one time, but yeah.
| Meredian Adriatnaic |
Nah, class-creature templates are strictly intended for GMs (or constructs/minions etc); it's a way of building things fast, and not meant to be use by PCs.
Also yeah, give me a day or so. I just figured "talk to guys about a reward" is something y'all've done enough we can start skipping it now.
Ahh. Got it. They seemed weird
| Meredian Adriatnaic |
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Leveled up Meredian and took Teleportation Circle as my first spell from the Summoner list.
Also, I think i should start making more use of my theurge combo shenanigans. Prepare to be dazzled. Most of what I'll discuss will have no actual bearing on the game because it'll be enhancements to Escarra and specifically my mansion grounds. However, some will.
First up Blood money. Blood Money is the main reason i've decided not to go the undead route. It effectively lets me cast expensive spells for free. If you recall awhile back we discussed the elephant i keep in order to magic jar and use his blood/strength to fuel my more expensive spells. Basically Anthropomorphic animal + Magic Jar, then blood money + Spellcasting, Restoration (using Blood money of course). rinse repeat. That reminds me. I need to make a magic item that facilitates a Modify Memory at will effect. I'd prefer to wipe the elephants memories of draining it on the regular. Not that Meredian cares about torturing the thing, but wiping it's memory should help cut down on rampaging elephants on her property. Yay for evil spell casting.
Permanency. Basically, at this level I can make anything permanent that I can cast. With the help of the prayer bead I can bump my CL to 18 for brief periods of time per day. This plus blood money means free permanent magic effects. I'll probably have a bunch of symbols and such on my grounds, but i'll work out the details later. I actually have a map of a keep i'm going to truly build her grounds. Mostly for fun, but could be relevant if some fool tries to ever attacked us at home.
Permanency + symbols on strips of paper= Death Confetti: Thanks for that idea. :-) Basically make them permanent and their trigger to be when they're unfurled. As Symbol of Death is the most obvious use I shall refer to this as Death Confetti.
Big Book of Symbols: Similar to death confetti, but more utilitarian. A book with all of the symbols that can be made permanent each bookmarked for ease of use. While the book is closed they're all inoperable per the spell description. However, when opened to the page and displayed the symbol is triggered. Naturally i'd attune my regular cohorts so they're immune to the damaging ones. Fun times!
Permanency + Animate Objects. You're going to love this. Basically, I can permanently animate things effectively for free. Cheesy? Yes, but I'd like Dapper to consider this an opportunity. Any of these things can be destroyed in fantastic fashion and it won't hurt my feelings. Here are some ideas i'm playing with.
- Battle platform: Basically I'd like to animate the biggest platform I can and via construct points make it fly. Then ring the edges with some sort of ranged damage dealer. Archers or simulacra kineticists. it wont be fast, but if I get it close enough to something it can rain destruction down upon our enemies. I imagine it's main use would be to attack an immobile fortified location, such as a rival city.
- Laborers: Slaves are all well and good (This is just a cheeky statement. Clearly I only mean in our evil game), but theres a lot of logistics to keep up with them such as food. However, I can currently animate up to 18 halfling sized statues at a time or fewer of them if I make them larger. Now we have a never tiring unskilled workforce that will follow instructions forever. Plus they can be backup defense if we need.
- There's really 101 things you can do with animate objects. I may end up animating every piece of furniture in my mansion. It could rearrange itself! Plus it'd be a hilarious last ditch line of defense. "What do you mean all the guards are dead!?! Send in the Ottomans!"
Blood Money + Greater glyph of warding = Grenades (GOWG): A small box with a lid and designed to be thrown. A pin holds the lid closed and secure until needed. Then a small glass clip further holds the lid closed until the box impacts a surface, thereafter opening the lid. The compartments don't need any real space inside. Just a lid/door/drawer of some kind. By itself this is completely non-magical and kinda stupid. However, throw in a Glyph of Warding and you have yourself a rather nasty grenade. Naturally different kinds will be stylized in such a way as to easily tell the difference. Naturally all decisions regarding these will be made at time of creation.
-Blast Glyph: 10d8 5' burst energy damage. Pretty self explanatory.
-Spell Glyph: Using Greater glyph it's a 6th level or lower harmful spell stored for later use. There are a lot of options here. These would be like scrolls, except they're effectively free and I could give them to others to use.
Blood Money + Greater glyph of warding = tactical nuke (GOWN): follow my logic for just a second. Same concept as the GOWG, but it's a larger box (maybe the size of a briefcase) with as many small compartments as you can fit. Then a mechanical device that causes all of the drawers to open at once. I picture something like a shadow box looking device with compartments all around the outside. Then a long rod sticking out of the top that when pressed into the device causes perpendicular small metal pins to push all the doors open. I imagine you could design it so that the pin is on the bottom and weighted in such a way that when dropped the ground pushes the rod just as it hits the ground. If not, that's what animated objects or shock troops are for. Anyway, now what you have is a portable device that can do a metric ton of damage (theoretically 100's of D8's). The limitation of course is that it's still just a 5' radius for a blast glyph. It's be tricky to hit anything that can move away with this. However, it'd be great for taking out structural supports or something. I guess if you dropped a bunch of them on an enemy army you could take out a decent number of them.
- Now I was thinking about the nuke with the spell glyph option. This would only be useful with spells whose effect can be stacked on top of each other. Fireball for example if cast by two casters targeting the same area would do damage for each. So that would probably work. Also, maybe cloud spells also. May require some thought.
That's it for now. I may think of more later. :-)
| Meredian Adriatnaic |
Rules question:
Here's my idea, but i'm not sure if it's legal or not.
Take a slab of square stone large enough for a teleportation circle. Permanently add Shrink Item to it. Then permanently put a teleportation circle on one side (and perhaps the other that goes to a different location, but first things first). Granted, the caster would have to leave the circle behind if he intends to use it for teleport. Also, the target location that one teleports to would be fixed at the time of casting and couldn't be changed. If you wanted to change it you'd have to make it a proper magic item.
Do you then effectively have a teleportation circle that you can carry around with you and deploy as needed or does this not work?
I can see two possible points of contention.
1) The teleportation circle cant be shrunk and maintain it's magic. There's not a rule for this, but then again it's a weird idea. I think this is going to be DM's discretion.
2) The teleportation circle causes the stone slab to become magic thus making it ineligible for Shrink item. I wholly disagree with this, but I wanted to call it out. The doesn't suddenly become a magic item just because there's some magical writing on top of it.
| The Dapper GM |
Hmm. I think my previous ruling for Blood Money was "you can use it for utility spells, but not anything directly useful in combat, wishes, or resurrections etc."
That said:
-Symbols of Death are expensive! Shaorhaz specifically could cast the spell 1/day for free as a racial thing.
-Symbols can't be used offensively. If you show someone a symbol book, it doesn't trigger, unless you're like "hey, check out this book" and they stop fighting you to actively read it. Shaorhaz was immune to death effects, and thus was able to trigger the symbols *himself* without risking dying. Drisquar is similarly immune to death effects, so you'd need to partner with him to safely trigger death confetti.
-You can't teleport to a location that's in motion (e.g. a ship) without line of sight or scrying to the ship. Shrinking the teleportation circle would count as deactivating it... but a *Permanencied* Teleportation Circle resets after ten minutes
-So... you could shrink it, sure, but it would only function after being left in the same place, unshrunk, for at least 10 minutes.
| Meredian Adriatnaic |
Hmm. I think my previous ruling for Blood Money was "you can use it for utility spells, but not anything directly useful in combat, wishes, or resurrections etc."
I don't recall that, but I can work with that.
That said:
-Symbols of Death are expensive! Shaorhaz specifically could cast the spell 1/day for free as a racial thing.
-Symbols can't be used offensively. If you show someone a symbol book, it doesn't trigger, unless you're like "hey, check out this book" and they stop fighting you to actively read it. Shaorhaz was immune to death effects, and thus was able to trigger the symbols *himself* without risking dying. Drisquar is similarly immune to death effects, so you'd need to partner with him to safely trigger death confetti.
They are normally expensive. I'd definitely want to use blood money to cast it.
Covering symbols deactivated them. So a closed book is safe. You don't need another creature to trigger the rune. You can just set the trigger to something really simple, such as being exposed in any way. Basically they're alway on unless inactive.That said you can attune a number of creatures to the symbol at its creation. Naturally you'd make yourself immune. Plus you'd make your relar traveling companions immune as well.
Also, I don't have symbol of death yet. It's too high level.
-You can't teleport to a location that's in motion (e.g. a ship) without line of sight or scrying to the ship. Shrinking the teleportation circle would count as deactivating it... but a *Permanencied* Teleportation Circle resets after ten minutes
-So... you could shrink it, sure, but it would only function after being left in the same place, unshrunk, for at least 10 minutes.
That's fair. I can work with that.
| The Dapper GM |
Right! We now begin the "random events" of city building month 4. Since you now presumably have teams who could be trained to help craft items, I think it's reasonable to assume another three months to craft items.
What do people want to do? Do we need a refresher, etc.?
Also, Inubrix's reactor was supposed to cost 50 BP—but most of that was to buy rare starmetals. Since the Siabrae consider starmetal an abomination and are only too happy to get rid of it, they'd be happy to throw some in with the gem pile; let's say that covers 25 BP of the reactor cost.
| Drisquar |
Ugh. Out of game terms for mechanics is one of my biggest pet peeves and annoyances.
We don't know that we level in game Illia. And no, I won't just chalk it up to her being crazy or whatever.
| Meredian Adriatnaic |
Ugh. Out of game terms for mechanics is one of my biggest pet peeves and annoyances.
We don't know that we level in game Illia. And no, I won't just chalk it up to her being crazy or whatever.
It reminds me of Deadpool and I find it mildly amusing. I don't feel strongly either way though.
| Anaxian, the Knot of Souls |
I figure that Necromancers must have an understanding of Hit Dice, or whatever in-game term might be used to describe that. The way the onyx rules for Animate Dead work, they have to.
Likewise, for things like Skeletal Champions, which keep class levels. They must have a way of assessing how high level someone is because they have to know that in order to successfully animate them.
I think one of the reasons Necromancers are so weird and creepy is because they can look at pretty much anyone and assess how many gold pieces worth of onyx they are worth.
"How powerful is that giant?"
"Oh, about ten weights of onyx."
"What?"
"250 gold pieces."
"What??"
"Nevermind."
| Tenro |
In home games, we always used "Profession: Anatomist" to be able to assign a value of onyx to a body. When it game to gems for Trap the Soul, however, we just had to gamble and hope that we didn't guess too low, or guess way too high and waste money.
The whole thing really was poorly written, however. If you think about it, if I have no skill in Appraise, and I get conned into purchasing a punch of silver dust for 25gp as opposed to getting two pouches of the stuff for the same price from a merchant for whom i've performed some quest, who is to say? Should my spell fail due to the different price paid? What if silver trades strongly in one country but weakly in another?
| Meredian Adriatnaic |
It's kind of vague what we mean by council members when there's the people who can vote, and the people who get to sit in and talk on each of the meetings.
I'm referring to the PC's when I speak of the council. Perhaps that should have been the first order of business.