Blood of Dragonscar-Level 15 (Inactive)

Game Master concerro

High Level Danger


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Male Fort: + 1 Ref: +3 Will: +3, AC: 17 Touch: 15 Flat-Footed: 14, Init: +5 CMB -2 CMD 11, SR 12

I believe I am finally ready for the last inspection. I'm all done! :)


Male Halfling Paladin (Oath of Vengeance) 12/Monk (Zen Archer) 3

But we can make it fairly inaccessible? Like... a floating island on top of The Eye of Abendego? We could have it at the very eye of the hurricane so that no winds affect it.

Scarab Sages RPG Superstar 2013

I will look for some neat entry points for both the glade and the demiplane. I think the Eye should remain really dangerous and mysterious. That's more a place for us to have to go one day than a placealready tamed by 15th level characters.

Although, that's not to far from Keffle's homeland, and it makes entry to the plane from Golarion possible but unlikely.

I think the preferred means for transporting to a demiplane would be plane shift anyway. Only trouble with that is if the required spellcasters are down.

Watcher - you have any thoughts on the demiplane? or any critique about Keffle?


The Worldwound seem to be a good spot, especially if it is within a certain proximity to TreeRazor, not close enough for you guys to have to deal with him, but close enough that more power demons are there that might keep level 13 characters or lower away.

The Worldmeet's benefits stay active for one year according to the book so you really won't ever have to go there anyway.

Flavorwise Keffle has a good background story.

@Tik Tik:
I will look over your character late tonight when I get home.

Scarab Sages RPG Superstar 2013

Thanks!

I've considered the Worldwound, or somewhere near there. And of course, I'll build something there or go back and take it if we get to that point.

Pretty satisfied with creation so far, but might have to ask you about one or two 3.5 spells. Very limited selection of attack spells to consider for the Perfection feat.


Go ahead and post the spells names here. If they are not in the Spell Compendium I will need a book name though.
I am about to go to work so I won't be able to reply until late tonight/tomorrow morning.

Scarab Sages RPG Superstar 2013

These are from the Spell Compendium:

acid sheath, arc of lightning, greater mage armor

I'd like to have a perpetual acid sheat, using my bonded item (ring?) to craft it. I want it to have some conjuration function and there's not a lot out there. It'd be frugal to make myself a ring of wizardry with a conjuration twist like that.

Looking at UC and UM for spells. Skills and other decisions are made. Looks like I still need one feat. Probably Empower Spell.

Liberty's Edge RPG Superstar 2011 Top 32

Most of those have clear UM variants:

Acid sheath is like Vitriolic Mist in UM. Arc of Lightning (SC) is like Lightning Arc (UC).

Scarab Sages RPG Superstar 2013

I found lightning arc and that one's okay. I like the help acid sheath gives for other acid spells, since the conjuror might be light on damage. I don't have the feats room for making him a good invoker also.

Turns out the malconvoker is harder to build in Pathfinder, even porting the prestige class over. Looking for ways to beef up those outsiders, which are still very fodderish. And trying to get over the idea that Spell Perfection hungry pit might be my best offensive spell. Yeesh.


What do you mind when you say "craft a perpetual acid sheat"?


Tik-Tik your character is approved. I will send you a PM tonight or tomorrow.

Scarab Sages RPG Superstar 2013

I mean a continuous spell effect built into my focus. I'm not sure if I want to have that be an ongoing spell effect. And I'm not sure I am choosing a lot of acid spells now. But my idea was to have a bonded ring of wizardry that added in a little something for conjurors. And Keffle is awfully squishy, so a conjuration analog for fire shield seemed a good fit.

Also, I am adding as my last request for 3.5e resources the spell dragon skin from Spell Compendium. Once I know how you feel about these spells, I'll put everything else together and start recasting outsiders with extra buffs, names and personalities.

Scarab Sages RPG Superstar 2013

Not assuming Keffle is approved for game play, but rolling hp to compare to average (which is 115).

Hit Points: 14d6 + 66 ⇒ (6, 6, 2, 1, 4, 6, 1, 2, 4, 3, 1, 4, 1, 3) + 66 = 110

Scarab Sages RPG Superstar 2013

115 it is!


All casters are squishy unless you are telling you did not learn any miss chance based spells.

Once you work out the specifics of the ring I will get back to you on that since it being a custom item will force me to approve it, and if it is approved then I will have to price it.

Dragonskin is approved.

@everyone:
List any buffs you have in order of highest level spell effect to the lowest when in combat.
You can spoiler it if you wish.

This is only for things you cast on yourself. If someone cast a group wide buff I will track it for you so you don't have to list it if you don't want to.

Scarab Sages RPG Superstar 2013

I took a ring of blinking, which I thought most thematically appropriate. I know it's not against the rules, but I'm not taking any illusion items since it's a banned school.

Thanks for dragonskin. My only remaining requests are greater diabolic healing, or whatever it's called, and the various pit spells, in case there are any in the last two books.

So, I am naming the headband the conjuror's crown. It does nothing but buff mental stats and give the ranks in three skills ideal for a conjuror. I spent a few skill points in those skills anyway to edge off the metagaming.

Waiting for approval for greater mage armor and acid sheath.

Big problem with using the sheath on the ring. At 14th caster level it's absurdly overpriced. The end result of the (some name besides) [i]conjuror's ring is a ring of wizardry IV (maybe III) with one spell effect added to it. If it cost me a hundred grand or so out of pocket, I'd pay it. But it looks like it will run 300k out of the book.

If you don't like the idea anyway, I'll take a half-price ring IV and not add anything to it.

Please forgive my slowness this weekend. My temp got up to 102 and I had to stay home from church, so I'm working for ya now!


Male Fighter 5, Mag 10, HP: 143, AC: 36 Tch: 16, FF: 34 F: +18, R: +13, W: +13, Init: +14, Per: +16

Kaz's Self Buffs

Buffs:
Wreath of Blades Magus 4
School: Abjuration
Components: V, S, F (four mithral daggers, each worth at least 502 gp
each)
Casting Time: 1 action
Range: Personal
Target: You
Area: 5-foot-radius emanation centered on you
Duration: 1 round/level
Save: DC 17 Reflex half (special, see below)
Resistance: No (special, see below)
The daggers serving as focus of this spell take on a deadly sharpness
as they animate and spin around you, creating a 5-foot-radius emanation
of spinning mithral blades that moves with you. Any creature that starts its
turn within the area of the spinning blades takes 1d4 points of damage for
every two caster levels (maximum 10d4 at 20th level) and the damage
bypasses DR/silver.
Furthermore, the daggers ward off some attacks, in a way similar to the
warding weapon spell (see page 48). While subject to this spell, you do
not provoke attacks of opportunity for casting spells, even from creatures
with the Disruptive feat. Creatures with the Spellbreaker feat (Core
Rulebook 134) can easily bypass this defensive property, though they still
take damage from the spell. Your casting (even failing to cast defensively)
still provokes attacks of opportunity from creatures with that feat.
Lastly, the blades that serve as the focus for this spell can be
enchanted for greater effect. When all of the blades share the same
enhancement bonus and special weapon qualities, a creature that is
damaged by this spell is also treated as if hit by one of these weapons.
For example, if a 12th-level magus casts this spell using four +1 frost
mithral daggers as focus, the damage dealt by the blades would be 6d4+1
plus 1d6 cold damage, as long as the daggers were commanded to be
sheathed in ice. No matter the modifications made to the focus weapons,
they must always be mithral daggers. No other type of weapons can serve
as a focus for this spell.
Appears In: Ultimate Combat

Stoneskin Magus 4
School: Abjuration / Earth Elemental / Metal Elemental
Components: V, S, M (granite and diamond dust worth 250 gp)
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 min./level or until discharged
Save: DC 17 Will negates (harmless)
Resistance: Yes (harmless)
The warded creature gains resistance to blows, cuts, stabs, and
slashes. The subject gains DR 10/adamantine. It ignores the first 10 points
of damage each time it takes damage from a weapon, though an
adamantine weapon bypasses the reduction. Once the spell has
prevented a total of 10 points of damage per caster level (maximum 150
points), it is discharged.

Haste Magus 3
School: Transmutation
Components: V, S, M (a shaving of licorice root)
Casting Time: 1 action
Range: Close
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Save: DC 16 Fortitude negates (harmless)
Resistance: Yes (harmless)
The transmuted creatures move and act more quickly than normal. This
extra speed has several effects. When making a full attack action, a
hasted creature may make one extra attack with any weapon he is
holding. The attack is made using the creature's full base attack bonus,
plus any modifiers appropriate to the situation. (This effect is not
cumulative with similar effects, such as that provided by a speed weapon,
nor does it actually grant an extra action, so you can't use it to cast a
second spell or otherwise take an extra action in the round.) A hasted
creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC
and Reflex saves. Any condition that makes you lose your Dexterity bonus
to Armor Class (if any) also makes you lose dodge bonuses. All of the
hasted creature's modes of movement (including land movement, burrow,
climb, fly, and swim) increase by 30 feet, to a maximum of twice the
subject's normal speed using that form of movement. This increase counts
as an enhancement bonus, and it affects the creature's jumping distance
as normal for increased speed. Multiple haste effects don't stack. Haste
dispels and counters slow.

Elemental Aura Magus 3
School: Evocation / All Elements [Acid, Cold, Electricity, Fire]
Components: V, S
Casting Time: 1 action
Range: Personal
Target: you
Duration: 1 round/level (D)
Save: DC 16 Reflex half; see text
Resistance: Yes
This spell forms an aura of energy around you, damaging all those that
come near you. Choose an energy type: acid, cold, electricity, or fire.
Creatures adjacent to you when this spell is cast and at the start of your
turn take 2d6 points of energy damage of the selected type. This aura has
an additional effect, depending upon the type of energy chosen.
Acid: Creatures affected by your aura take 1 point of ongoing acid
damage per round for 1 round per three caster levels, and are sickened for
the duration of the ongoing acid damage.
Cold: Creatures affected by your aura are fatigued. A creature that is
already fatigued suffers no additional effect.
Electricity: Creatures affected by your aura are staggered for 1 round.
Fire: Creatures affected by your aura catch on fire (Core Rulebook
444). Creatures adjacent to you are allowed a Reflex save to halve the
damage and negate the additional effect. The aura's additional effects do
not stack if a creature takes damage from your aura multiple times. You
may only have one elemental aura in effect at one time. When you cast
this spell to deal acid, cold, electricity, or fire damage, it is a spell of that
type.
Appears In: Advanced Player's Guide

Mirror Image Magus 2
School: Illusion (Figment)
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 min./level
Save: DC 15
This spell creates a number of illusory doubles of you that inhabit your
square. These doubles make it difficult for enemies to precisely locate and
attack you. When mirror image is cast, 1d4 images plus one image per
three caster levels (maximum eight images total) are created. These
images remain in your space and move with you, mimicking your
movements, sounds, and actions exactly. Whenever you are attacked or
are the target of a spell that requires an attack roll, there is a possibility
that the attack targets one of your images instead. If the attack is a hit, roll
randomly to see whether the selected target is real or a figment. If it is a
figment, the figment is destroyed. If the attack misses by 5 or less, one of
your figments is destroyed by the near miss. Area spells affect you
normally and do not destroy any of your figments. Spells and effects that
do not require an attack roll affect you normally and do not destroy any of
your figments. Spells that require a touch attack are harmlessly
discharged if used to destroy a figment. An attacker must be able to see
the figments to be fooled. If you are invisible or the attacker is blind, the
spell has no effect (although the normal miss chances still apply).

Shield Magus 1
School: Abjuration / Void Elemental [Force]
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 min./level (D)
Save: DC 14
Shield creates an invisible shield of force that hovers in front of you. It
negates magic missile attacks directed at you. The disk also provides a +4
shield bonus to AC. This bonus applies against incorporeal touch attacks,
since it is a force effect. The shield has no armor check penalty or arcane
spell failure chance.


That acid sheathe spell and greater mage armor are approved.
If the other spells are in the CRB, APG, UM or UC then you can have them.

What is the conjurer's ring? Is this a custom item or one in a book?


Tik-Tik I did not forget you. I had to work late tonight. I will get the PM to you as soon as I write it up.


Male Fort: + 1 Ref: +3 Will: +3, AC: 17 Touch: 15 Flat-Footed: 14, Init: +5 CMB -2 CMD 11, SR 12

No worries.

My buffs are pretty easy to list: Barkskin and Resist Energy(Fire). Going with fire based on the description of what happened when the dragon showed up. Might drink a mutagen(Con) in the first round.


Could everyone post their background stories to their profiles. I meant to ask everyone to do that before.
I should be sending you a PM within the hour.


Does Thoggs background suffice or do you need more details?


You are good to go Thogg.

Once I select Joshua, Steven or a previous person who entered, and connect them to the game we will be good to go. I will probably make a selection tonight when I get home from work.

After that I will have to check the statblock, and then it will be game time. :)


Quote:

After that I will have to check the statblock, and then it will be game time. :)

Excellent! Thogg has impulse control issues and grows impatient! SMAAAAAAAAAAASH!!

Scarab Sages RPG Superstar 2013

The lamely-named conjurers ring would be a custom made item, per the rules for arcane bonds. Unfortunately, there aren't any good conjuration spells to put into it.

Fever is still high and I'm not really on my game. If I'm holding up progress, I defer to the other candidates. If you're interested in seeing the finished product, I will try to have it posted and glossey by tomorrow evening.


Male Fort: + 1 Ref: +3 Will: +3, AC: 17 Touch: 15 Flat-Footed: 14, Init: +5 CMB -2 CMD 11, SR 12
Steven T. Helt wrote:
The lamely-named conjurers ring would be a custom made item, per the rules for arcane bonds. Unfortunately, there aren't any good conjuration spells to put into it.

If you have not picked spells for it by the morning then I will help. I like conjuration. :)


Post the finished product. It is basically down to you and two others for the final spot.
Right now I have to look over Joshua's character, and the other people who applied previously.
The best self buff spells are transmutation spells IIRC. I know that breaks the RP concept of your character though.

Everyone else:The game starts on Wednesday or Thursday.

Scarab Sages RPG Superstar 2013

Trapped between this illness and trying to win agent of the month while handicapped with a new agent with zero personality, I'll take whatever help I can get.

There's no question that the best spells to place into the ring are transmutation spells, but I was willing to take the hit in efficiency for better theme value. Maybe if we tried the Uses His Spells to Buff Summoned Creatures theme, it works out better. But then the rules apply a x4 modifier to spells with duration in rounds. Gonna have to use a bit of Black Art to make this ring happen.

If not, I can always just take the half-price ring of wizardry and be happy with that. After all, the conjuror's crown isn't really any more a conjuration item than any other headband +6


I believe you may be overthinking this. Get the Ring of Wizardliness and just cast more conjuration spells.


Male Halfling Paladin (Oath of Vengeance) 12/Monk (Zen Archer) 3

When the barbarian tells you you may be overthinking... XD


Antal 'Mouse' Abdul wrote:
When the barbarian tells you you may be overthinking... XD

You know, "lol" gets thrown around a lot these days. I want you to know that I actually laughed out loud. Pretty hard.

I'm just glad I wasn't on the train when I read that. Would have gotten some weird looks.


I agree with Thogg. The ring is not that big of an issue, especially since it is mostly for fluff anyway. I would just take the ring of wizardry.
Steven you are the first choice of the potential recruits at the moment. I just need character mechanics so I can look them over.


Gameplay Thread is up.
Those who were told they were meeting in the town that is at the border can start RP'ing. I will move you to the town where the adventure takes place by the awesomeness of GM Fiat on Thursday.

I guess the town where you meet before the adventure starts needs a name. Ridgeworn it shall be.


Remind me if I'm in Ridgeworn or am I meeting the rest elsewhere.


They will meet you when moving in route to Ridgeworn. I am assuming you are still dragging the monster behind you.


Where else would it be? ;)


Tik-Tik, did you know you can ride me or the other medium PC's? If you ever want to just perch on my shoulder and bomb my enemies, I will be your hammer wielding horsie.

Scarab Sages RPG Superstar 2013

Nah. I will conjure him something that flies and can use its own fly skill. And then I'll take credit for everything he kills. : b


No! I want the tiny bomb throwing hat!


Also, go Kaz and your dungeoneering awesomeness.


Male Fighter 5, Mag 10, HP: 143, AC: 36 Tch: 16, FF: 34 F: +18, R: +13, W: +13, Init: +14, Per: +16

Glad you approve, I tried to get the post up sooner but I feel asleep while putting my youngest to sleep.


It's cool, I know how that is. At least Thogg can stop dragging the thing around now.


Male Fort: + 1 Ref: +3 Will: +3, AC: 17 Touch: 15 Flat-Footed: 14, Init: +5 CMB -2 CMD 11, SR 12

Hammer wielding horsie. Hmm...

*mad scientist grin* <-- looks real spooky on something without lips


Male Human Conjuror 7, Malconvoker 8

I am almost prepared. Final skills, one feat, and a desperate search for conjuror-friendly magic items. After this, I will begin compiling profiles for my most common friends. Listen to nothing they tell you - their lives are an eternity of deceit, and my power over them is based in no small part on deceiving them into my own ends.


m half-elven Lich 15 DM/10 Grandmaster DM

The party is not in the town. What is your next action going to be?


The was supposed to be:
"The party is now in the town.


Are you waiting on me? If so I was waiting for a unified decision.


Male Halfling Paladin (Oath of Vengeance) 12/Monk (Zen Archer) 3

waiting for replies as well


Male Fighter 5, Mag 10, HP: 143, AC: 36 Tch: 16, FF: 34 F: +18, R: +13, W: +13, Init: +14, Per: +16

OK just replied.

Scarab Sages RPG Superstar 2013

I am really sorry for my absence. If you'll still have me I'll get on the horse rigjt away.

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