Call Forth Darkness (Inactive)

Game Master Aku Warashi

You hear in his dying breath whisper “The shining sun has seen the wickedness you hide in hearts. And thus it will be the son who brings your doom.” then he dies.

Loot; Dramatis Personae; Battle Map

Evil Lair. Modifications


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Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Did anyone remember to bring the repair kit?


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

No, I think new years partying broke him. The only fix is either more liquor, or a mass of fried, greasy meat.

- - - - -

He said he'd be out until the 5th.

In the meantime, here's something interesting.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Hey, I'm back a bit earlier. :P

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

Onward!


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Lady Rose wrote:
Nicest antipaladin ever.

I've already wondered about it.

Most ppl here in the forums, think that being evil is the same as being rude, or that you have to destroy everything near you.

The most common example:
"The enemy hit me with his sword! I'll desecrate his body!"

I agree with Rose! You don’t need to be a jerk to be evil! You can be a nice person that does not so nice things! :D


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

I prefer my evil to be more subtle than that. Just because Rose would gladly kill everyone she meets doesn't mean she has to let them know that. Asomdeus is a great Antipaladin patron specifically because he's usually pretty reasonable.


Female Aasimar (Angel-Blooded) Oracle 6 | HP 46/46 | AC 20 | T 10 | FF 20 | CMB+6 | CMD 16 | Fort +6(+10 vs. Disease) | Ref +3 | Will +5 | Init +0 | Perc +4 | SM +4 | Bluff +10
Abilties:
8/8 1st level; 7/7 2nd level; 4/4 3rd level; 9/9 Death's Touch

In training with no electronic allowed. Will post when i get home.[i]

-Posted with Wayfinder


Female Aasimar (Angel-Blooded) Oracle 6 | HP 46/46 | AC 20 | T 10 | FF 20 | CMB+6 | CMD 16 | Fort +6(+10 vs. Disease) | Ref +3 | Will +5 | Init +0 | Perc +4 | SM +4 | Bluff +10
Abilties:
8/8 1st level; 7/7 2nd level; 4/4 3rd level; 9/9 Death's Touch

Nahia what skill is tied to the headband? Just curious if it was pulled into the story in some way, plus depending on which one I may give Seren some lingering side effects of interrupting the creation.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Perception. The concept was that the spirit, who is now in the headband, would whisper the things that he did to me, in the hopes to learn or observe something even more secretive. Also, bonuses to int based skills would be represented by him granting me hints and telling me things I didn't already know.

Nice idea, by the way! What were you thinking?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@All

I'll move you to talk with the Seventh, so we can finish this 'plot' and thus, giving you free reign over your time and schedule.

@Mysty

Don't worry, take your time. I know how tiring moving can be.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

... my mistake. Hound and I played in a previous game where the group had some interactions with the Seventh Knot in a training room. I keep forgetting that they are different games.

Did we have any interactions with them at the manor house, or did we just see them?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

No interaction at all. First time you are seeing them.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Would Rose have ever run into them before at any point?


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Lady Rose wrote:
Would Rose have ever run into them before at any point?

Rose, due to events timeline in this game, that is not be possible.

They were recruited at the same time that the others were escaping Branderscar.
Then they were trained, and set off on a mission, much like the ninth. For you and Mysty, the manor stay happened before their training, so while you were aware of their existence, you did not meet them.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Alright, thanks.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

I've been thinking about Pyre, and how to carry it around. I have this ability to summon it to me once a day, so most of the time it will probably just sit in my room until I need it, but I wanted to work out a contingency plan in case I needed to keep it close.

It is listed as a small creature, which means it's a 2 foot radius sphere. For some reason I always imagined them a lot smaller than that

Any suggestions on how to hide a floaty glowing beach ball?

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

Not certain if you want us the list our purchases but
+1 mithril shirt 2200
+1 rapier 2000
MW dagger, cold iron 303

Trade in
MW mithril chainshirt 505
MW rapier 160

Total spent 3838
Previous total 6 8 8
Money added 5899 3 4
total money 5906 2 2

less purchases 2168gp, 2sp, 2cp


Human Hero Killer1 / Holy Assassin1 / Deceiver2

What are you intentions for the rest of the day?


Female Aasimar (Angel-Blooded) Oracle 6 | HP 46/46 | AC 20 | T 10 | FF 20 | CMB+6 | CMD 16 | Fort +6(+10 vs. Disease) | Ref +3 | Will +5 | Init +0 | Perc +4 | SM +4 | Bluff +10
Abilties:
8/8 1st level; 7/7 2nd level; 4/4 3rd level; 9/9 Death's Touch

Mysty. Seren has Craft Magic Arms and Armor, if you ask I'm sure she can help with the cost of that rapier and shirt :)

@Nahia: Along the lines of you have an expected voice, whispering to you, where Seren gets an annoying sense that something is watching/sifting through her mind a bit, perhaps an alien thought that she has no control over, and is utterly foreign to her. Kind of a very slow path to paranoia and insanity.


Female Aasimar (Angel-Blooded) Oracle 6 | HP 46/46 | AC 20 | T 10 | FF 20 | CMB+6 | CMD 16 | Fort +6(+10 vs. Disease) | Ref +3 | Will +5 | Init +0 | Perc +4 | SM +4 | Bluff +10
Abilties:
8/8 1st level; 7/7 2nd level; 4/4 3rd level; 9/9 Death's Touch

Seren purchases:

500 GP of onyx

500-2000 GP she is going to use to alter the personal heraldry on her +1 heavy steel shield to something more to her liking (Haven't posted this is gameplay as it'll require Aku approval to alter. Going to either add an ability or another enhancement bonus to it.).

Also going to update my MW Heavy Mace into a +1 Heavy Mace Cost:

1000 GP

This is going to take a couple of days or crafting obviously. So i'll have to litter her working on it over the next little bit. If we decide to go on mission sooner then later, the shield is going to take precedence.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

@Seren: Sounds like a wonderful plan, though I feel a little bad that I may have been one of the big things you push you down that line. But hey, it was going to happen eventually, right? : )

@Aku, I'll post my purchases up soon.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Ok, spending money!

Money before spending: 7648.95

Materials for stuff to make
Headband of Vast Intelligence +2 - 2000
Handy Haversack - 1000
Adding +2 to Diplomacy to Gown - 300
Adding +2 to Intimidate to Gown - 300
'Symbol of Stolen Rites' - 1200

Total: 4800

Scrolls to buy
Lv 1 - 25 gp each
Youthful Appearance
Beguiling Gift
Obscuring Mist

Lv 2 - 150 gp each
Death Knell
See Invisibility
Touch of Idiocy
Web Shelter
Vomit Swarm

Lv 3 - 375 each
Remove Disease
Remove Curse

Total: 1575

Non-magical Gear
Bawdy Novels (a crap ton, metric or imperial): 20 gp
Wine (2 gp each) x5: 10 gp
Wine (.5 gp each) x10: 5 gp
Sealord Wine x2: 30 gp
Honey .5 lb: 1 gp
Oldlaw Whisky 1 bottle: 20 gp

Total: 86 gp

Alchemy Materials
Alchemist Fire x5: 33.333 gp
Acid x3: 10 gp
Bottled Lightning x4: 66.666
Tindertwig x3: 1 gp
Marker Dye x3: 15 gp
Glow Ink x3: 5 gp
Alchemist Kindess x6: 2 gp

Total: 133 gp

Total Spent: 6594

Total Left: 1054.95

- - - - -

If possible, I'll also go ahead and buy 700 gp of scroll crafting materials, to be used at a later date.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Are we on any particular time crunch for this mission? The last one was time sensitive because of the bugbear army. Does this one have anything like that, or can we afford to take some time to prep? (mostly I'm talking about crafting times for Nahia and Seren)


Human Hero Killer1 / Holy Assassin1 / Deceiver2
DM Aku wrote:
Nahia wrote:
Intentions for how long? Until the next day, for the next few days?

Until the next day I think.

Don't forget you are free to expend you hard earned money, buying goodies and other cool stuff, or crafting if that's what you want to do.
There's no 'time limit' for this part.

Here


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Pandora introduced me to a song that made me think of Nahia.

Thought I'd pass it on.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7
DM Aku wrote:
DM Aku wrote:
Nahia wrote:
Intentions for how long? Until the next day, for the next few days?

Until the next day I think.

Don't forget you are free to expend you hard earned money, buying goodies and other cool stuff, or crafting if that's what you want to do.
There's no 'time limit' for this part.
Here

I thought that was the case. I just wanted to be sure.

Just about everyone is going to be asking Nahia and Seren to spin gold into goodies so they have their work cut out for them, and Hound Mysty and Rose will need to find something productive to do for about a week.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Mysty wrote:

Not certain if you want us the list our purchases but

+1 mithril shirt 2200
+1 rapier 2000
MW dagger, cold iron 303

Trade in
MW mithril chainshirt 505
MW rapier 160

Total spent 3838
Previous total 6 8 8
Money added 5899 3 4
total money 5906 2 2

less purchases 2168gp, 2sp, 2cp

Mysty

The mithril shirt you'll need to buy, but the weapon, maybe pass the masterwork version and ask Seren to enchant it for you?


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Rose's Shopping List-

Starting Cash: 5119 gp

Jingasa of the Fortunate Soldier (Rose will ask Nahia to enchant her helm with this) 2,500 gp

+1 Heavy Shield (Rose will ask Seren to enchant her shield) 1,000 gp

Silversheen axe head 750 gp
Primal Iron shield spikes 45 gp

Total: 4,700

Cash left over: 419 gp


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Some Suggestions-

For the Party:

We might consider using party funds to pick up a Scarab of Golembane and a Swarmbane Clasp.

A Wand of Lesser Restoration is a little pricy, but really handy.

Mysty:

Gloves of Recon are awesome for scouts.

Hound:

Muleback Cords. 500 gp (If you add a heavy load belt now or later on it will put your carrying capacity up to the point where you measure encumbrance in tons)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Rose

Well, that item can be hard to create.
Since Nahia does not have caster level or the spell for that matter.

I think only that put in it a +10 on it's DC.

Then, we count things like: Base DC: 5+15(Item caster level) + 5 (Nahia don't have CL to create it) + 5 (Nahia don't have the spell) that would leave with DC 30 for creating it.

Nahia spellcraft is +13, +15 if Andros make the Aid check, what would put a 25% chance to create the item.
Nahia, correct me please, I may be wrong with my math here.

==//==

One other thing is that the item is not from Core Rulebook, I don't plan on forbidding you to create it, but it would be good if there was any reason (she heard, read about a similar item before, or anything like that), so the ‘idea’ about the item does not simple appears because the player saw the item and thought it would be good to have.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@About party funds:

Well, I don't want to spoil anything. But there'll be hardly any need for Scarab of Golembane and a Swarmbane Clasp, so you may consider expending the money in other things. :)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Rose

Ah, I remembered something.

It happened a few occasions in the past, but I always thought it to discuss later, but always forgot about it.

The MW Kit for intimidation, from your own description, is basically the helm you that aid you in frightening your opponents, and a visual effect. However, when in disguise, coupled with the Iron circlet they both use the same body slot. I don’t think that, whenever you are using your disguise, it’s coherent for you to have your +2bonus on intimidate for two reasons:
The Iron Circlet uses the same slot as your helm.
And even you actually use both (kinda makes me wonder how), you change the helm appearance to match your actual disguise, and thus disabling the bonus.

Outside disguises situation, there’s no real issue with it.

Edit:

If you want, being the cardinal daughter, we can assume that your helm was always the ‘Iron circlet’. It would make you able to do as you please without worrying about boring rules.

It may not be the best choice however, since it will make it harder and more expensive to enchant it.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7
DM Aku wrote:

If you want, being the cardinal daughter, we can assume that your helm was always the ‘Iron circlet’. It would make you able to do as you please without worrying about boring rules.

It may not be the best choice however, since it will make it harder and more expensive to enchant it.

Head and Headband are different slots.

Jingasa is a head slot item

The circlet is a headband slot item (at least that's what i thought, considering it's description)

Is that incorrect?

Edit: The circlet is just a re-flavored hat of disguise, isn't it. Damn it.

Ok, putting the circlet into the helm is probably a bad idea. I don't actually want to wear the helm all the time. I'd love it if the helm was made to comfortably fit over the circlet, but that isn't going to help with the conflicting slot problem.

If the circlet is a head slot item, I'll drop the Jingasa.

And yes, it is exactly a case of a player seeing the item and thinking it is very good. I don't really have much of a basis for comparison for knowing what items are common and which aren't in the setting. I figured that an item that cheap and that good would be nearly as well known as a cloak of resistance or any of the stat boosting items. A 'helm that gives you luck in battle" doesn't seem hard to describe or envision.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7
DM Aku wrote:
The MW Kit for intimidation, from your own description, is basically the helm you that aid you in frightening your opponents, and a visual effect. However, when in disguise, coupled with the Iron circlet they both use the same body slot. I don’t think that, whenever you are using your disguise, it’s coherent for you to have your +2bonus on intimidate for two reasons:

I don't use the helm's bonus when I am not wearing the helm (or when it is disguised). Take a look at the last check. It only includes my Aura of Obedience.

Being a non-magical bonus, it doesn't fall into the " item slot" mechanics. I'm pretty sure that masterwork tool Equipment bonuses never conflict with anything.

Generally speaking, when I use the alias picture with the helm, that's when I add the helm's bonus.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Here is the circlet description.

Iron Circlet
Aura faint illusion; CL 1st
Slot head; Price 1,800 gp; Weight–
DESCRIPTION
This circlet of wrought iron alters itself to comfortably fit any wearer. It allows the wearer to alter their appearance as with a disguise self spell. As part of the disguise, the circlet can be changed to appear as any sort of hat, headgear, or hairstyle the wearer desires.
CONSTRUCTION
Requirements Craft Wondrous Item, disguise self; Cost 900 gp

==/==

About the test, noticed please that I did not mention it in your conversation with Elise, mostly I was referring to that time when you 'was in your armor', but disguised as soldier when you infiltrated the watchtower. There were a couple of tests made with the helm bonus added or assumed you were hearing both at the same time.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Gotcha. My mistake, I'll make sure I don't do that again.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Lady Rose wrote:
And yes, it is exactly a case of a player seeing the item and thinking it is very good. I don't really have much of a basis for comparison for knowing what items are common and which aren't in the setting. I figured that an item that cheap and that good would be nearly as well known as a cloak of resistance or any of the stat boosting items. A 'helm that gives you luck in battle" doesn't seem hard to describe or envision.

About this, you don’t need to worry. You may search for any items you find interesting or good.

If you want it to be purchased, it may not be promptly available, but you may want to ‘order’ it or something like that.
If you want the item to be created, there are two choices:

You can come with a scene by yourself, and instill there, in your character the desire for an item with such properties, and then discuss it with the crafter(party member or not), to have it created.

Or

If you don’t want to do it by yourself, just mention it with me, and I’ll help you, to achieve the same thing.

Edit:The real reason behind this is because the item changes from ‘an ordinary item’ to an item that ‘belongs’ to the character, since it’s ‘part’ of the history.

==//==

About what is common, the basis of comparison for me, is always this:

PRD wrote:


Section 15: Copyright Notice

Pathfinder Roleplaying Game: Ultimate Equipment (OGL) © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, Russ Taylor, and numerous RPG Superstar contributors

Not from Pathfinder Core Rulebook, it’s not a common item.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Damn, every time I always want to add something else! :D

==//==

About purchasing rarer stuff, the baron has a huge library. You may found it intriguing an item description or something, and since it’s not available in Farhold, you could ask the Baron about purchasing it and bringing it here.

Of course, that you’ll have to go in game play and talk to the disgusting half elf.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Good stuff to know. Rose loves libraries.

What do you think of handling the circlet/helm issue like this-

They are made to fit together, but only one works at a time.

When the circlet is active it suppresses all the helm's effects. When the disguise drops, the helm's effect turns back on.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

It might be a good use of party funds to buy a Spellcraft skill boost item that Seren and Nahia could use it to make magic items.

A +5 competence bonus spellcraft item would cost 1,250 gp. That would make the "ignore prohibitive prerequisites" thing a lot more feasible and broaden our gear options a lot.

Because Masterwork tools grant Equipment bonuses, the effects stack. They could even be the same item. a +7 bonus for 1,300 gp is a pretty good deal.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I must admit I'm not fond of MW kits for every set of skills, outside the conventional ones.

@Rose.

That seems to me, to be a perfect solution.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Here's what Jason Bulmahn says about masterwork tools.

If you'd like to limit them for this campaign, that's fine with me. I've done that before too in a setting that was intended to feel primitive and light on resources. I just need to know which skills are the conventional ones.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I know there’s a certain charm about calculating every piece of gear and maximizing your effectiveness in game. A ‘hero’ that fails is no fun at all.

I do not know who Jason Bulmahn is, and it really does not matter his opinion in this particular case.

I am not forbidding, denying, or anything like that. I am asking the players, not only Rose, to focus in creating the game around the character, If that given piece of gear is essential and fundamental, sure go for it. But this is not a game for min/max or optimization.

My opinion anyway.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

That calculation was pretty close DM Aku.

13 (base) + 2 (cooperative crafting feat w/Andros) + 2 (assist check by Andros) + 1 (guidance spell) = 18 total

So take 10 for a 28, and it leaves me 2 points short. If I rolled I'd have a 55% chance of failure

- - - - -

@DM Aku, Jason Bulmahn is one of the designers of Pathfinder.

- - - - -

I think the thing is that most masterwork tools are not supposed to be used for every possible situation. Crafting tools only cover one subskill, for example. In the books themselves they mention that a perfume would only work in places that consider that scent enticing/fashionable. And the Use Magic Device item (a beard collected from famous dwarves) is only usable for emulating being a dwarf or for emulating dwarven things.

Sure, there are things like the thieves tools for disable device, but they are both more expensive, and seem to be carried over mostly for historical value/setting purposes.

Personally, I'd find the helmet fine for being a masterwork intimidate tool, but like DM Aku said, not when it isn't visible, and only to people that would be find its style frightening to begin with. It clearly would not work with Tiadora, for example, because she clearly works with that stuff all the time. Were we in Faerun, I also wouldn't let it work with the Zentarium, because that's just how they tend to dress.

Though I might let it serve as a bonus for diplomacy amongst a group of hell-knights, though.

Anyway, just some rambling.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]
Doomed Hero wrote:

Pandora introduced me to a song that made me think of Nahia.

Thought I'd pass it on.

Ok, this is awesome and becoming my new theme song!


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7
DM Aku wrote:

I do not know who Jason Bulmahn is, and it really does not matter his opinion in this particular case.

He's the guy who wrote the rules for masterwork tools in Pathfinder, so I figured his opinion might be relevant.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Nahia wrote:
Doomed Hero wrote:

Pandora introduced me to a song that made me think of Nahia.

Thought I'd pass it on.

Ok, this is awesome and becoming my new theme song!

I must admit I was unable to think of Nahia when hearing it. But my grasp of songs meanings in english is really bad.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5
Nahia wrote:
Doomed Hero wrote:

Pandora introduced me to a song that made me think of Nahia.

Thought I'd pass it on.

Ok, this is awesome and becoming my new theme song!

I'm glad you like it!


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]
Lady Rose wrote:

I've been thinking about Pyre, and how to carry it around. I have this ability to summon it to me once a day, so most of the time it will probably just sit in my room until I need it, but I wanted to work out a contingency plan in case I needed to keep it close.

It is listed as a small creature, which means it's a 2 foot radius sphere. For some reason I always imagined them a lot smaller than that

Any suggestions on how to hide a floaty glowing beach ball?

I don't think he needs to breathe, so grab a handy haversack and just let him fly in and out. He should take up volume, but not weight. Also, the image of you unsheathing your weapon as a ball of crying/enraged black energy rises from nowhere behind you is kind of awesome.

And I always thought they were smaller than that too.


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aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]
DM Aku wrote:
Nahia wrote:
Doomed Hero wrote:

Pandora introduced me to a song that made me think of Nahia.

Thought I'd pass it on.

Ok, this is awesome and becoming my new theme song!
I must admit I was unable to think of Nahia when hearing it. But my grasp of songs meanings in english is really bad.

Like most songs for stuff like this, I had to look up the lyrics.

First of all, the song has a nice folksy feel to it. The lyrics often imply an otherworldy/spiritual element with lines like:
"And I don't fear the dark anymore 'cause I'm become all that."
"I have seen such things child on this, and the other side."
"When you feel yourself grow colder wrap the night around your shoulders"

In my head I see like a montage starting with Nahia's mother (the hag) singing it like a lullaby and then going through the various natural/spiritual rituals and some of the more tragic events in her life.

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