Weyve Murkwater |
For once we nabbed a magic item that I want! Since I have no magical abilities at all, that ring of swimming could be handy.
Gideon already has one, so it's all yours!
Weyve Murkwater |
Hey, GM:
Do you have Ultimate Widerness?
There are some rules for harvesting rare herbal things in there that are kind of cool. The most relevant IIRC is Merfolk's Comb. If possible I would like to have looked for this in my underwater explorations over the last month.
DM Brainiac |
I haven't read Ultimate Wilderness, but I found the herb-gathering rules on the SRD. It's a DC 25 Profession (herbalist) check to gather merfolk's comb, so I'll assume you were able to find a few doses of it.
1d4 ⇒ 4
2d6 ⇒ (6, 5) = 11
4 to be exact. Unfortunately, you'll have to wait 11 in-game months to look for more in the region around Talmandor's Bounty again!
Weyve Murkwater |
...4 to be exact. Unfortunately, you'll have to wait 11 in-game months to look for more in the region around Talmandor's Bounty again!
OK, that will be handy.
The only flaw with the rules is that while it says that you can't harvest from an "area" more than every so often, it doesn't specify how big an "area" is.
Weyve will probably keep looking if he is in a new "area" and has time.
Weyve Murkwater |
I'll assume an "area" is about an 8-mile square region. That would be about the size of a hex if the map was set up Kingmaker-style. :)
This was my first thought. But a 12-mile wide "kingmaker" hex is actually 124.7 Square Miles. That's awfully large.
An "area" is a region that you can search for herbs in a single 8-hour period. Or alternately you can gather as you travel overland, halving your travel speed just like if you are using Survival to forage for food as you travel. NOTE: If you are using the first option, you actually would get more herbs as a result (1 extra yield per successful attempt).
I don't think you could scour a 124 square mile area in 8 hours.
But since according to your roll I get 4 attempts to search for Merfolk's Comb in that area, here are some rolls (because taking 10 is not a success):
Herbalism DC 25: 1d20 + 13 ⇒ (6) + 13 = 19 Fail
Herbalism DC 25: 1d20 + 13 ⇒ (16) + 13 = 29 Success!
Herbalism DC 25: 1d20 + 13 ⇒ (14) + 13 = 27 Success!
Herbalism DC 25: 1d20 + 13 ⇒ (9) + 13 = 22 Fail
So that is 4 doses we end up with.
Weyve Murkwater |
GM: How do you feel about the idea of using the Undercasting rules for Summon Monster spells?
Generally if you are going to summon in combat, using anything but the highest level spell for it is a mistake. But I wouldn't mind having access to lower level ones for utility reasons, though it's questionable if it is worth a spell known slot.
What do you think?
Gideon Ross |
How do we want to divvy up the cost of the restoration scroll? Gideon can put up as much as 1,600 of it, but I'm more than willing to let the cost of it be divided up among us. How much was it again? 1,700?
Weyve Murkwater |
An armor coat makes great backup armor for when you don't have time to put the plate mail on.
Weyve Murkwater |
Guys, I've been getting over a throat infection that slowed me down a lot more than I expected. Hopefully I will get things back to normal this weekend.
Gideon Ross |
Man, me and Tobar need something that grant a swim speed...I can't find anything cheap to do it, though. The best I've found for a low-level character is the Touch of the Sea spell, which we don't have access to. The cheapest magic item I've found that does it was 14,000 retail.
Weyve Murkwater |
Maybe I should grab a wand of bless. It would probably be good to be able to spam that.
Weyve Murkwater |
Weyve Murkwater wrote:Maybe I should grab a wand of bless. It would probably be good to be able to spam that.It's a lovely basic buff. Maybe the clerics in the village can make it?
Not so far... they can't even do magic armor and weapons.
Weyve Murkwater |
Craft Wand is only CL3 for requirements, its actually one of the easiest ones along with CWI...
Tobar Iverrov |
Gunslinger (bolt ace) 5
+1 BAB
+8 hit points
Class feature: Crossbow training (+Dex to damage, +1 to crit magnitude)
Skills: +1 each of: Acrobatics, Climb, Disable Device, Perception, Survival, Swim; Craft (weaponsmith), Knowledge (engineering)
Feat: Empty Quiver Style (finally I can get rid of that light mace I'm always carrying around...)
Terana Murkwater |
Soo... turns out I cheated myself of about 15 HP last level... I'm more tanky now! :D
Paladin 5
+10 HP
+1 BAB
Divine Bond (Weapon)
Skills - unimportant! (main thing is Linguistics to get Aquan)
Feat: Spear Dancer - I now dazzle for one round any creature I hit with the glaive!
Weyve Murkwater |
Feat: Spear Dancer - I now dazzle for one round any creature I hit with the glaive!
Dazzled only gives a -1 to hit... that doesn't sound that big a deal. If you want AC you could just take Dodge...?
Personally I think I would pick Power Attack though. -2 to hit and +6 to damage at your level. Average glaive damage goes from 10.5 to 16.5.
Weyve Murkwater |
I haven't picked spells or skills yet, but I will get:
1d8 HD = 5 HP +2 CON = 7
+1 second level spell per day
+1 second level spell known
+1 first level spell known
2 Oracle Curse Spells known
Favored Class: +1 first level spell known
Feat: Spell Focus (Illusion)
Terana Murkwater |
Tobar Iverrov wrote:Can the locathah go out of water? Would they get use out of those necklaces of airy adaptation or whatever?Locathah are amphibious, but their base land speed is only 10 feet, so they could benefit from the necklaces. They would be willing to buy them from you.
The non-water breathers among us are keeping 2 first right?
Fair point about PA - I do like Spear Dancer for its fluffiness though, it has more application than dodge to some degree because if I hit them they take the penalty even if they attack one of you guys, so thats the benefit against dodge.
What do we think? Debuffs or more damage?
Phillip0614 |
Sorry guys! Last couple days were really busy; it was the seniors last couple of days at the high school I teach at. Making sure everything was squared away for 40 or so that I have. On to the level up!
Level: +1 Bard(Archaeologist)
HP: [+6 (5+1); total 33
Skill Points: 12 (9 Adventuring + 3 Background)
--Adventuring Skills:
+1 Diplomacy
+1 Disable Device
+1 Know(Dungeoneeering)
+1 Know(Local)
+1 Know(Nature)
+1 Perception
+1 Sense Motive
+1 Survival
+1 Use Magic Device
--Background Skills:
+1 Know(Geography)
+1 Linguistics (New Language: Aquan)
+1 Craft (jewelry)
Feats: +1 (Precise Shot - finally!)
Special Abilities: Archaeologist's Luck(+2); Lore Master (1/day)
Spells: +1 lv2 spell - Having a hard time deciding here and would like some second opinions. I want either Invisibility (losing Vanish for a different spell), Heroism, or Suggestion.
If I replace Vanish with Invisibility, I'll use the 5th-level spell switch to replace Vanish; otherwise, I'll drop Sleep and replace the dropped 1st-level spell with either Comprehend Languages or Anticipate Peril (to cast on Terana if we're anticipating a fight). Any thoughts?
Gideon Ross |
Heroism is a lovely buff that sticks around for a long time - any member of the party benefits. Also Invisibility might lack applicability a bit in this AP since I imagine its pretty obvious underwater! :)
Huh. Y'know, I hadn't considered that. We'll go with Heroism, then. I don't think I'll ever have to worry about someone in the party trying to resist its effect.
Weyve Murkwater |
Also, Weyve can already cast invisibility. It is a spell from his revelation.