
Wednesday Daud |

Or 6,000g to make a weapon a +2 equivalent.

Bill Dunn |

Going to purchase +1 Wooden Armor (leather with fire hardened wood) designed similar to the corset look of the mithril armor (consider it inspiration) 20+150 for masterwork= 170 gp +1 total 1170gp.
Cool. That requires a commission, but it can be finished in the downtime between the hostel and the meeting with Kroft.

Bill Dunn |

How much for a +1 enchantment on the scimitar or mithral shirt?
If you have any questions or want to bounce armoring strategies off me, feel free to do so. As GM, I'm interested in making sure the players feel they've got what they need to have fun with their character and can be successful.

Cassandra Wagner |

Cassandra's not super interested in money. She'll entrust any share of her funds to Amira. Though she does suggest buying her some sort of offensive wand.

Amira Oenestria |

How Does a Wand of Acid Arrow, CL 6 sound? 2d4 Acid, ranged touch no save + 2d4 per rounds for 2 more rounds.

Amira Oenestria |

Ok so add a full charged wand of Acid Arrow (with a pistol grip just because) ;P

Tolenn |

K , so tolenn will use 2000 of her share to get a +1 enchantment placed on her scimitar.

Wednesday Daud |

Ya'know, while I can think of a bunch of darker songs that fit Wednesday's personality, I think I've finally found a positive one.

Wednesday Daud |

Hey Victor, Blood of Shadows just gave us this archetype for Shadow Sorcerers:
Umbral scions are sorcerers who are able to expertly control their especially potent shadow heritage. The majority of umbral sorcerers hail from the Darklands.
Bloodline: An umbral scion must have the shadowAPG bloodline.
Diminished Spellcasting: An umbral scion can cast one fewer spell per day of each level than normal. If this reduces the number to 0, she can cast spellsof that level only if her Charisma
score grants her bonus spells of that level.
This ability alters the sorcerer’s spell casting.
Shrouded Spells (Su): An umbral scion is enveloped by wisps of shadow whenever she casts a spell. The DC to identify spells cast by an umbral scion increases by 2. If the spell is being cast within an area of dim light or darkness, the DC increases by 5 instead.
Encroaching Darkness (Su): An umbral scion is capable of influencing light around her. As a standard action, she can produce a 10-foot- radius veil centered on a creature or object within 30 feet. This veil decreases the light level by one step and remains for a number of rounds equal to the sorcerer’s Charisma modifier. At 7th level, the veil increases to a 30-foot radius. At 8th level, the veil decreases the light level by two steps. If the light level is decreased past darkness, the veil is treated as deeper darkness. At 14th level, the veil increases to 60 feet and grants any creature within it cover (even against senses normally able to penetrate total darkness, such as the see in darkness ability). An umbral scion can use this ability a number of times per day equal to 3 + her Charisma modifier.
This ability replaces the shadowstrike bloodline power.
Potent Shadows (Su): At 7th level, when an umbral scion casts a spell of the shadow subschool or a spell with the darkness or shadowUM descriptor within an area of dim light or darkness, she treats her caster level as 1 higher. Only the sorcerer herself needs to be in dim light or darkness. This bonus increases by 1 every 4 sorcerer levels beyond 7th she has to a maximum of +4 at 19th level.
This ability replaces the 7th-level bloodline feat.
Crippling Darkness (Su): At 13th level, when an umbral scion targets a creature within an area of dim light or darkness with a spell of the shadow subschool or a spell with the darkness or shadowUM descriptor, the DC for the spell increases by 1. This bonus increases by 1 at 18th level.
This ability replaces the 13th-level bloodline feat.

Wednesday Daud |

There's also a couple of new shadow spells but this one is the only you can cast at the moment:
School illusion (shadow); Level antipaladin 1, bard 1, bloodrager 1, cleric 1, mesmerist 1, occultist 1, psychic 1, shaman 1, sorcerer/ wizard 1, witch 1
Casting Time 1 standard action Components V, S
Range close (25 ft. + 5 ft./level) Target one creature
Duration 1 round/level (D) Saving Throw Will negates; Spell
Resistance yes
You pin the target’s shadow to its currentlocation,causing the target to become entangled and preventing it from moving farther than 5 feet from its original position, as if its shadow were anchored to the terrain. Each round on its turn, the target can attempt a new saving throw to end the effect as a full-round action. A flying creature can only hover in place or fall while entangled in this manner. This spell automatically fails when cast on a creature that doesn’t throw a shadow, and it ends if the creature is entirely in an area with no illumination.

Wednesday Daud |

*nods*
I've been waiting for them to make a shadow binding spell like that.

Terri Riverrun |

Hey, sorry for dropping off the air like I did. I didn't mean to, it just kinda happened. This past week and weekend have been busy for me, and I"ve hit the point where I need to take a step back for a little while, clear my head, and recharge. I'll try not to be gone long, and I understand if you don't want to hold a spot open for me, but I do plan on coming back in a few weeks.
-Adam

Tolenn |

Ditto what was said. No apologies necessary, the important thing is to take care of yourself in the real world.

Victor Rivilon |

I must say the blood of shadows book was worth the wait. Some really interesting options in there, can't wait to see what they do with the armor master handbook...I am hoping it will be better than the weapon master handbook, don't get me wrong it isn't bad, it's just that some of the weapon styles, well some of the weapon styles are really, really weak. The blade style was by far the most disappointing.

Wednesday Daud |

Hey! Dael'Kyr Halfbloods like humping!

Wednesday Daud |

Okay, I figured right now is a good point as any.
Do you guys think I should keep playing Wednesday?

Victor Rivilon |

Hmmm depends on what you want really. Do you feel you'd be having more fun with another character? Do you think another character would better fit an image or idea you had in mind when you decided to play this campaign?
My own opinion on the matter? Play what you want to play, if you feel the need to switch to a new character you won't hear any complaints from me, and if you feel that you want to stick to Wednesday you won't hear any complaints either.
I won't lie the idea of rolling up new characters always gets me all excited and curious, so if you'll indulge me let us assume you decided to go with the change. What would the new character be like? What would their class be? You have a build in mind? Sorry, like I said I get over excited at the prospect of new characters.

Wednesday Daud |

It has more to do with how he interacts with others and how far he's gone than with his build.
This may come as a surprise to most of you but I don't enjoy playing miserable characters.

Victor Rivilon |
1 person marked this as a favorite. |

As I've said before the matter is entirely up to you.
But if you feel you'd enjoy yourself more with another character, then ask the GM and should he give the ok start filling up a new character sheet.
Oh and that does come as a surprise. I mean sure Friday isn't as gloomy as Wednesday, just quiet...very quiet. Actually Friday reminds me of Vampire Hunter D.

Wednesday Daud |

Need to get him a wide brimmed travelers hat now in addition to that cloak...
As I said, I don't want to play a miserable character, but I also don't want to throw away all the story and interactions he's had with everyone thus far. Which is why I was asking everyone else.

Bill Dunn |

Then maybe find some way for the character to have an epiphany or otherwise turn the corner on his misery and play out working toward a lighter disposition. Nothing having to do with a PC is set in stone - a past full of misery followed by years of wallowing in it can still be overcome or changed. Finding a cause, for example, might be a way to focus that kind of development arc.
Part of the central trope of this AP is the PCs are involved in the adventure around them because Korvosa is home, warts and all. And Korvosans are your kin, also warts and all. Maybe something in those ideas will be a cause for Wednesday to focus on?

Wednesday Daud |

*shrugs*
There's nothing he really likes about Korvosa, and for "cause" that doesn't really work since we're working for Kroft who he despises.

Wednesday Daud |

I'll just flat out say, Tolenn. He's following her around like, if you want to be charitable, a lost puppy, or if not, an obsessed stalker.

Amira Oenestria |

Then does seeing how devoted to the cause of saving the city she is, in any way inspire him to do something positive, or be a better person? Sometimes the change in a person comes from having an example to aspire to.

Wednesday Daud |

Maybe, but then we come back to Croft and it all goes away.

Bill Dunn |

Consider jettisoning the idea of following Tolenn like an obsessed stalker - that's back into the darkness again. And lost puppy is good for a start because a lost puppy really wants to be found. But a lost puppy state shouldn't last forever.
Given your aasimar abilities and bloodline, you could use themes associated with them and following Tolenn to get closer to religion. I'm not saying become a paladin, mechanically you're fitting an interesting niche, just filling a void in the character's life.
And tying Tolenn's leadership into that is a good option because, aside from being the Dawnflower, Sarenrae is the goddess of Redemption.

Wednesday Daud |

I'm not sure how that would help.

Bill Dunn |

If you're not enjoying playing Wednesday and his misery, you're got 2 choices:
1) stop playing him and come up with a different character
2) play him with less misery
Amira and I have given you a couple of suggestions how you can find a credible way to change Wednesday's headspace if you want to keep playing him but as a less miserable character. Maybe they aren't working for you - fine. Then you've got to come up with something else that will work.

Wednesday Daud |

I'd prefer 2) but I don't know what to do. It's why I asked in this thread.

Bill Dunn |
1 person marked this as a favorite. |

Well, we can throwing more suggestions at the wall, but if you want to keep playing Wednesday as a less miserable character - you're going to have to let at least one of them stick. I know it's only been a couple of suggestions so far, but you've been pretty quick to dismiss them and that's giving me a vibe that you're resistant to changing him or putting too much emphasis on what's "in character" for him - when the point is to change that.

Wednesday Daud |

Surrounding himself with good people I think has helped him somewhat, but then everytime he interacts with Croft it all pretty much resets to zero. And I don't really see him and her reconciling anytime soon.

Amira Oenestria |

A major part of redemption is forgiveness. If he can't see that someone in a bad situation trying to do what is good for the largest number of people had to make a hard decision, the kind of hard decisions that come with real responsibility, then it's a choice to remain close minded.
Nobody says he needs to like Croft, but turning into douchebag the minute he sees her and losing any progress immediately because of her borders on psychosis.
The alternative is leaving him outside every time we meet with Croft.
If you are considering creating another character, consider that in a time of crisis like this, with people actually trying to do what's best for the city, it's the ideal moment for citizens of Korvosa to step up and he;p save their home. A city guard, a member of the sable company, a decent noble, a street rat like Victor.....a;; opportunities for someone to be inspired to act. Tragic backstory doesn't always make for a good character, sometimes noble inspiration or just being put in an extreme situation is what it takes to make a hero.