| Cassandra Lupin |
An argument could be made for staying out or going back. As Korinne said, this is an important development. Might be wise to inform Kesten there is a non-aggression so there are no breaches of contract before we get back. But the likelihood of that is very low so we could stay out a few more days. Maybe not 11 days but we aren't in any rush to return. And even with the two quests I don't think we'd level.
| Korinne Bryden |
My in-character and OOC reasoning is basically the same - important development. But on the other hand I guess Cass has a point too in that we're probably not going to have any breaches of contract before we get back to Oleg's. So I'm good with taking the scenic route back; we'll level when we level either way :)
| DM Jesse Heinig |
I will be camping this weekend. Regular posting will resume Monday!
| DM Jesse Heinig |
Kobolds pacified at least in the short term.
LEVEL 3!
| Telmarni |
Yay! Level 3. That means my blackblade will start talking now too... That is going to be weird for a while, I think.
| Telmarni |
Leveling up.
HP: +5, Magus Favored Class Bonus: +1 Skill Point
Magus Spells added: Chill Touch, Corrosive Touch
Magus Arcana: Black Blade: An Intelligent magic slashing weapon, rapier, or sword cane. When held by the magus, it can communicate with its holder by telepathy. It has its own arcane pool it can use to enhance itself, and if it has at least one point in the arcane pool, it is unbreakable.
RP for Black Blade: It has awakened in the current scimitar being held.
Feat Added: Dervish Dance: When wielding a scimitar in one hand, can apply dex mod to damage instead of strength mod. Can't hold anything in the other hand.
Skills added: Acrobatics +2=4, Fly +1=8, Handle Animal +1=0, Knowledge Geography +1=6, Ride +1=6, Spellcraft +1=9, Use Magic Device +1=9.
Telmarni
Female strix magus (bladebound) 3 (Pathfinder Campaign Setting: Inner Sea World Guide 313, Pathfinder RPG Ultimate Magic 9, 47)
CN Medium humanoid (strix)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +6
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 18 (3d8)
Fort +4, Ref +4, Will +3; +2 bonus vs. illusion spells or effects
--------------------
Offense
--------------------
Speed 30 ft., fly 60 ft. (average)
Melee black blade scimitar +6 (1d6+4/18-20) or
. . dagger +5 (1d4+2/19-20) or
. . unarmed strike +5 (1d3+2 nonlethal)
Ranged shortbow +5 (1d6/×3)
Special Attacks arcane pool (+1, 4 points), hatred, spell combat, spellstrike
Magus (Bladebound) Spells Prepared (CL 3rd; concentration +6)
. . 1st—keep watch, shield (2), shocking grasp
. . 0 (at will)—arcane mark, dancing lights, detect magic, prestidigitation
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 10, Int 16, Wis 10, Cha 8
Base Atk +2; CMB +4; CMD 17
Feats Dervish Dance[ISWG], Explorer, Weapon Finesse
Traits pragmatic activator, reactionary, rostlander
Skills Acrobatics +4, Appraise +4, Fly +8, Handle Animal +0, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (geography) +6, Knowledge (nature) +4, Knowledge (planes) +7, Linguistics +4, Perception +6, Perform (dance) +1, Ride +6, Spellcraft +9, Swim +5, Use Magic Device +9; Racial Modifiers +2 Perception
Languages Common, Draconic, Infernal, Strix, Sylvan
SQ black blade, black blade: arcane pool, black blade: strike, black blade: telepathy, black blade: unbreakable, mark of slavery, suspicious
Combat Gear acid (2), alchemist's fire (4), antiplague[APG], antitoxin, healer's kit; Other Gear studded leather, arrows (20), dagger, shortbow, belt pouch, spell component pouch, light horse, backpack, bedroll, bit and bridle, flint and steel, hemp rope (50 ft.), ink, inkpen, mess kit, pot, riding saddle, small tent, soap, torch, waterskin, 2 gp, 1 sp, 2 cp
--------------------
Tracked Resources
--------------------
Acid - 0/2
Alchemist's fire - 0/4
Antiplague - 0/1
Antitoxin - 0/1
Arcane Pool +1 (4/day) (Su) - 0/4
Arrows - 0/20
Black Blade: Arcane Pool (1/day) (Su) - 0/1
Dagger - 0/1
Healer's kit - 0/10
--------------------
Special Abilities
--------------------
Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (1/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Strike +1 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Darkvision (60 feet) You can see in the dark (black and white only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Explorer Provide double food using Survival to get along in the wild.
Flight (60 feet, Average) You can fly!
Hatred +1 (Ex) Gain a bonus to attacks vs. humans.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Suspicious +2 bonus to save vs. illusion.
--------------------
Zypher
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee unarmed strike +3 (1d4+3 nonlethal) or
. . 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks Come, Heel, Riding, Stay
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ docile, riding
Other Gear backpack, bedroll, bit and bridle, flint and steel, hemp rope (50 ft.), ink, inkpen, mess kit[UE], pot, riding saddle, small tent, soap, torch (10), trail rations (5), trail rations (20), waterskin (2)
--------------------
Tracked Resources
--------------------
Torch - 0/10
Trail rations - 0/5
Trail rations - 0/20
--------------------
Special Abilities
--------------------
Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
I think everything is in order.
Carinna Del'annerie
|
Levelling up.
HP: +8 (6 base, +1 Con, +1 FCB)
+1 BAB (+1 CMB, +2 CMD)
+1 Fort
+1 Will
Skills: 5 normal +2 background
+1 rank Acrobatics
+1 rank Diplomacy
+1 rank Intimidate
+1 rank Knowledge (nobility) (Background)
+1 rank Linguistics (Draconic - Background)
+1 rank Perception
+1 rank Sense Motive
+Deeds (Kip-Up, Menacing Swordplay, Precise Strike)
+Nimble (+1 dodge to AC, +1 dodge to CMD)
+Feat: Extra Panache
| Cassandra Lupin |
1 Stalker/2 Ranger
+7 HP (+6 base +1 con)
+1 BAB
+1 Fort
+1 Ref
Combat Style Feat (Archery: Point Blank Shot)
Level 3 feat: Precise Shot
Skill points +7 (+6 base +1 FC)
+1 Acrobatics
+2 Handle Animal
+1 Heal
+1 Perception
+1 Swim
+1 Survival
Background Skills +2
+1 Craft (Bower)
+1 Knowledge (Geography)
| Korinne Bryden |
Level Up!
+6 HPs (Avg HD + 1, + 2 Con)
+1 Fort, Ref
+1 1st level spell casting per day
+7 Skill Points (Diplomacy, Kn. Arcana, Kn. Local, Perception, Ride, Spellcraft, UMD)
+2 Background Skill Points (Profession: Baker x2)
Can prepare 1 additional 1st level spell per day
Two new 1st level spells known - Feather Fall, Snowball
Arcanist Exploit - Quick Study
Feat - Extra Arcanist Exploit (Familiar, Bat)
DM Jesse, would you allow familiars to take familiar archetypes from either the Animal Archive or Familiar Folio? Was thinking of Protector specifically.
| DM Jesse Heinig |
Level Up!
+6 HPs (Avg HD + 1, + 2 Con)
+1 Fort, Ref
+1 1st level spell casting per day
+7 Skill Points (Diplomacy, Kn. Arcana, Kn. Local, Perception, Ride, Spellcraft, UMD)
+2 Background Skill Points (Profession: Baker x2)
Can prepare 1 additional 1st level spell per day
Two new 1st level spells known - Feather Fall, Snowball
Arcanist Exploit - Quick Study
Feat - Extra Arcanist Exploit (Familiar, Bat)DM Jesse, would you allow familiars to take familiar archetypes from either the Animal Archive or Familiar Folio? Was thinking of Protector specifically.
Yes, I don't object to the modified familiar.
| Cassandra Lupin |
Going on vacation until Sunday. Pretty sure I will only have my phone to post. DMPC as needed.
| Telmarni |
| 1 person marked this as a favorite. |
Putting this message in all my pbp.
Sorry about not posting lately. Just recently got a new job driving for Uber. Will try to post later tonight.
| Cassandra Lupin |
Loot dissemination:
Gold: 74.2 + 245.3 + 510 + 551 + 130 = 1510.5gp
Leather armor: Give to Hatch
Short sword: Give to Hatch
Silver stag amulet: Keep for obvious reasons now
Bear traps (12): sell ?gp
+1 flaming crossbow bolt (7): sell 20 per bolt for 140
Boots of elvenkind: Give to Carinna?
MW light metal shield: I'll take it and use the hatchet
Dust of illusion: Keep for obvious reasons. Could sell for 550 though.
Agree?
| DM Jesse Heinig |
Bear traps sell for 1 gp each.
| Cassandra Lupin |
That isn't a lot and they could be very useful.
| DM Jesse Heinig |
Indeed. You already ran into one bear, after all...
| DM Jesse Heinig |
If anyone wants to play in Legacy of Fire, there's a recruitment going on over here. It is open until Tuesday, so you'd have to hurry! So far no good healers in the submission line-up.
| Korinne Bryden |
I would but I already just recently got into a different LoF game with a druid. It's definitely been my experience that the healer and/or general 'divine' slot is usually the one that's most likely to be left in need of filling when it comes to recruitment threads.
Good luck DM and anyone else that has applied or might apply :)
| DM Jesse Heinig |
Yeah, I have found that nobody wants to play the healer. The first game I got into was as a cleric. I played three different healers in other games! (All of which died.)
| DM Jesse Heinig |
I actually dropped from the LoF recruitment because the GM required use of the Ultimate Campaign random background generator, and it completely screwed my character concept. :/
| Telmarni |
Hey, Korinne. We are in the same LoF pbp game! :P
| DM Jesse Heinig |
So, any final purchases before heading to the Stag Lord's fort? Alchemical gear? Arrows? Healing potions?
| DM Jesse Heinig |
Yep. Oleg's is well-stocked for exploration. You can easily get alchemical fire, tanglefoot bags, thunderstones, weapon blanch and so on.
Carinna Del'annerie
|
Regarding the loot, I think Carinna could really use the boots. Her Acrobatics is not low but considering that a failed check when she tries to move around the battlefield could be really problematic, I think it is more than worthy.
So, how will we handle the loot distribution? As I said before, I'd really like 300gp to turn her sword master work.
| Telmarni |
I don't think there is anything Telmarni needs right now. And I would be happy to put forth my share to help enhance Carinna's sword.
| Cassandra Lupin |
Since no one contested the loot distribution, assume the following:
Leather armor: Give to Hatch
Short sword: Give to Hatch
Silver stag amulet: Keep for obvious reasons now
Bear traps (12): keep
+1 flaming = 8000/50*7 = 1120 I did the math wrong the first time. +1 flaming is a +2 total weapon bonus. That's 8000 but you can make 50 pieces of ammunition with that. Ergo 8000 / 50 * 7 bolts.
Boots of elvenkind: Give to Carinna?
MW light metal shield: I'll take it and use the hatchet
Dust of illusion: Keep for obvious reasons. Could sell for 550 though.
Gold: 74.2 + 245.3 + 510 + 551 + 130 = 1510.5gp
Total: 1510.5gp + 1120gp = 2630.5 / 5 = 526.1 per person
Plenty of money for Carrina to get her spell from Jhod before he leaves. Someone with a horse needs to carry the bear traps.
| Telmarni |
I know it looks unlikely we'll get it for a while, but can we also order a wand of cure light wounds? I think it would be a good idea in the long run. Though we also have potions for the time being.
| Korinne Bryden |
^ That definitely couldn't hurt.
Okay, from her own personal cash reserves (which is now 707gp, 7sp) Korinne will purchase:
Scroll of Darkvision (150gp)
Alchemist's Fire x2 (40gp)
Holy Water x2 (50gp - unless Jhod can provide this)
Antiplague x1 (50gp)
Antitoxin x1 (50gp)
Heatstone x2 (40gp)
Total = 380gp which would leave her with 327gp. I think for now she'll hang on to the rest unless someone else needs help financing a purchase or someone has any suggestions on another scroll to pick up or the like.
| Cassandra Lupin |
I just want a pair of thunderstones. -4 on init is nice. That's 60 gp.
| Cassandra Lupin |
Durr food. 5 of us plus Hatch and Vance makes 7. 10 days is 70 rations.
70 - 26 = 44 * .5gp = 22gp
Oleg gave us a credit of 1000gp.
1000
-310 My thunderstones and any-tool)
-380 Korrine (Might as well use it for your stuff)
-22 Rations
288 left.
I think that is it.
I don't think we can use that on Carrina's sword though. That's from Jhod.
| DM Jesse Heinig |
Technically the "price" for Jhod to cast masterwork transformation is for the material components. You're buying fine steel, leather, etc., which is used up to make the item masterwork. So you can use some of your credit to buy those things from Oleg. Jhod doesn't charge for the casting of the spell itself (he will cast spells at no charge as long as you supply any expensive components).
| Cassandra Lupin |
If we wanna use the credit in one go then someone will only have to give up 12gp then.
Question: Can I use Craft(Bower) to make special ammunition like these? Or do I need a splash of Alchemy? I think I asked this but forgot to take it into consideration for the previous level increase.
| DM Jesse Heinig |
The following arrows can be made without alchemy or other specialized engineering/holy/arcane abilities:
Barbed
Bleeding
Blunt
Durable
Flight
Pronged
Trip
Whistling
| Cassandra Lupin |
Darkvision is level 2. Can you scribe a spell above what you can cast? Also, scribing from a scroll destroys the scroll.
| Korinne Bryden |
Derp. We'll just forget that happened then. This is why I shouldn't post after having worked all night. I'd forgotten it was a 2nd level spell so I bought it with the original intent of scribing it and then just having it available to cast on Carinna (or myself) if needed. Though I'm not sure if you can or can't scribe spells of a higher level than you can cast, it's somewhat moot since even if you can you still have to wait until the appropriate level to make use of them.
Kor will still have to make a check to cast the spell from the scroll, but she can just hang onto it and do that when/if we do our night assault.
*Edit to moderate unintentional grumpy tone*
Carinna Del'annerie
|
Ok, I'll be adding the 12gp to use all the credit. Since she is already getting the slippers, if you wish she can give up her share of the gold so far.
| DM Jesse Heinig |
Nothing in arcane magical writings, as far as I can tell, prevents you from transcribing a spell of a level that is too high for you to cast, as long as it appears on your spell list. The relevant hurdles are the price, the Spellcraft check to decipher it (or use of read magic), and that the spell appears on your list. Note that the Spellcraft check to decipher it is harder if it's a higher-level spell, but it is not limited to only spells of a level you can cast - if it were, you would be unable to decipher and use higher-level spell scrolls, and clearly you can cast a spell from a scroll that's higher than a level that you could normally cast yourself.
So Korinne can transcribe darkvision, she just won't be able to cast it until she gains arcanist level 4.
Note as well that the text is explicit about spells that you gain from level-up having to be of a level that you can cast, but it does not say this about spells you learn from another source. Presumably this allows you to collect spells that you will be able to later use... someday!