DM Oladon's Second Darkness
Game Master
Oladon
Current Map - Named Drow
Rogue 14 [ HP 36/87 (0 NL) | AC 26 Tch 19 FF 20 | Fort +9* Ref +18* Will +10* | CMD 27, 29 vs steal | Init +9 | Perc +21, vs traps +32, trap spotter | Effects: Haste]
Night, y'all. Don't know how much posting I can get tomorrow - the farm is on the fringes of the cell coverage, so my availability will be spotty. If you roll a sneak attack for Randall, remember his new bleed effect!
Black-Blooded Dark Tapestry Oracle 7
I've gotta decide on my level 3 spell. Thinking one of the following:
Sands of Time
Channel Vigor
Searing Light
Protection From Energy
Prayer
Dispel Magic
What do people think?
Coldborn Ulfen 13 - 134/134 hp + 120 stoneskin, Init +0, AC 21 (26 with buffs) [touch 12, FF 20], Fort +17, Ref +13, Will +10; Perception +19
Prayer and Dispel Magic are always excellent solid choices.
Sands of Time would fit Antal's theme.
Black-Blooded Dark Tapestry Oracle 7
Yeah, it definitely would. It's definitely too bad I don't get one more, or else I'd take Dispel Magic AND Sands of Time. I'm thinking it's a toss up between those two, really.
Coldborn Ulfen 13 - 134/134 hp + 120 stoneskin, Init +0, AC 21 (26 with buffs) [touch 12, FF 20], Fort +17, Ref +13, Will +10; Perception +19
What do you get from your mystery?
Black-Blooded Dark Tapestry Oracle 7
I only get Tongues...but when 8th level comes around. *prepares the maniacal laughter*
BLACK TENTACLES!
Ooh...Bestow Curse! I had totally forgotten about that one. Hmm...decisions, decisions now...
Coldborn Ulfen 13 - 134/134 hp + 120 stoneskin, Init +0, AC 21 (26 with buffs) [touch 12, FF 20], Fort +17, Ref +13, Will +10; Perception +19
At least it's not Spiked Tentacles of Forced Intrusion.
Black-Blooded Dark Tapestry Oracle 7
Nobody...laughs at the halfling. NOBODY! :) Ok, Sands of Time it is.
By the by, how many in-game days have passed since the wraith attack? So far, I'm seeing one, but I just wanted to make sure. ^_^;
Female Halfling Rog 3 / Sorc 4 / AT 7 [ HP 94/94 (0 NL) | AC 21 Tch 17 FF 16 | Fort +9* Ref +16* Will +14* | CMD 21 | Init +5 | Perc +16 | Effects: none ]
Drain doesn't heal naturally. :(
Black-Blooded Dark Tapestry Oracle 7
Oh...we've got drain? :( Bummer...Well, I guess I'll be getting some for a lesser resto wand.
Female Halfling Rog 3 / Sorc 4 / AT 7 [ HP 94/94 (0 NL) | AC 21 Tch 17 FF 16 | Fort +9* Ref +16* Will +14* | CMD 21 | Init +5 | Perc +16 | Effects: none ]
You got drained, yeah... and lesser restoration won't help. :(
Black-Blooded Dark Tapestry Oracle 7
oh boy...this'll be interesting to fix then...
Female Halfling Rog 3 / Sorc 4 / AT 7 [ HP 94/94 (0 NL) | AC 21 Tch 17 FF 16 | Fort +9* Ref +16* Will +14* | CMD 21 | Init +5 | Perc +16 | Effects: none ]
:( He's a Hope Crusher...
Btw, I probably won't be posting tomorrow.
Black-Blooded Dark Tapestry Oracle 7
Well, I guess it's a good thing I've not been buying anything. Guess ol' Antal will be paying for a visit to the friendly cleric/apothecary to heal that nasty bit.
And I won't be slacking until 5:30 pm est, then it'll be till midnight est, cause of work.
Male Elf--Drow (Jamleus) Wizard 14| HP 80/80 | AC 15 | T 15 | FF 11 | CMD 22 | Fort +7 | Ref +10 | Will +11 | Init +4 | Perc +20 | Sense Motive +18 |Effects: Mage Armor +4 AC
Pretty sure I am correct, but just making sure.
For non-martial folks, the only real benefit to Haste we get is movement speed, unless we want to attack with our weapons? And +1 AC?
Female Halfling Rog 3 / Sorc 4 / AT 7 [ HP 94/94 (0 NL) | AC 21 Tch 17 FF 16 | Fort +9* Ref +16* Will +14* | CMD 21 | Init +5 | Perc +16 | Effects: none ]
It's +1 to all attacks... so if your spell has an attack roll, it applies there too.
M Ifrit Sorcerer 14 | HP 92/92 | AC 15 | T 14 | FF 12 (with mage armor 19 / 14 / 16) | CMD 19 | Fort +11 | Ref +10 | Will +12 | Init +9 | Perc +13
Oh, right, Firiel. I didn't add that to my last scorching ray, could be important.
Female Halfling Rog 3 / Sorc 4 / AT 7 [ HP 94/94 (0 NL) | AC 21 Tch 17 FF 16 | Fort +9* Ref +16* Will +14* | CMD 21 | Init +5 | Perc +16 | Effects: none ]
Also, our DM is such a slacker. :(
Male Elf--Drow (Jamleus) Wizard 14| HP 80/80 | AC 15 | T 15 | FF 11 | CMD 22 | Fort +7 | Ref +10 | Will +11 | Init +4 | Perc +20 | Sense Motive +18 |Effects: Mage Armor +4 AC
Yeah I posted that and realized I missed the +1 to attacks. I just didn't want to miss something for other things. I am not saying we shouldn't cast it, Just saying it's better for the martial type folks.
M Ifrit Sorcerer 14 | HP 92/92 | AC 15 | T 14 | FF 12 (with mage armor 19 / 14 / 16) | CMD 19 | Fort +11 | Ref +10 | Will +12 | Init +9 | Perc +13
Yeah, definitely better for the martial types - but it's nice when they get lots of hits on the baddies. And I like the AC bonus, the attack bonus, and the ability to run away from the baddies at great speeds if we need to.
You slackers had better have a really good excuse for all this slacking!
Male Elf--Drow (Jamleus) Wizard 14| HP 80/80 | AC 15 | T 15 | FF 11 | CMD 22 | Fort +7 | Ref +10 | Will +11 | Init +4 | Perc +20 | Sense Motive +18 |Effects: Mage Armor +4 AC
I slacked not.
I just got home, going to post soonish.
I will be gone in the morning going to see if I can trade my truck for an SUV.
Female Halfling Rog 3 / Sorc 4 / AT 7 [ HP 94/94 (0 NL) | AC 21 Tch 17 FF 16 | Fort +9* Ref +16* Will +14* | CMD 21 | Init +5 | Perc +16 | Effects: none ]
I was having a lovely nap.
Rogue 14 [ HP 36/87 (0 NL) | AC 26 Tch 19 FF 20 | Fort +9* Ref +18* Will +10* | CMD 27, 29 vs steal | Init +9 | Perc +21, vs traps +32, trap spotter | Effects: Haste]
There is also a +1 to Reflex saves, not a bad thing when you are facing fire-breathing pyrohydras, right, Antal?
Rogue 14 [ HP 36/87 (0 NL) | AC 26 Tch 19 FF 20 | Fort +9* Ref +18* Will +10* | CMD 27, 29 vs steal | Init +9 | Perc +21, vs traps +32, trap spotter | Effects: Haste]
Nope, must be someone else.
Male Elf--Drow (Jamleus) Wizard 14| HP 80/80 | AC 15 | T 15 | FF 11 | CMD 22 | Fort +7 | Ref +10 | Will +11 | Init +4 | Perc +20 | Sense Motive +18 |Effects: Mage Armor +4 AC
Heading to bed, probably mid-day before I post.
I'm going to NPC the slackers when I get home.
Male Elf--Drow (Jamleus) Wizard 14| HP 80/80 | AC 15 | T 15 | FF 11 | CMD 22 | Fort +7 | Ref +10 | Will +11 | Init +4 | Perc +20 | Sense Motive +18 |Effects: Mage Armor +4 AC
Saturday Slacker edition, apparently.
Black-Blooded Dark Tapestry Oracle 7
Hey, I got in a post before work today, so I'm not a slacker.
Rogue 14 [ HP 36/87 (0 NL) | AC 26 Tch 19 FF 20 | Fort +9* Ref +18* Will +10* | CMD 27, 29 vs steal | Init +9 | Perc +21, vs traps +32, trap spotter | Effects: Haste]
I have been slacking, I admit it. But the project continues to move forward while Randall lies near death in the sand.

Noqual
The metals found in fallen stars and on alien worlds are known collectively to Golarion’s smiths and sages as “skymetal.” The most common (yet still relatively rare in the grand scheme of ores) skymetal is adamantine, as this incredibly hard material survives the scouring touch of atmospheric entry with ease. Other variants of skymetal exist as well, although they are so rare that their properties are rumors to most.
Noqual is one such material, and it has arrived in relatively large amounts on the meteorite that struck Devil’s Elbow. This strange metal looks almost like a pale green crystal to the untrained eye, but despite its appearance the stuff can be worked as iron. Noqual is light, half as heavy as iron, yet as strong as the same. More importantly, noqual is strangely resistant to magic. An object made of noqual gains a +4 bonus on any saving throw made against magical sources. Creating a magic item that incorporates any amount of noqual into it increases the price of creation by 5,000 gp, as costly reagents and alchemical supplies must be used to treat the metal during the process.
Weapons made of noqual weigh half as much as normal and, if enchanted, any enhancement bonus counts as one higher against constructs and undead.
Armor made of noqual weighs half as much; noqual armor is one category lighter than normal for the purposes of movement and other limitations (light armor is still treated as light armor, though). The armor’s maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3. The armor’s spell failure chance increases by 20% and applies to all magic cast while wearing the armor, regardless of the magic’s source or class abilities possessed by the wearer. The wearer of a suit of noqual armor gains a +1 circumstance bonus on all saving throws against spells and spell-like abilities.
Items without metal parts cannot be made from noqual. Noqual has 30 hit points per inch of thickness and hardness 10.
Type of Noqual Item / Item Cost Modifier
Light armor +4,000 gp
Medium armor +8,000 gp
Heavy armor +12,000 gp
Shield +2,000 gp
Weapon or other items +2500 gp
M Ifrit Sorcerer 14 | HP 92/92 | AC 15 | T 14 | FF 12 (with mage armor 19 / 14 / 16) | CMD 19 | Fort +11 | Ref +10 | Will +12 | Init +9 | Perc +13
Sorry for such utter slacking - family, don't ya know? Am about to get on a plane, so will be offline for a while, may manage some posting tonight.
Male Elf--Drow (Jamleus) Wizard 14| HP 80/80 | AC 15 | T 15 | FF 11 | CMD 22 | Fort +7 | Ref +10 | Will +11 | Init +4 | Perc +20 | Sense Motive +18 |Effects: Mage Armor +4 AC
I guess Jametor will not have anything made. Having a melee weapon made with it seems to be a waste for him.
You could have something made and give it away.
Male Elf--Drow (Jamleus) Wizard 14| HP 80/80 | AC 15 | T 15 | FF 11 | CMD 22 | Fort +7 | Ref +10 | Will +11 | Init +4 | Perc +20 | Sense Motive +18 |Effects: Mage Armor +4 AC
Well if someone can use two things, like two daggers? I could do that.
Male Elf--Drow (Jamleus) Wizard 14| HP 80/80 | AC 15 | T 15 | FF 11 | CMD 22 | Fort +7 | Ref +10 | Will +11 | Init +4 | Perc +20 | Sense Motive +18 |Effects: Mage Armor +4 AC
So I started working on Leveling to 7, in case it happens in the middle of the day. I took Improved Familiar and switched to a Mephit. I am starting to think maybe I should take Spell Pen to add more to my rolls since it seems we are facing a lot of SR.
Female Halfling Rog 3 / Sorc 4 / AT 7 [ HP 94/94 (0 NL) | AC 21 Tch 17 FF 16 | Fort +9* Ref +16* Will +14* | CMD 21 | Init +5 | Perc +16 | Effects: none ]
But what about Swiftwing?!!!
Not a bad idea.
What flavor of mephit?
Male Elf--Drow (Jamleus) Wizard 14| HP 80/80 | AC 15 | T 15 | FF 11 | CMD 22 | Fort +7 | Ref +10 | Will +11 | Init +4 | Perc +20 | Sense Motive +18 |Effects: Mage Armor +4 AC
Ice. To offset the amount of fire in the room.
Has Swiftwing transformed into something else or did you dismiss her?
Female Halfling Rog 3 / Sorc 4 / AT 7 [ HP 94/94 (0 NL) | AC 21 Tch 17 FF 16 | Fort +9* Ref +16* Will +14* | CMD 21 | Init +5 | Perc +16 | Effects: none ]
Male Elf--Drow (Jamleus) Wizard 14| HP 80/80 | AC 15 | T 15 | FF 11 | CMD 22 | Fort +7 | Ref +10 | Will +11 | Init +4 | Perc +20 | Sense Motive +18 |Effects: Mage Armor +4 AC
I would dismiss her and the feat allows me to get a new familiar with no cost. The mephit as the ability to use scrolls and wands, so there is that. I might switch to something more martial though. Gives me some protection and a flanking buddy for folks.
Female Halfling Rog 3 / Sorc 4 / AT 7 [ HP 94/94 (0 NL) | AC 21 Tch 17 FF 16 | Fort +9* Ref +16* Will +14* | CMD 21 | Init +5 | Perc +16 | Effects: none ]
Anyone mind if I take the dex belt?
Male Elf--Drow (Jamleus) Wizard 14| HP 80/80 | AC 15 | T 15 | FF 11 | CMD 22 | Fort +7 | Ref +10 | Will +11 | Init +4 | Perc +20 | Sense Motive +18 |Effects: Mage Armor +4 AC
Rogue 14 [ HP 36/87 (0 NL) | AC 26 Tch 19 FF 20 | Fort +9* Ref +18* Will +10* | CMD 27, 29 vs steal | Init +9 | Perc +21, vs traps +32, trap spotter | Effects: Haste]
Fíriel Goldworthy wrote: Anyone mind if I take the dex belt?
No concerns here.
Rogue 14 [ HP 36/87 (0 NL) | AC 26 Tch 19 FF 20 | Fort +9* Ref +18* Will +10* | CMD 27, 29 vs steal | Init +9 | Perc +21, vs traps +32, trap spotter | Effects: Haste]
Regarding Noqual armor - when it says it is one category lighter than normal, I assume that does not mean that a rogue with light armor proficiency can use medium noqual armor without a proficiency penalty. Correct?
Technically you still need the proficiency. That's something they added in Pathfinder.
That said, since this is a 3.0 AP I could see playing it the old way.
|