| GM_Almonihah |
Unfortunately that requires the use of the still-broken Edit Campaign button.
| Dilwyn Blevins |
I don't think I'd really consider Dilwyn a tank. He can mix it up pretty well in melee, and he's got a bunch of hit points, but he relies heavily on limited resources in order to be effective at it (buffs like barkskin, shillelagh or wild shape) and he does it as much to extend his daily usefulness with his spells (which will be dramatically helped by his mythic abilities now) and to relieve some of the pressure off of other front-liners by getting in there and taking some hit point damage when they're getting low.
That said, he can possibly be made to function as a tank if necessary, although it wouldn't be my preference. Also, the Druid spell list isn't really great for healing. He can take up some slack, and a lot more of it thanks to the mythic ability to cast spells without using slots sometimes, but having someone that can do it more effectively would be helpful.
So, overall, I'd say we could probably do with a primary combatant and a character that's a capable healer. Or one character that's both and a character that's another primary or 6th-level spellcaster, perhaps arcane or psychic.
Of the gear, I'm interested in that blazing robe since I'm starting to keep flaming sphere prepared, and if I have it I'll probably prepare some more fire spells to diversify from electricity a bit going forward.
I can't find what the rejuvenation vine is, though. Is that unique to this campaign? It sounds kind of druid-y, so I might be interested in that, too.
Other than those two, there's nothing else I particularly care for. If we have some downtime, I can use the cash to make a whole bunch of scrolls, though. Get some utility, status removal and healing spells written down so that they don't need to take up spell slots during adventuring. I don't want to take all the cash, though, so what amount of cash do you guys think we should set aside for this? I can take that amount and use it as efficiently as possible. (As a note for scale, a level 1 scroll will cost 12.5 gp to make, level 2 costs 75 and level 3 (the highest I can go right now) costs 187.5)
| Iskender |
Ohhhhh! MW transformation is a Druid spell! Sweet! I’ve got some things to MW up if we have the money yet.
I have no objection about you taking those items.
I’m a fan of you making scrolls for utility spells.
Insofar as melee, as a Druid, Dilwyn’s ability to summon stuff works well with my bard song. Everything he summons gets bonuses to hit and damage, which is awesome for things with large numbers of attacks.
| Kit 'Skylark' Bridger |
So here is the total loot list:
Item Person
+1 Breastplate
+1 Dagger
+1 living steel heavy shield - Iskender
+1 Longsword
1 MW short spear,
2290gp
12 doses of Blood Flakes
2 clubs
2 potions of cure light wounds,
24 Spurs
3 daggers
3 potions CLW
3 suits masterwork studded leather
4 longbows,
4 scimitars,
4 sets of leather armor,
5 battleaxes,
5 Spur Rifles
7cp
80 arrows,
Blazing Robe - Dilwyn
Boro Bead (1st level)
Masterwork greatsword
Potion of Barkskin
preserving flask (2nd level)
Ring of Protection +1
I have a +1 Dagger already so if anyone wants that one. I also have Half-Plate which is better than the breastplate. I wouldn't mind the ring of P +1...
| GM_Almonihah |
The rejuvenation vine is unique to the setting, yes. It enhances natural healing for a few days.
| Iskender |
I propose:
Item Person
+1 Breastplate - sell 1250gp/2=625gp
+1 Dagger - Iskender (Everyone else has a magic dagger)
+1 living steel heavy shield - Iskender
+1 Longsword - sell 2315gp/2=1157.5gp
1 MW short spear - sell 301/2=150.5gp
2290gp
12 doses of Blood Flakes - ???
2 clubs - sell worthless
2 potions of cure light wounds - 1 each to Dilwyn and Iskender
24 Spurs - ???
3 daggers - sell 6gp/2=3gp
3 potions CLW - Kit
3 suits masterwork studded leather - sell 75gp/2=37.5gp
4 longbows - sell 300gp/2=150gp
4 scimitars - sell 60gp/2=30gp
4 sets of leather armor - sell 40gp/2=20gp
5 battleaxes - sell 50gp/2=25gp
5 Spur Rifles - ???
7cp
80 arrows,
Blazing Robe - Dilwyn
Boro Bead (1st level)- sell 1000gp/2=500gp
Masterwork greatsword - sell 350gp/2=175gp
Potion of Barkskin - Kit
preserving flask (2nd level) - sell 4000gp/2=2000gp
Ring of Protection +1Kit
Which I think leaves us with:
Item Person
+1 Dagger - Iskender (Everyone else has a magic dagger)
+1 living steel heavy shield - Iskender
12 doses of Blood Flakes - ???
2 potions of cure light wounds - 1 each to Dilwyn and Iskender
24 Spurs - ???(is this spur rifle ammo?)
3 potions CLW - Kit
5 Spur Rifles - ???
80 arrows,
Blazing Robe - Dilwyn
Potion of Barkskin - Kit
Ring of Protection +1Kit
And keep the rejuvenation vine.
7163gp
5sp
7cp
Is anyone proficient with spur rifles? Kit?
| Iskender |
I have a lute I’d like to make MW (95gp)
A whip I’d like to MW (300gp)
I have a couple other nonmagical things we can sell. My old rapier, etc.
Dilwyn, what scrolls would you make?
I propose 2000gp to get Kit’s axe made +1
What else do you guys want?
At some point I hope we’ll find more rings and amulets, and maybe light armor, but that shield helps me a lot on AC for now.
| Dilwyn Blevins |
So, if we have at least 6 days of downtime, I can make 2 scrolls each of faerie fire (1 minute duration), delay poison (3 hour duration), and remove disease. At half price that would be 550 gp of materials total. I can make more than that if we want, but that seems like a good starting point and there aren't as many good scroll-worthy spells on the druid list at levels 3- as I thought.
Also, I'm happy to prepare and cast as many masterwork transformation spells as needed during that time.
EDIT: altered my sheet to incorporate the rejuvenation vine, blazing robe and one potion of CLW
| Iskender |
Ok folks, let’s do this!
Item Person
+1 Dagger - Iskender (Everyone else has a magic dagger)
+1 living steel heavy shield - Iskender
2 potions of cure light wounds - 1 each to Dilwyn and Iskender
3 potions CLW - Kit
Blazing Robe - Dilwyn
Potion of Barkskin - Kit
Ring of Protection +1Kit
rejuvenation vine - Dilwyn
That leaves us with:
I also sold my extra crap and the 80 arrows. We seem to be crossbow users.
12 doses of Blood Flakes - ???
5 Spur Rifles - ???
24 Spurs - ???(is this spur rifle ammo?)
7173gp
10sp
7cp
We’ll spend:
550gp for Dilwyn’s scrolls
2000gp for Kit’s axe
395gp to MW my two items
What are the stats in those rifles, Spurs and blood flakes. If they’re useless we’ll sell them. We certainly don’t need 5 rifles!
Is anyone proficient with spur rifles? Kit?
We’ve now got:
4228gp
10sp
7cp
And the spur rifles stuff and blood flakes.
Are we all good to make the mods guys?
GM: any problem getting Kit’s weapon enchanted?
Any luck on new PCs? They’re likely not going to be from Golarion, so that could be fun for someone!
| Iskender |
Hey guys, way back here we found a +1 spur rifle and 15 spurs, whatever came of it? I think we still have it!
Also, in that same post, we were given stats for them as:
Spur Rifle - Exotic weapon proficiency, damage d6, crit 19-20/x2, range 80'
Although, no price for them.
Here Kit grabbed a regular spur rifle.
I just found those as I searched the game history.
Wait! Over here we got more info. 100gp each!
And regarding proficiencies, this was offered.
In summary, I believe we still have the ones we’ve been tracking, and a magic one.
If nobody wants them, then I say we sell them...
5 regular ones, and a +1 one will sell for a grand total of 1450gp. I’m just saying!
| Iskender |
I would consider Multiclassing to it, maybe a dip as a Mysterious stranger. The Bard/Gunslinger dip is well written about, and if this universe has even more guns, it might be a logical step for Iskender.
Hmmmm, researching old threads reminds me of this gem!
GM, what’s your current ruling on proficiencies and these space weapons. Would one of the Gunslinger’s, or Martial, or EWP, or just a Firearms proficiency cover down on some of them? The answer likely doesn’t affect my taking Bard 5, but it might affect my feat selection and future multiclassing choices.
| Kit 'Skylark' Bridger |
Everything sounds good. I had at one point thought about taking the exotic weapon proficiency feat to use the spur rifle, but I am not sure how useful that might be since I am always mixing it up in melee - especially since Dilwyn can provide excellent air support now!
I'll add the items to my inventory and clear out the party loot list.
I posted in the games that I run that we have openings, not sure if anyone reached out.
| GM_Almonihah |
Yeah, the spur rifles I would count as Firearms Proficiency. The spur rifles themselves are kind of pathetic, but you never know when you might find a worthwhile gun...
I don't know what those blood flakes are. Searching the PDF doesn't show anything by that name.
You're going to have over two weeks of downtime. You can certainly get some weapons enchanted and so forth in that time.
I have heard from one new PC, and I'm in conversation with another person about making a second.
| Iskender |
Yeah, the spur rifles I would count as Firearms Proficiency. The spur rifles themselves are kind of pathetic, but you never know when you might find a worthwhile gun...
I don't know what those blood flakes are. Searching the PDF doesn't show anything by that name.
If the blood flakes are superfluous crap, we can ditch them obviously.
Am I right in assuming that while any tech rifles and pistols we might find will use firearms proficiencies to wield effectively, they are not subject to the same drawbacks and benefits of rudimentary black powder firearms from Golarion right? They don’t attack touch AC within the first range increment, they don’t jam/break with alarming regularity?
These weapons won’t act funky, they attack AC as usual, and are reliable. Correct?
| GM_Almonihah |
Correct, they don't target touch AC but they don't have a misfire chance. It's possible you'll find a weapon that acts otherwise somewhere in the adventure path, but I haven't seen one in the parts I've read thus far.
| GM_Almonihah |
Still working on our new players. Anything you want to cover while waiting? I don't really want to start the new module until they're in place.
| GM_Almonihah |
You're in what's effectively a crossroads city, where there are portals to many worlds. Just about anything can be found for the right price here. (If it's particularly exotic run it by me, but you can pretty much buy anything in the rulebooks)
I'm still in discussions with a player talking about a psychic, but I haven't heard recently from the other player. I'll reach out to them again.
| GM_Almonihah |
Yes, I'm referring to the Paizo rulebooks, so yes, 1100 gp for a mithril shirt.
| Kit 'Skylark' Bridger |
A psychic? You mean someone that can let Kit know that if he drinks that next tankard of ale will mean the difference of him waking up in his own bed or in the street mud wrestling a chicken while naked?
| GM_Almonihah |
Oh dear. XD
Anyway, we've lost our possible fighter-type... but my brother and my wife would both like to join. My brother in particular was hoping to play some of his more unusual ideas, which I'll summarize as "lizardfolk in steam-powered armor" and "half-dragon berserker/natural weapon specialist".
On the one hand, now that you're here, it's the perfect excuse for strange characters to join you given the 'hub world' nature of the planet you're on. However, I realize that you didn't have such options when you started the game. So I wanted to ask, how would you feel about me letting him do something a bit more experimental/unusual like that?
| Iskender |
I don’t mind the idea of adding odder races at this point, it does make sense, but I cannot help but point out just how restrictive the original creation guidelines were.
I don’t know what steam-powered armor looks like.
| GM_Almonihah |
I know, which is why I'm asking if the three of you would be okay with the late arrivals having more freedom in character creation. I'm currently leaning towards "Sorry, but it wouldn't be fair to the original PC's".
| Dilwyn Blevins |
I feel similarly to Kit. I think I would have made Dilwyn the same way, or very similarly, regardless of the restrictions. In my experience there aren't a huge number of pre-written campaigns where the truly strange fit well. So I'd say go for it, just so long as they have a firm and explicable reason why they feel aligned with our plight and story arc. That's the part I care about the more than the mechanics of the build.
| GM_Almonihah |
I'll still probably work with him on toning down his ideas, but if you're okay with it I'd guess he'll go more for the draconic one.