DM Raltus Demon Slaying (Inactive)

Game Master Raltus

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Elf Sorcerer 7 / AC 14/*20-Mythic Mage Armor, Touch 12, Flat 13/*19-MMA / HP 19/52 / Init +7 / Fort +2, Ref +3, Will +7 (+2 vs Enchantments) / Perception +11

I could probably use some stuff, but would have to check. I am open to suggestions. I'm out for the day and will be back later in the evening.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

Daylight should cancel out any darkness. I would like for some of the full casters to have heightened daylight to come out first in any case, but as tink doesn't have the feat, there is only Balthazar left, but he has no 4th level spell slots.

Silver Crusade

Male Aasimar - Azata Blooded Paladin (Divine Hunter) 7/Marshall 2 of Erastil and Iomedae HP:91/91, AC 22, Touch 16 flat-footed 16: CMD 24, Perception +11 w/Darkvision: Fort +11, Ref +13, Will +8 (Immune to Disease and Fear, Resist Acid, Cold and Electricity 5)

The duration for daylight is long enough that we should be able to pre-cast it.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

The duration is 70min. But as you say, we don't know what kind of darkness this is. Daylight counters any magical darkness of equal or lower level. If I'd be able to cast it at 4th level it would counter any darkness, but no darkness spell would be able to counter the daylight and I would get guaranteed bright light in the room. So far we don't know and could end up in a still dark room, even with daylight active.

Silver Crusade

Male Aasimar - Azata Blooded Paladin (Divine Hunter) 7/Marshall 2 of Erastil and Iomedae HP:91/91, AC 22, Touch 16 flat-footed 16: CMD 24, Perception +11 w/Darkvision: Fort +11, Ref +13, Will +8 (Immune to Disease and Fear, Resist Acid, Cold and Electricity 5)

Yep.


Ratfolk Crafter 6 (HP 63)

Craft post 1

I am giving myself 8 hours of crafting the previous day.

Bracers of Falcon's Aim 4000GP
Cl 3rd

PREPARE THE VESSEL Spellcraft vs DC 23: 1d20 + 22 + 2 + 5 + 4 ⇒ (6) + 22 + 2 + 5 + 4 = 39
PREPARE THE VESSEL Spellcraft vs DC 23: 1d20 + 22 + 2 + 5 + 4 ⇒ (8) + 22 + 2 + 5 + 4 = 41
20 from ranks and skill focus and other. +2 from cooperative crafting, +5 Mythic Crafter Feat, +4 Arcane Builder Discovery.
Crit Success
Reduce cost by 25%
2000GP Per day

Cost=4000-0.25*4000-0.05*4000(spark of creation) = 2800GP

Random Challenge: 1d100 ⇒ 6
CHALLENGING CONSTRUCTION
One or more elements of your item's design are particularly difficult to execute.

Rely on Your Craftsmanship Craft (Armor) DC 20 + item's caster level, 23: 1d20 + 12 + 2 + 5 + 4 ⇒ (10) + 12 + 2 + 5 + 4 = 33
Rely on Your Craftsmanship Craft (Armor) DC 20 + item's caster level, 23: 1d20 + 12 + 2 + 5 + 4 ⇒ (18) + 12 + 2 + 5 + 4 = 41
+2 from cooperative crafting, +5 Mythic Crafter Feat, +4 Arcane Builder Discovery
Critical Success Challenge exceeded. –1 day, –10% cost.

Cost=2800-0.1*4000=2400GP

Finish The Item
Improvise Use Magic Device DC 18: 1d20 + 7 + 2 + 5 + 4 ⇒ (20) + 7 + 2 + 5 + 4 = 38
Improvise Use Magic Device DC 18: 1d20 + 7 + 2 + 5 + 4 ⇒ (11) + 7 + 2 + 5 + 4 = 29
+2 Co-operative crafting, +5 Mythic Crafter Feat, +4 Arcane Builder Discovery

Critical Success You complete the item with a masterful flourish. Reduce the item's cost by 10%.

Final Cost 2400 - 0.1*4000 = 2000GP
Final Time (2000 Gold per day, doubled to 4000 with crafting mastery, doubled to 8000 with cooperative crafting. But I Craft 25% faster meaning I complete 10 000 GP per 8 hours. So I take 4/10 of 8 hours which is 192 Minutes (3 hours and 12 minutes)
If you let me increase the DCs by 5 to accelerate crafting I instead get it done 1 hour 36 minutes.)

Azrael now at just under 9k.


Ratfolk Crafter 6 (HP 63)

Craft post 2

I am giving myself 8 hours of crafting the previous day. 96 Minutes gone.

Belt of dex +2 4000GP
Cl 8

PREPARE THE VESSEL Spellcraft vs DC 23: 1d20 + 22 + 2 + 5 + 4 ⇒ (6) + 22 + 2 + 5 + 4 = 39
PREPARE THE VESSEL Spellcraft vs DC 23: 1d20 + 22 + 2 + 5 + 4 ⇒ (15) + 22 + 2 + 5 + 4 = 48
20 from ranks and skill focus and other. +2 from cooperative crafting, +5 Mythic Crafter Feat, +4 Arcane Builder Discovery.
Crit Success
Reduce cost by 25%
2000GP Per day

Cost=4000-0.25*4000-0.05*4000(spark of creation) = 2800GP

Random Challenge: 1d100 ⇒ 52
INTRUSIVE SPIRIT

Your item's creation draws the attention of a wandering spirit with some affinity for the item.

Exorcise Spirit Knowledge (religion) DC 25: 1d20 + 11 + 2 + 5 + 4 ⇒ (7) + 11 + 2 + 5 + 4 = 29
Exorcise Spirit Knowledge (religion) DC 25: 1d20 + 11 + 2 + 5 + 4 ⇒ (20) + 11 + 2 + 5 + 4 = 42
+2 from cooperative crafting, +5 Mythic Crafter Feat, +4 Arcane Builder Discovery
Critical Success Item proceeds as normal but becomes an intelligent item of your alignment, and it likes you.

Cost=2800

Finish The Item
Improvise Use Magic Device DC 23: 1d20 + 7 + 2 + 5 + 4 ⇒ (18) + 7 + 2 + 5 + 4 = 36
Improvise Use Magic Device DC 23: 1d20 + 7 + 2 + 5 + 4 ⇒ (16) + 7 + 2 + 5 + 4 = 34
+2 Co-operative crafting, +5 Mythic Crafter Feat, +4 Arcane Builder Discovery

Critical Success You complete the item with a masterful flourish. Reduce the item's cost by 10%.

Final Cost 2800 - 0.1*4000 = 2400GP
Final Time (2000 Gold per day, doubled to 4000 with crafting mastery, doubled to 8000 with cooperative crafting. But I Craft 25% faster meaning I complete 10 000 GP per 8 hours. So I take 4/10 of 8 hours which is 192 Minutes (3 hours and 12 minutes)
If you let me increase the DCs by 5 to accelerate crafting I instead get it done 1 hour 36 minutes.)

Azrael now at ~ 11k. And has a sentient belt of dexterity.

If we don't want to go through the trouble of adding a sentient item, I have added another roll for random challenge below.
It is up to you and Raltus which you want to use.

Random Challenge: 1d100 ⇒ 54
INGREDIENTS DEVELOP QUASI-SENTIENCE

Somehow, one or more of your item's components have developed a limited intelligence.

Magically Force Ingredients into Order Spellcraft DC 15 + item's caster level (23): 1d20 + 12 + 2 + 5 + 4 ⇒ (17) + 12 + 2 + 5 + 4 = 40
Magically Force Ingredients into Order Spellcraft DC 15 + item's caster level (23): 1d20 + 12 + 2 + 5 + 4 ⇒ (4) + 12 + 2 + 5 + 4 = 27
+2 from cooperative crafting, +5 Mythic Crafter Feat, +4 Arcane Builder Discovery
Critical Success Spirit's release. –3 days, –5% cost, 1 perk.

Cost=2800-0.05*4000 = 2600GP

Perk: 1d100 ⇒ 37
Eager: The item always wants to be worn or held by its owner. The owner can draw an eager weapon or handheld item as a swift action, don eager armor in half the time, and don any other eager item as a swift action, though it takes twice as long as normal to remove eager armor and 1 full round to remove or stow any other eager item. The DC to disarm or steal an eager item increases by 5.

Final Cost = 2200GP.

~~~~~~~~~~~~~~~~~~~~~~~~~~~
So you can either have an inteligent belt for 2400, or an eager belt for 2200.
I would go for the intelligent one. It has a lot more room to add some fun RP into the game.

~~~~~~~~~~~~~~~~~~~~~~~~~~~
96 Minutes gone again.


Ratfolk Crafter 6 (HP 63)

Craft post 3

I am giving myself 8 hours of crafting the previous day. 192 minutes gone.

Efficient Quiver 1800GP
Cl 3rd

PREPARE THE VESSEL Spellcraft vs DC 18: 1d20 + 22 + 2 + 5 + 4 ⇒ (15) + 22 + 2 + 5 + 4 = 48
PREPARE THE VESSEL Spellcraft vs DC 18: 1d20 + 22 + 2 + 5 + 4 ⇒ (8) + 22 + 2 + 5 + 4 = 41
20 from ranks and skill focus and other. +2 from cooperative crafting, +5 Mythic Crafter Feat, +4 Arcane Builder Discovery.
Crit Success
Reduce cost by 25%
2000GP Per day

Cost=1800-0.25*1800-0.05*1800(spark of creation) = 1260GP

Random Challenge: 1d100 ⇒ 61
MAGICAL RESONANCE

The magical auras of several components thrum with a strange resonance whenever they are near each other.

Analyze the Cause Spellcraft DC 15 + item's caster level, 18: 1d20 + 22 + 2 + 5 + 4 ⇒ (8) + 22 + 2 + 5 + 4 = 41
Analyze the Cause Spellcraft DC 15 + item's caster level, 18: 1d20 + 22 + 2 + 5 + 4 ⇒ (17) + 22 + 2 + 5 + 4 = 50
+2 from cooperative crafting, +5 Mythic Crafter Feat, +4 Arcane Builder Discovery
Critical Success Resonant power revealed. –1 day, 1 perk.

Cost=1260GP

Perk: 1d100 ⇒ 67
Draconic: Determine a random type of chromatic or metallic dragon. The item has a sheen in the color of that dragon's scales, and grants its bearer 3 points of energy resistance against the damage type that dragon's breath weapon deals.

I will suggest we use the same type of dragon the chimera was.

Finish The Item
Improvise Use Magic Device DC 18: 1d20 + 7 + 2 + 5 + 4 ⇒ (18) + 7 + 2 + 5 + 4 = 36
Improvise Use Magic Device DC 18: 1d20 + 7 + 2 + 5 + 4 ⇒ (20) + 7 + 2 + 5 + 4 = 38
+2 Co-operative crafting, +5 Mythic Crafter Feat, +4 Arcane Builder Discovery

Critical Success You complete the item with a masterful flourish. Reduce the item's cost by 10%.

Final Cost 1260 - 0.1*1800 = 1080GP
Final Time (2000 Gold per day, doubled to 4000 with crafting mastery, doubled to 8000 with cooperative crafting. But I Craft 25% faster meaning I complete 10 000 GP per 8 hours. So I take 1.8/10 of 8 hours which is 86.4 Minutes
If you let me increase the DCs by 5 to accelerate crafting I instead get it done 43.2 minutes.)

Azrael now at ~ 12k.


Ratfolk Crafter 6 (HP 63)

Summary so Far:

235.2 Minutes. Call it 4 hours.

And then 2 options:

1:

Bracers of Falcons aim, at 2000gp
Belt of incredible dex, intelligent, at 2400gp
Efficient Quiver, draconic, at 1080gp

~~~~~~~~~~~~~~~~~

2:
Bracers of Falcons aim, at 2000gp
Belt of incredible dex, eager, at 2200gp
Efficient Quiver, draconic, at 1080gp

~~~~~~~~~~~~~~~~~

I think option 1 is the more fun and interesting option.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

Drumroll...

Now it get serious.


I will do an update tonight, I have to think about this

Silver Crusade

Male Aasimar - Azata Blooded Paladin (Divine Hunter) 7/Marshall 2 of Erastil and Iomedae HP:91/91, AC 22, Touch 16 flat-footed 16: CMD 24, Perception +11 w/Darkvision: Fort +11, Ref +13, Will +8 (Immune to Disease and Fear, Resist Acid, Cold and Electricity 5)

That was some damn cool crafting Tink. I now understand and appreciate your character build a lot more. I too would prefer the intelligent item. Sounds fun.


So you would be basically starting at the Entrance to the Curtain wall around the Citadel.

I would say it would take you 5 minutes to walk to the bridge, From there I assume Tink is going to work his magic as he wants to be close to where he thinks he is going.

SO if you are doing minute per lvl buffs I would wait till you get to the bridge and Tink is about to move you all.

Lynn your Day light spell is CL 4? Or based on your level?


Ratfolk Crafter 6 (HP 63)

I am glad my character concept is starting to come together too.
His whole schtick is to make everyone else as powerful as they can be.

My crafting might be slightly more expensive than 50% on this cheaper items, but once they get more expensive, and we start adding more challenges into the construction the likelyhood of the prices coming down, and them getting more perks and interesting abilities goes up dramatically.

~~~~~~~~~~~~~~~~

I am going to throw a post together this evening to get myself a ring of sustenance to give myself an extra 6 hours a day to churn out items.

I am also going to get a lesser rod of extend and widen spell. Heighten doesn't seem to get a rod.

~~~~~~~~~~~~~~~~

This is why I was asking people for fun items to craft.
Even if it isn't something quite within the rules, Raltus has been cool with making items parallel to the rules so far, like my rag of prestidigitation for Lynn.

I want to make Azrael some boots of speed so you can haste yourself. It has been difficult on one or two occasions to get a haste on everyone as we spread out to fight,

I am also going to look at adding some other fun abilities onto the items we have.
Like Bracers of the Merciful Knight perhaps.
Look at items that you always thought sounded cool but that couldn't compete with the big 6.
This goes for everyone. If you guys maintain active wishlists I can work towards getting them for you.

~~~~~~~~~~~~~~~~~~

Also Azrael, don't forget your draconic quiver :P. You need to confirm with Raltus which dragon it is.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Also, Azrael, might I suggest activating your Divine Bond as well?


Just occured to me.

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired – whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

You didn't see anything so you will need to be very descriptive in how you plan to end up where you want.

Also the second bolded Point.

1.Azrael
2.Lynn
3.Balthazar

4. SteelGate????

You cannot bring him since you cannot get to 12th level to bring him with you. I am not poo pooing your plan just thinking about it from the GM perspective


Ratfolk Crafter 6 (HP 63)

SteelGate is staying behind and watching Blue.

I will reply to the first point shortly.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

The not being able to act limits only the caster, as I understand it.

The thing with visualizing it is simply having the picture in your mind. And the magic sorts it out where that place is. There is nothing stated about gettign chances, if you visualize one specific of three identical privies to show up in the wrong one. That's the charm with the spell.


The Quiver would be from a White Dragon so 3 points of Cold

I like the idea of an intelligent belt, I will figure that out tonight as well.


Ratfolk Crafter 6 (HP 63)

Lynn basically beat me to it.

Dim Door says I need to be able to visualise.
Akashic communion gives me glimpses of what I would have seen had I gone to the akashic records.
I have had a vision of the room, from the spell, which lets me visualise the room for dim door.


I know I wasn't going to make you roll just wanted to see what you said for a description and where in the Room you "planned" to go


Ratfolk Crafter 6 (HP 63)

For description I was going to go along the lines of:

"Visualising the dark space that he saw from the last flash of vision Tink casts a spell."

In terms of where in the room, it would be wherever he experienced the vision from in the room.

Silver Crusade

Male Aasimar - Azata Blooded Paladin (Divine Hunter) 7/Marshall 2 of Erastil and Iomedae HP:91/91, AC 22, Touch 16 flat-footed 16: CMD 24, Perception +11 w/Darkvision: Fort +11, Ref +13, Will +8 (Immune to Disease and Fear, Resist Acid, Cold and Electricity 5)
DM Raltus wrote:


Lynn your Day light spell is CL 4? Or based on your level?

I fear it’s based on the spell leve unless Lynn has and used Heighten Spell. So I think that means it’s a level 3 spell.

Silver Crusade

Male Aasimar - Azata Blooded Paladin (Divine Hunter) 7/Marshall 2 of Erastil and Iomedae HP:91/91, AC 22, Touch 16 flat-footed 16: CMD 24, Perception +11 w/Darkvision: Fort +11, Ref +13, Will +8 (Immune to Disease and Fear, Resist Acid, Cold and Electricity 5)

Tink, good call to activate Divine Bond. Azrael will also activate his new bracers just before the Dim Door.


Elf Sorcerer 7 / AC 14/*20-Mythic Mage Armor, Touch 12, Flat 13/*19-MMA / HP 19/52 / Init +7 / Fort +2, Ref +3, Will +7 (+2 vs Enchantments) / Perception +11

I'd like anything that boosts Charisma :)


Ratfolk Crafter 6 (HP 63)

I am doing some test rolling to see how making a more expensive item would go. I am not actually making the item, just seeing how it would go.

Craft Muscle Flexing:

We are going to see what it would cost me, and how long it would take to upgrade Lynn's glaive to a +5 weapon (50 000gp - 2 000gp = 48 000GP Base cost.

"The process includes one additional challenge per 5,000 gp in the item's market price (minimum 1)"
So that's 10 Challenges

We are looking at a CL 9 here, for a +2 Impact Evil Outsider Bane weapon.

Challenge 1: 1d100 ⇒ 95
93–100 Class-specific challenge
Otherwordly aid/interference: 1d2 ⇒ 1
OTHERWORLDLY AID

Challenge 2: 1d100 ⇒ 31
29–32 Enticing offer

Challenge 3: 1d100 ⇒ 33
33–36 Fragile components

Challenge 4: 1d100 ⇒ 54
53–56 Intrusive spirit

Challenge 5: 1d100 ⇒ 34
33–36 Fragile components

Challenge 6: 1d100 ⇒ 20
17–20 Distracting visitor

Challenge 7: 1d100 ⇒ 45
45–48 Infested ingredients

Challenge 8: 1d100 ⇒ 62
61–64 Magical resonance

Challenge 9: 1d100 ⇒ 84
81–84 Sesquipedalian elucidation

Challenge 10: 1d100 ⇒ 18
17–20 Distracting visitor

Prep Vessel:

Prep vs DC 24: 1d20 + 22 + 2 + 5 ⇒ (9) + 22 + 2 + 5 = 38
Prep vs DC 24: 1d20 + 22 + 2 + 5 ⇒ (3) + 22 + 2 + 5 = 32
Crit Success
Reduce cost by 25%
2000GP Per day

Challenge 1:

Craft (Weapon) DC 29: 1d20 + 12 + 2 + 5 ⇒ (5) + 12 + 2 + 5 = 24
Craft (Weapon) DC 29: 1d20 + 12 + 2 + 5 ⇒ (11) + 12 + 2 + 5 = 30

Success Effective Aid. –3 days, –5% cost, 1 quirk.

Challenge 2:

Spellcraft DC 29: 1d20 + 22 + 2 + 5 ⇒ (4) + 22 + 2 + 5 = 33
Spellcraft DC 29: 1d20 + 22 + 2 + 5 ⇒ (20) + 22 + 2 + 5 = 49

Critical Success It actually worked! –1 day, –5% cost, 1 quirk.

Challenge 3:

Craft (Weapon) DC 24: 1d20 + 12 + 2 + 5 ⇒ (6) + 12 + 2 + 5 = 25
Craft (Weapon) DC 24: 1d20 + 12 + 2 + 5 ⇒ (5) + 12 + 2 + 5 = 24

Success Undamaged components. No adjustment.

Challenge 4:

Knowledge (religion) DC 25: 1d20 + 11 + 2 + 5 ⇒ (6) + 11 + 2 + 5 = 24
Knowledge (religion) DC 25: 1d20 + 11 + 2 + 5 ⇒ (8) + 11 + 2 + 5 = 26

Success No adjustment for exorcising the spirit

Challenge 5:

Craft (Weapon) DC 24: 1d20 + 12 + 2 + 5 ⇒ (2) + 12 + 2 + 5 = 21
Craft (Weapon) DC 24: 1d20 + 12 + 2 + 5 ⇒ (1) + 12 + 2 + 5 = 20

Failure Damaged components. +1 day, +5% cost.

Challenge 6:

Diplo DC20: 1d20 + 7 + 2 + 5 ⇒ (20) + 7 + 2 + 5 = 34
Diplo DC20: 1d20 + 7 + 2 + 5 ⇒ (16) + 7 + 2 + 5 = 30

Critical Success Unexpected helpfulness. –1 day, –5% cost.

Challenge 7:

Appraise DC 25: 1d20 + 15 + 2 + 5 ⇒ (15) + 15 + 2 + 5 = 37
Appraise DC 25: 1d20 + 15 + 2 + 5 ⇒ (16) + 15 + 2 + 5 = 38

Critical Success Seller's market. –5% cost.

Challenge 8:

Spellcraft DC 24: 1d20 + 22 + 2 + 5 ⇒ (6) + 22 + 2 + 5 = 35
Spellcraft DC 24: 1d20 + 22 + 2 + 5 ⇒ (16) + 22 + 2 + 5 = 45

Critical Success Resonant power revealed. –1 day, 1 perk.

Challenge 9:

Linguistics DC 24: 1d20 + 11 + 2 + 5 ⇒ (20) + 11 + 2 + 5 = 38
Linguistics DC 24: 1d20 + 11 + 2 + 5 ⇒ (11) + 11 + 2 + 5 = 29

Critical Success Master of erudition. –3 days, –5% cost.

Challenge 10:

Diplo DC20: 1d20 + 7 + 2 + 5 ⇒ (1) + 7 + 2 + 5 = 15
Diplo DC20: 1d20 + 7 + 2 + 5 ⇒ (5) + 7 + 2 + 5 = 19

Failure Distracted. +1 day, 1 quirk.

Finish The Item:

UMD 24: 1d20 + 7 + 2 + 5 ⇒ (19) + 7 + 2 + 5 = 33
UMD 24: 1d20 + 7 + 2 + 5 ⇒ (2) + 7 + 2 + 5 = 16

Success You have completed the item.

Total Results:
Cost: -5% (trait) -25% -5% -5% -0 -0 +5% -5% -5% -0 -5% -0 -0 = 50%
Time = 48 000/8000 = 6 Days -0 -3 -1 -0 -0 +1 -1 -0 -1 -3 +1 +0 = 1 Day
Quirks: 3
Perks: 1

If I get arcane builder (weapons) I get no failures, which removes both +1 days, and the +5%. It also makes me crit succeed on finishing.
So my cost comes down to 35% and I lose a quirk.

If I know I am going to be crafting for a day, and nothing else, I will prepare spells to assist with my crafing challenges, like fox's cunning, crafters fortune, and burn mythic power on surges.

In fact if I include surges, and bonuses to my rolls as I can get, I crit succeed at everything at the cost of daily resources. I could also spend some of my gold giving me items to boost rolls that might need it.

Maths:
For the diplo checks, my worst checks, I can get to: +7 +2 +5 +2 +4 +1d6, with arcane builder, a surge, and boosting cha. That gives me +21 minimum, +23.5 avg, for an avg roll of 34. Which crit succeeds the diplo check.

Magic Items That Would Help:

Circlet of Persuasion for UMD and Diplo, +3
Custom Skill Bonus item for craft skills: Bonus squared x 100 gp. A +5 Item would be 2500gp.
For the cost of the circlet I could get a +5 to diplo, and a +5 to UMD.
These are all competence bonuses so do not stack.

If I spend the remaining 4 hours after crafting for Azrael to get some competence boost items, I will be able to pass almost all checks, even on a 1. The UMD checks to finish the item are possibly my most difficult with only a +14 bonus, and dc =15+Item CL. I can get that to +19 though.

Important Question for Raltus how do you rule the spell Crafter's Fortune as effecting something like the umd check while finishing the item?

TLDR: Currently I do not have enough bonuses to be certain of not failing. But I can get a lot.


Ratfolk Crafter 6 (HP 63)

If I had the +5 Items, and burned my spells to boost checks, I could crit succeed at everything.

That would mean:
Cost = -5-25-10-5-10-5-10-5-5-0-5-5-10=90% Discount. But I can't drop it below 25%. So 25%.

That would cost me (assuming 50% cost on my competence items of which I need 4) 5000GP, plus a Use-activated or continuous crafter's fortune item (Spell level x caster level x 2,000 gp) = 2000GP (If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.) =1000GP

So 6000GP to get my crafting up to scratch.

Once Raltus answers the question in my previous post on Crafter's fortune I will start crafting my items.


Ratfolk Crafter 6 (HP 63)

If I put them all on the same item and make it slotless:

2500Gp market cost for each competence bonus.
1000Gp for the continuous crafters fortune

So it would be 2*2500 + 2*2500*0.75 +2*2500*0.5 +2*2500*0.5 +2*1000*0.5 = 14750
Cost to craft is then 7375. And this floats around me as an ioun stone. Or otherwise does not take up a slot.


Crafters Fortune?

Do you mean this spell? I would say as written it doesn't help you out at all, since you are not making craft rolls you are doing it all via spellcraft right?

In the case that you are using a craft skill then it will only affect YOUR NEXT as in only 1 then the spell expires as per the wording in the spell.

Azrael belt intelligence.
Link to the page

Alignement: 1d100 ⇒ 99
Belt Cost is 2400 so +1 to ego
Int 10
Wis 10
Cha 10
Can See/Hear within 30’
Speaks Common


Ratfolk Crafter 6 (HP 63)

Thats cool.

I interpret it as only effecting skill checks like craft (weapons).
I have seen some GM's say it effects all skill checks made while crafting.

If I make a use activated, continuous crafter's fortune item, every time it expires due to use it is effectively re-cast.

That's fine. I will just need to possibly cast some other spells to help with the diplo and UMD. Or just make a bigger and better competence bonus on those skills.


You could probably make a x/day use item like a rod that allows you to use it 3 times a day


Ratfolk Crafter 6 (HP 63)

Are you saying I can't make a continuous version because the spell expires when you get the benefit?

If that is what you are saying I can understand that.

Otherwise I am confused as to why you are suggesting a version with charges over a version that is continuous.

If it is for balance reason I could understand that too.


I would say if it is continous then it has to be attuned to only 1 craft skill.

If you make an X/Use per day you can use it on any.

To me that makes the most sense and balances it


Ratfolk Crafter 6 (HP 63)

That's perfect. I will do a 5 charges per day then, if that's fine by you?


Sure, what are you thinking pricing wise?

Maybe this?

The standard is just over 5k, makes sense since you are "extending" a skill?


Ratfolk Crafter 6 (HP 63)
Tink_ wrote:

If I put them all on the same item and make it slotless:

2500Gp market cost for each competence bonus.
1000Gp for the continuous crafters fortune

So it would be 2*2500 + 2*2500*0.75 +2*2500*0.5 +2*2500*0.5 +2*1000*0.5 = 14750
Cost to craft is then 7375. And this floats around me as an ioun stone. Or otherwise does not take up a slot.

Pricing as per the table slightly below here.

Skill bonus (competence) Bonus squared x 100 gp Cloak of elvenkind
That is the cost for each of the +5 competence bonuses I want to build.
+5 to diplo, +5 umd are the important ones for now.

The cost for each is 5^2 = 25 *100 = 2500

For the crafters fortune bit:
Use-activated or continuous Spell level x caster level x 2,000 gp2 Lantern of revealing

It is a level 1 spell, with caster level 1, so base of 2000GP.

Charges per day Divide by (5 divided by charges per day)

2000 / (5/5) = 2000GP

If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.

The duration is 24 hours. Therefore we divide that by 2.

1000GP. I can see the argument that it doesn't really have a duration as the spell only really does anything on a single check. So it would stay 2000GP.

Multiple Similar Abilities: For items with multiple similar abilities that don’t take up space on a character’s body, use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus 1/2 the value of any other abilities.

An item that does not take up one of the spaces on a body costs double.

2*2500 + 2*2500*0.75 + 2*2000*0.5 = 10750 or 9750 depending on if the cost is halved for the duration of the spell.

That is for a slotless item with all of the abilities to help me while I craft.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

If we think that the use activated item (2000) for crafter's fortune is too cheap, I can make a wand for 750 instead.

I think it might be too cheap. A circlet of persuasion gives a +3 competence bonus on all charisma checks and costs 4500. Now that does have some major impact.

All crafters fortune does is boost craft. All craft does is let me craft. So it is worth less than a bonus on ALL charisma based checks. But I think it might be worth more than 2000GP.

I can only use each daily use to effect 1 craft check, so each charge is effectively a single +5 bonus to a single skill for a single use.
This is very close in what it does to the +5 competence bonus from a basic item.
That is costed at 2500GP. So maybe, due to the extra versatility of having it be able to effect multiple checks, but also with the restriction of it being 1 check per charge, we cost it at 3000GP?


Your reasoning is sound, I was just comparing it to a rod since that is what I could see it being crafted into.

3000gp is good for me, since as you say it is only good for 1 thing as the spell is so limited to what it can do and it is non combat


Ratfolk Crafter 6 (HP 63)

Coolio.

I will set about crafting that in bits and pieces in a short while.

I think I will start with the UMD check bonus, then the diplo bonus, and end with the craft bonus.


Ratfolk Crafter 6 (HP 63)

Daylight counters deeper darkness.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

I checked the spoiler.
That's why I hinted at the active daylight spell.


only if the spell level is higher

Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.

that is why I asked, Lynns spell level is 3, the casters level is much higher than that


Ratfolk Crafter 6 (HP 63)

Does it have it as an SLA? Because it goes of of spell level, not caster level.


It was not cast by the present creature, the one in the room can do it yes but right now the spell in the room is much higher in level


Ratfolk Crafter 6 (HP 63)

I am curious as to how long ago it was cast?


Just before the Mass Horde of Demons left, about a week.

Just as a FYI not every spell or interaction I am doing is to screw people over. This spell was made permanent despite not being on the official lists, at the bottom it says that the GM can add other spells. This is one that was in the book


Ratfolk Crafter 6 (HP 63)

Thats cool. I just like knowing what is going on from a meta perspective.


You could always burn to get Greater Dispel Magic, then do the Area :)


Ratfolk Crafter 6 (HP 63)

I could do that.
Is that the perception you want us to beat with stealth?

Is that to pinpoint or to know we are in the room?
Lynn is currently at a +40 to know her location
I am +60

To know we are in the room it is +20 and +40 respectively.


That is his perception once seeing the rift open and yes he can see in this darkness.

why +40 from not moving and inside the sphere?


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

I wonder, what the summons say to deeper darkness :P

Wouldn't be the first time an AP screwed things up.

Someone else joining the search?


Ratfolk Crafter 6 (HP 63)

From Invisibility the spell

"Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving."

From the invisibility special ability

"It’s practically impossible (+20 DC) to pinpoint an invisible creature’s location with a Perception check."

So +20 to pinpoint, +20 for moving while invisible.

There is a table here under the invisibility section that stipulates some of the dc modifiers that apply to pinpointing an invisible creature.

Base DC to pinpoint is +20, if using stealth is +20 + stealth in addition, if stationary is another +20.

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