Edric 'Godly'
|
Generally that person runs a deficit. So if someone wanted the luck stone now, they'd give up 4,600 of the next loot share. Or people could give their money up.
Say Mera wants the luckstone. Kioshi and Edric could both 'lend' her 2,300 of their shares to give her the 10,000 she needs. Then next time there is loot to split Mera would repay Kioshi and Edric from her share, ending up down 4,600 on the second split. So it would balance out over two (or possibly more) splits.
| Tal Bernard Mainz |
How do you suggest then that we keep track of that and still allow people to make small purchases if they have a negative balance
Edric 'Godly'
|
Rounding usually works. Or people just have to wait on purchases. Things like potions and scrolls are generally useful for the group anyway.
Taking my previous example, if Mera finds that she wants a scroll of something, then she either needs to borrow more from someone or (if she wants it for the party benefit) then the whole group could chip in.
| Mera Wist-Thrune |
Seems like an ideal time to rebuild Mera. I'm thinking of retooling her as a rogue. I'm not so sure you see too many rogues with 19 charisma, but hey, we'll figure it out!
| Richard Holysmith |
Well, Mera is certainly the "face" of the group.
As a side note, the Feat I'm taking is Improved Familiar. Sherix will become a Lyrakien.
When I originally made Richard for another game, he started at level 7. Sherix as a Lyrakien was built in. The game never started (the GM left before our first combat) so I brought him here.. at a lower level.
Now Richard and Sherix are back again!
I'll figure out the other details later.
| Tal Bernard Mainz |
Edric i think your idea will work fine. For this time though can we go with what I have posted and we can work on it together from here. The spreadsheet is available for all to edit so you can go in as well for future edits if you want. That means Mera gets her +2 cloak and everyone gets 4720.
Mera I like having rogues with high charisma. So many options available.
Will update Tal once I get home to my computer.
| Tal Bernard Mainz |
Level 7 fighter
Hp: 10 +2con
8 skills: acrobatics, diplomacy, perception, stealth, craft armor, know local x2, survival
Feat: lunge
Bab: +1
Tower shield training: max dex +2 armor and shield, 4 less to armor check penalty.
Still looking at wishlist items to buy. Any word on price of the dais?
| Tal Bernard Mainz |
Also I would like to place an order for a +2 cloak and a hat of disguise at Edric or Kioshi fine retailers. I understand if Edric is working on Mera first though.
Kioshi Katsu
|
GM, Tal, Kioshi can create whatever wondrous item the group needs. His spellcraft is +16 so you guys can make the rolls depending on the time we have GM.
Edric 'Godly'
|
I'm planning to take Improved Familiar too, although I think Edric had better take a Cassian Angel (assuming the GM will allow that? The angel itself if NG but the rules say only an LG caster can have one).
| Sherix |
Angel duo! High five- oh wait, Cassians lack hands.
| Tal Bernard Mainz |
Well I will look at the item creation rules and see if there is a price for it . Otherwise whatever you wish to call it RichD is fine with me. We can just round it off as 1000gp per player or something like that. Or better yet exchange it at the church for a scroll of resurrection. That way it does not influence our wealth directly but does give us a chance at bringing one of us back should we need it.
| Tal Bernard Mainz |
Also Tal will pick up a potion of fly, potion of bark skin, potion of darkvision if they are available.
That pretty much is the extent of my purchases for now.
| Richard Holysmith |
Richard is level 7.
Richard level 7 Bard (Duettist)
BAB +1 (now 5)
Inspire Competence +3
HP: 8 Bard + 3 Con
Skills: 6 + 1 Int + 1 Human + 2 Campaign
Par 5
Escape Artist (now +10)
K Planes (now +9)
K Religion (now +9)
Linguistics (now +7)
Perception (now +11)
Perform (Acting) (now +15)
Perform (Oratory) (now +14)
Spellcraft (now +9)
Stealth (now +10)
UMD (now +14)
Versatile Performance increases these effective skills:
Bluff (now +15)
Diplomacy (now +14)
Sense Motive (now +14)
Linguistics gives a new language.
- Abyssal
2 more rounds of bardsong (now 27)
Feat: Improved Familiar
Spells, level 3 UNLOCKED
1 + 1 spell per day
New spells known
1 1st
Comprehend Language
2 3rd
Good Hope
Charm Monster
TODO: Improved Familiar
I need to level up Sherix, but I'll do that later.
| Sherix |
Finally, done. I forgot how much time it takes to convert a monster entry.
Hit Dice: 7
HP: Half of Richard's (41 HP)
Attacks: Uses master's BAB of 5
Saving Throws: Uses best bases for
Outsider 3: 3 3 3
Bard 7: 2 5 5
Sherix use: 3 5 5
Skills: Use best ranks.
Skill name - Lyrakien's ranks - Richard's ranks = Final Rank
Acrobatics 6 - 0 = 6
Bluff 3 - 0 = 3
Diplomacy 6 - 3 = 6
Fly 4 - 0 = 4
Knowledge (Nature) 6 - 0 = 6
Perception 3 - 6 = 6
Perform (Percussion) 6 - 0 = 6
Spellcraft 3 - 5 = 5
Stealth 1 - 5 = 5
Acrobatics 4 Dex + 6 ranks = 10
Bluff (3 Outsider + 5 Cha + 3 ranks = 11) (Versatile Performance, Acting) 15
Diplomacy (5 Cha + 6 ranks = 11) (Versatile Performance, Oratory) 14
Disguise (Versatile Performance, Acting) 14
Fly 4 Dex + 8 Perfect + 4 ranks = 16
Knowledge (Nature) 2 Int + 6 ranks = 8
Perception 3 Outsider + 3 Wis + 6 ranks = 12
Perform (Percussion) 5 Cha + 6 ranks = 11
Sense Motive (Versatile Performance, Oratory) 14
Spellcraft 2 Int + 5 ranks = 7
Stealth 3 Outsider + 4 Dex + 8 Size + 2 ranks = 17
Feats:
Agile Manuevers
Improved Initiative
Natural Armor +4
Min Int 9
Alertness
Improved Evasion
Share Spells
Empathic Link
Speak with Master
Deliver Touch Spells
Duettist
Versatile Familiar
Performing Familiar (Can use Bardic Performance, costs 2 rounds)
Speed 30 ft, fly 80 ft (Perfect)
Melee slam +4 (1d2–3)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks starlight blast
CMB +7; CMD 14
Spell-Like Abilities (CL 3rd; concentration +8)
Constant—detect evil, detect magic, freedom of movement
At will—dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)
1/day—cure light wounds, lesser confusion (DC 16), silent image (DC 16)
1/week—commune (6 questions, CL 12th)
Starlight Blast (Su) As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their alignment deviates from chaotic good. For example, a chaotic neutral or neutral good creature would take 1d4+1 points of damage, a neutral creature would take 1d4+2 points of damage, and a lawful evil creature would take 1d4+4 points of damage. A DC 12 Reflex save negates this damage. Chaotic good creatures are unaffected by this ability. The save DC is Constitution-based.
Traveler’s Friend (Su) The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien’s performance—doing so removes the effects of exhaustion and fatigue from the listener.
Languages Celestial, Draconic, Infernal; truespeech
Str 5, Dex 19, Con 12, Int 14, Wis 17, Cha 20
AC 20, touch 16, flat-footed 16 (+4 Dex, +2 size, +4 Natural Armor)
DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10
Senses darkvision 60 ft., detect evil, detect magic, low-light vision
| Mera Wist-Thrune |
Ok... Almost done with Mera. I have two more talents and one more feat to get into her. Any suggestions?
Niko suggested Befuddling strike, charmer and spell storing all of which are great options.
| Tal Bernard Mainz |
Do you want to strengthen a weakness or add to a strength?
Looking over you sheet now to get ideas
| Tal Bernard Mainz |
Bladed Brush...never heard of that one. Interesting. Where is there one from?
| Mera Wist-Thrune |
Paths of the Righteous.
I don't think I need more strength, I'm thinking survivability.
Kioshi Katsu
|
Hi guys, I’ll only be able to level to 7 mid next week. Hope that is fine.
Happy Easter!
| Richard Holysmith |
Mera,
For survivability, I'd suggest Great Fortitude, Toughness or Combat Reflexes. If you're going into melee with a glaive the last thing you want is to get nauseated or poisoned or level drained. Mera seems like the type to have quick reflexes.
Some talents I would suggest:
- Emboldening Strike
- Obscuring Blow
- Fast Stealth
- Favored Terrain (Urban)
| Tal Bernard Mainz |
If you are thinking of staying in melee then yes toughness is ok. Are you thinking to be more mobile and skirt the fringes of combat then take mobility to get spring attack.
Survivability would be befuddling strike, fast get away, resiliency, slow reactions or trap spotter talent.
Feats fortified armor training, great fortitude, iron will, lightning reflexes, improved init, toughness,
| Mera Wist-Thrune |
Alright, I think spring attack sounds fun, so I dropped piranha attack for now and took mobility and spring and will look at piranha later. Mera is finally ready.
Regarding traps, Edric told me he is handling the trap stuff so that is why I swapped it out.
| Tal Bernard Mainz |
So while we are at it should we think about tactics for upcoming fights. It seems like a natural combo or Tal holding a position and allowing Mera to flank. Besides that Richard has the bardic inspire now but what else are you thinking of doing Richard?
Edric and Kioshi are you thinking buff spells, debuff spells, aoe spells? Who is going to take care of archers or ranged attackers?
Just has some time to think about it so no pressure on any one taking a definitive role. I could see Richard picking up a nice bow though and be the switch hitter in the group
Edric 'Godly'
|
Edric has access to every cleric spell ever so he can do almost anything. AC is awful though so bad touch is out, classic buff is probably the way to go for me - I can channel against almost anything evil as well so that should help.
Kioshi Katsu
|
Kioshi will haste and use whatever tactic you guys want. He’s mobile because of dimensional slide.
| Richard Holysmith |
Richard can always multitask since Sherix can inspire courage. He can use his whip to trip and disarm, although we're at the levels where CMD will climb quickly.
I am thinking of getting Sherix a tiny bow and some armor so she can do ranged shenanigans.
One advantage of Delhaven was the tight corridors and hallways we fought in- Tal made an easy chokepoint.
| Tal Bernard Mainz |
Exactly Richard which is why I am concerned about future fights and getting ambushed in the streets or more wide open areas. All 3 books so far have been mostly close quarters fighting. Are we equipped to handle other things. I have 3 javelins but might need to pick up more. Have a set of 10 or so. Of course that is the reason I wanted a potion of fly as well to try and limit some of those inadequacies. An adamant one weapon might be nice at some point as well.
Any other suggestions would be appreciated as we are at the level when we could really run into about anything.
| DM RichD |
Ok...The next adventure will start a few weeks after you leave Delvehaven. Please finish leveling up, buy what you need to buy and craft what you need to craft and when ready, we will pick up with our heroes two weeks after Delvehaven.
Please mark ready in this thread when you want to continue on and let me know what you bought/crafted.
| Tal Bernard Mainz |
Crafted items are the cloak of resistance +2 and hat of disguise. Purchase potions are fly, darkvision and barkskin.
Are we allowed to retrain as well during downtime? If so I would switch our saving shield for combat reflexes.
Also earnings from blacksmith is 3.8gp per day x14 = 53.2
Will also sell my mw full plate for 825gp
Ready pending retraining.
| Tal Bernard Mainz |
Thanks! Thought combat reflexes would pair nicely with lunge feat. Also if I am using lunge then I won't have the immediate action available to use the saving shield feat.
ready with the purchase of 7 more javelins!
| Mera Wist-Thrune |
Edric - Anything you can craft Mera to help with her AC a bit by chance? She's got about 3k on hand I believe.
| Tal Bernard Mainz |
ring of protection and amulet of natural armor would cost a total of 3000gp once crafted. That would give you 2 more AC. IT would take 4 days of crafting and leave you with still 1000gp remaining.
| Mera Wist-Thrune |
Good plan, thanks Tal!
Edric, chop chop! That's a good lad.
Kioshi Katsu
|
Thanks GM. I need unil Friday to complete my char sheet.
| Richard Holysmith |
If the GM doesn't mind, I can rebuild Richard into a more archer-focused build. I'll have to swap out my feats, but it can work.
| Tal Bernard Mainz |
Please don’t change feats or anything I was just looking at potential weaknesses and how to overcome them. Flying or ranged opponents seem to be the biggest weakness that I see.
| Tal Bernard Mainz |
Nice dilemma there RichD. This will get interesting quick
| Sherix |
I know crafting can get difficult (it always does), so you can put Sherix at a low priority.
Hey GM, is it possible to buy a Tiny Masterwork Longbow? Doesn't look like I can visit a normal blacksmith and pick one up.
| Richard Holysmith |
Well, this is a fun dilemma! Nice way to handle this invisibility stone issue.
| Tal Bernard Mainz |
Armor is 50gp equals 500sp.
MW portion is 150gp = 1500sp.
Dc is 10+4 for chainshirt +10 for quicker construction is a 24.
Mw is dc 20.
EXPERT BLACKSMITHCR 4
XP 1,200
Dwarf expert 6
N Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 12, touch 10, flat-footed 12 (+2 armor)
hp 39 (6d8+12)
Fort +4, Ref +2, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
OFFENSE
Speed 20 ft.
Melee +1 warhammer +6 (1d8+2/×3) or mwk cold iron warhammer +6 (1d8+1/×3)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids
TACTICS
Before Combat If she has at least 4 minutes to prepare to defend her shop, the expert dons her masterwork breastplate.
During Combat The expert uses one of her warhammers in melee, but calls for help and tries to avoid combat.
STATISTICS
Str 13, Dex 10, Con 14, Int 12, Wis 11, Cha 6
Base Atk +4; CMB +5; CMD 15 (19 vs. bull rush or trip)
Feats Craft Magic Arms and Armor, Master Craftsman (Craft [weapons]), Skill Focus (Craft [armor, weapons])
Skills Appraise +10 (+12 to assess nonmagical metals or gemstones), Craft (armor, blacksmithing) +10, Craft (weapons) +15, Knowledge (history) +8, Knowledge (local) +9, Linguistics +7, Perform (sing) +7, Sense Motive +9
Languages Common, Draconic, Dwarven, Giant, Gnome, Halfling
Combat Gear oil of mending (5), potions of cure light wounds (2), potions of endure elements (2), acid (2), alchemist's fire (2), thunderstone; Other Gear leather armor, +1 warhammer, masterwork cold iron warhammer, masterwork breastplate (not worn), feather token (fan), block and tackle, chain (20 ft.), masterwork artisan's tools, 1,211 gp
A blacksmith enjoys talking about metal almost as much as working it. She is proud that her skill allows her to craft everything from mundane items to magic weapons.
JOURNEYMAN CARPENTER CR 2
XP 600
Half-orc expert 4
N Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 10, touch 10, flat-footed 10
hp 22 (4d8+4)
Fort +2, Ref +1, Will +3
Defensive Abilities orc ferocity
OFFENSE
Speed 30 ft.
Melee light hammer +4 (1d4+1)
Ranged light hammer +3 (1d4+1)
TACTICS
During Combat The expert uses the terrain to his advantage, including ladders and narrow ledges.
STATISTICS
Str 13, Dex 10, Con 12, Int 12, Wis 8, Cha 11
Base Atk +3; CMB +4; CMD 14
Feats Power Attack, Skill Focus (Craft [carpentry])
Skills Acrobatics +6, Bluff +5, Climb +6, Craft (carpentry) +11, Diplomacy +5, Disable Device +6, Escape Artist +2, Intimidate +9, Knowledge (engineering, local) +8, Perception +4
Languages Common, Orc
SQ orc blood, weapon familiarity
Combat Gear oil of mending (5), potions of cure light wounds (2), potions of spider climb (2); Other Gear light hammer, block and tackle, chain (20 ft.), crowbars (2), everburning torch, hammers (2), ladder, masterwork artisan's tools, bits and bridles (2), mules (2), pack saddles (2), wagon, 561 gp
A journeyman carpenter is skilled with a hammer, but tries to avoid violence except to defend himself and his family. Tools can be rebuilt or replaced, and he will not waste his life protecting mere objects.
The above stat block can be used for any journeyman whose trade requires skill and strength, such as a blacksmith, stonemason, or teamster. The stat block can also be used for older warriors in orc or hobgoblin tribes who are not as vigorous but are still able to fight.
| Tal Bernard Mainz |
Ok doing this the easy way... Tal will ensure the normal version of the armor is completed within the week as he has all 3 of his staff work on it. He then takes the armor to a cleric and had him pray over the armor passing the 150gp to turn it from normal to masterwork. Tal then brings back the armor when they meet with Areal again. He hands over the 50*.667=33 gp back to Sherix as the armor itself only cost 17gp.
[ooc]Too hard to figure out exactly how long with multiple people working different components and the master is worse than the apprentice. Go figure.
| Richard Holysmith |
Sounds like Tal is in favor of the trade.
Kioshi and Richard aren't.
Edric? Mera?
| Sherix |
It's a great idea, I really liked the potential opportunity. No idea is the best idea. I wonder how we will deal with this later...
Hey GM, any chance Sherix can buy a tiny masterwork longbow? Or failing that a tiny longbow?