| Zael the Archaeologist |
So we are clear, Zael is not following any tracks left by the man, trusting his companions to do that if they aren't headed toward his shop. Zael is operating on the assumption that Sanvil was probably not anticipating having to flee town with the possessions on his back, and presuming he will have to show up there sometime to get something. If neither end up being correct, he will just shrug and take all of his things for 'the greater good' and distribute them among his companions as they have need.
| GM Infinity |
Zael, jokes aside, your idea to find where Sanvil stays is not a bad one at all. Gather info and its crazy high time has burned me in the past as a player as well. You would think the Investigator class would have something built in to do it faster...there are a number of things out there that lower the time req (like traits, rogue archetypes iirc).
Anyways not trying to burn you guys with Sanvil or anything. He is more than double your level and casts, so it's just a big challenge. Not insurmountable though.
| Zael the Archaeologist |
It's my B-day by the way, so I probably won't be too active today. No promises either way, ;)
| Zael the Archaeologist |
Heh, appreciate it. I will check that one later on in case combat has circled back to me.
| Tarkov |
The map of the "desert" area seems to be incomplete trying to figure out how many potential places to hide there are without going through the black card doors.
| Krah of Rage |
At this point, we're in three different places and the quarry has gotten away. Why don't our characters rest up while Baine posts a few guards outside the pond for us?
| Tarkov |
Might be for the best, but he has used more resources than we have and gains more from resting.
Did he have backpack with him GM Infinity?
| GM Infinity |
Yes, I chopped off the part through the heavily locked door purple hair and team went through. The desert area is a symmetric circle. The only other thing not showing is the small living area where you fought the second ghelarn. The tracks led to where you are now, however, where the sand ends on the east side.
| Tarkov |
I guess we basically want to spend a couple of hours covering the entire area before the locked doors multiple times, and checking the locked doors for any signs of activity with Tess guarding the water essentially taking 20 on any possible hiding spots.
| Tarkov |
Is it just me or do we totally need to gaffer tape the stun gun to Krah's sword? Might need a rubber hilt covering though, or some such.
Can we get the value of the itmes please GM Infinity, not sure where to look them up.
| GM Infinity |
No problem, will take me a sec. They are all in the SRD, grenades in "technological gear", stun gun in "technological weapons" probably. The stun gun is actually a gun that fires projectiles, requires exotic firearms proficiency, etc. That reminds me, the neraplast is super sexy...need to get a pic up...
| Zael the Archaeologist |
So apart from the 1k each from the reward, what is our total from the last two trips to town?
| GM Infinity |
| Tarkov |
Okay so we should each have 2727gp from shared loot. We also each get 1000gp of the reward each - lets keep that separate for liquidity purposes.
Tarkov takes The Cloak of Resistance from that for 500gp
2 x Potions of Cure Light Wounds 50gp
2x Sunrod 1gp
Grippers* 50gp
601gp total
*Only if Krah does not want them, he has first dibs.
Plus 200gp from Gambling
All waterproof bags and clothing were purchased with starting gold.
So 1200gp from reward and gambling, 2126gp remaining share of party loot need 1850gp to purchase my Adamantine Greatsword. Need to see what everyone selects to see if we have enough "liquid" gold to complete the purchase.
| Tarkov |
So from items that I am fairly certain we have or will sell we should have 2251.16gp of coin. But I think Krah purchased his potions from his share so its probably a bit less. I would be surprised if we do not end up with much more than that though as I have been fairly conservative with what I counted as sold/sellable.
Can everyone try an go through the loot sheet and decide which items they want to keep and add their name by those items please?
Looks like I should be able to cash out enough to pay for Tarkov's adamantine sword if there are no objections?
| Tarkov |
Also just read several 1001 Uses For an Immovable Rod Threads and my conclusion is that its a really good doorstop, for some kinds of doors, and not the ones we have been encountering...
The only decent uses I have read should not really work, require silliness - like special order a super long one - or require 2 of them, or can be replicated by a cheap mundane item. It also weighs 5lbs which is pretty significant for something that we have yet to use.
I want to be persuaded to keep it, but I just cannot think of a situation where we would use it. Anyone?
| Krah of Rage |
So I've had a few ideas after speaking with the GM, but there's still a lot of different ways I can see Krah going with his next few levels. (If he survives.)
Obviously, I took a non-optimized route with a Gnome Bloodrager, but I'm trying to make the best of it because it's fun for me to play non-optimized combos. There's a few ways I can see this going.
1) I go full bloodrager and don't look back. I get reach and a few spells at level 4. At level 9, I dip a level of Oracle to get rid of fatigue.
2) I dip fighter one level to get an extra feat. I'm thinking combat reflexes to get more AoO to go along with the added reach.
3) I take a few levels dip in Ranger for a few extra skill points, favored enemy, and the bonus feat.
I don't want to take a non-full BAB class. Does anyone have any other ideas on possible progressions?
| Tarkov |
Brawler is a pretty strong dip 4 skill points per level, get a combat feat you qualify for for 1 minute with a move action 4 times a day, 4 skill points d10 hit die Improved Unarmed Strike. Probably where I am going with Tarkov for 2 levels. Ethereal foe? Take Arcane Strike (for Krah). Invisible? Blind Fight. In water? Aquatic Combatant. Lots of foes Combat Reflexes, etc. Galvanic Ranger is on flavour for Krah to, though not sure I would want to loose spell progression for it.
For Krah you might also consider the Mutagenic Brawler archetype, swaps out Martial Flexibility, the thing I was talking about above, but as a standard action you could give yourself a +4 to Str -2 Int for 10 minutes that stacks with bloodrage. You need an hour to prepare it and could only have one at a time, but generally it ought to be possible to use it a few times a day.
Also Dragon Disciple? You technically qualify, or you will. I would argue it is a very easy PRC to reskin especially for the early levels, Aberrant Avatar? Swap out Dragon Form and you are pretty much done. A good way for Krah to potentially go hulk and its a great Str boost.
Also crazy idea maybe, but Krah would not make a bad Mysterious Stranger Gunslinger if you wanted to build a switch hitter, full BAB decent skills, d10 hit die, free gun, etc. Sort of depend on whether guns are going to be particularly good in theis AP I guess, but even if normal opening up with a double barrlled musket then switching to your greatsword could be reasonably effective since you would be targeting touch AC.
| Tarkov |
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Forgot to include the wand in the loot calculations so we each get a share of 2585gp, not including the 1000gp each for the reward, and our liquid gold is 1683.16gp - though likely much higher once we decide what we are not keeping.
Should still be able to afford to get my sword, but might be tighter on the gold front.
| Zael the Archaeologist |
Placed my name by the things I had. Also noted what I spent my gambling share on.
Would someone mind doing a computation for me on what I have to spend over and above the 1k share? I remember being in the negatives after that first haul, given I took the mw tools and mw handcrossbow.
| Tarkov |
Zael from the items you claimed there looks like you have have claimed 420gps worth. So you would have 2165gp and the 1000gp reward.
| Zael the Archaeologist |
Dear lord that is a lot... even with the notion that I won't be able to spend it all in one go, that will require some serious gandering at the UE guide.
For leveling purposes, next level I get Keen Recollection (can attempt any knowledge check untrained) and my choice of talents from the Investigator's talent list:
Investigator Talent (Ex or Su): At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can be selected only once.
Investigator talents marked with an asterisk (*) add effects to an investigator's studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.
Alchemist Discovery (Ex): The investigator can select one of the following alchemist discoveries as an investigator talent: combine extracts, concentrate poison, dilution, elixir of life, enhance potion, eternal potion, extend potion, infusion, mutagen, and poison conversion. When selecting an alchemist discovery, he must be of a high enough level to qualify for that discovery, using his investigator level as his alchemist level to determine if he qualifies. This talent can be selected multiple times; each time grants a new alchemist discovery.
Amazing Inspiration (Ex): The investigator rolls a d8 as his inspiration die instead of a d6. If he has the true inspiration ability, he rolls 2d8 and adds both dice to the result. An investigator must be at least 7th level to select this talent.
Blinding Strike* (Ex): When the investigator deals damage with studied strike, the opponent must succeed at a Fortitude saving throw or be permanently blinded. A successful saving throw reduces this effect to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + 1/2 the investigator's level + his Intelligence modifier. This talent has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM's discretion). Blindness can be cured by heal, regeneration, remove blindness, or similar abilities. An investigator must be at least 17th level to select this talent.
Combat Inspiration (Ex): When an investigator uses inspiration on an attack roll or a saving throw, he expends one use of inspiration instead of two. An investigator must be at least 9th level to select this talent.
Confusing Strike* (Ex): When the investigator deals damage with studied strike, the opponent must succeed at a Fortitude saving throw or become confused for 1d4+1 rounds. A successful saving throw reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + 1/2 the investigator's level + his Intelligence modifier. Constructs, mindless creatures, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits are not affected by this ability. An investigator must be at least 19th level to select this talent.
Deafening Strike* (Ex): When an investigator deals damage with studied strike, the opponent must succeed at a Fortitude saving throw or be permanently deafened. A successful Fortitude saving throw reduces the duration of this effect to 1 round. The DC of this save is equal to 10 + 1/2 the investigator's level + his Intelligence modifier. This talent has no effect on deaf creatures. Deafness can be cured by heal, regeneration, remove deafness, or similar effects. An investigator must be at least 15th level to select this talent.
Device Talent (Ex): The investigator can use the Use Magic Device skill even if he's not trained in that skill. If the investigator is trained in Use Magic Device, he can use inspiration on any Use Magic Device checks without expending uses of inspiration.
Effortless Aid (Ex): The investigator can use an aid another action as a move action instead of as a standard action. An investigator can expend one use of inspiration to instead perform an aid another action as a swift action.
Eidetic Recollection (Su): An investigator can always take 10 on any of his Knowledge checks, even if he's in immediate danger or distracted. An investigator can expend one use of inspiration to take 20 on a Knowledge check, even if he's in immediate danger or distracted. An investigator must be at least 11th level to select this talent.
Empathy (Ex, Su): When attempting a Sense Motive check, the investigator makes two d20 rolls and takes the higher result. If an investigator uses inspiration on a Sense Motive check, he rolls his inspiration die twice and takes the higher result. Once per day, the investigator can expend one use of inspiration to target a single creature that he can see and hear within 30 feet. Upon doing so, the investigator detects the surface thoughts of the target's mind, as if he concentrated for 3 rounds while using the detect thoughts spell, unless the creature succeeds at a Will saving throw. The DC of this save is 10 + 1/2 the investigator's level + his Intelligence modifier. If the target fails, the investigator can continue to detect the surface thoughts of the target creature for a number of rounds equal to 1/2 his investigator level. An investigator must be at least 5th level to select this talent.
Expanded Inspiration (Ex): An investigator can use inspiration on any Diplomacy, Heal, Perception, Profession, or Sense Motive checks without expending a use of inspiration, provided he's trained in the skill.
Greater Combat Inspiration (Ex): Choose a single weapon type (such as sword cane or short sword). As long as the investigator has at least one use of inspiration in his inspiration pool, he no longer has to expend a use of inspiration to use inspiration on attacks made with this weapon. An investigator must have the combat inspiration investigator talent and be at least 19th level to select this talent.
Hidden Agendas (Ex): An investigator learns to obscure his thoughts and endeavors from prying eyes and even intrusive magic. When an investigator uses inspiration on a Bluff check to pass secret messages or on a Linguistics check to create forgeries, he can roll his inspiration die twice and take the higher result. In addition, the investigator can use inspiration on a saving throw against a divination spell or effect without expending a use of inspiration. An investigator must be at least 11th level to select this talent.
Inspirational Expertise (Ex): When an investigator succeeds at a Knowledge check to identify a monster's special powers or vulnerabilities, he can expend one use of inspiration as a swift action to grant allies within 30 feet that can hear him a +4 insight bonus on attack rolls against that monster or type of monster for 1 round. An investigator must be at least 7th level to select this talent.
Inspired Alertness (Ex): Whenever the investigator becomes flat-footed, he can expend one use of inspiration to ignore that condition. He must be conscious to do so, and must decide to do so when he becomes flat-footed. Using this ability doesn't require an action.
Inspired Intelligence (Ex): An investigator can use inspiration on any all Knowledge, Linguistics, or Spellcraft checks without expending a use of inspiration, even if he's not trained in that skill.
Inspired Intimidator (Ex): When the investigator succeeds at an Intimidate check to demoralize an opponent, he can expend one use of inspiration to automatically increase the result of the check by 5 for the purpose of determining the duration of the demoralize effect. He can choose to spend multiple uses of inspiration in this manner to further increase the duration of the demoralize effect. An investigator must be trained in Intimidate to select this talent. The underworld inspiration investigator talent has no effect on this talent.
Item Lore (Ex): An investigator can use Spellcraft to identify the properties and command words of magic items without needing to use detect magic or similar spells. An investigator must be at least 7th level to select this talent.
Perceptive Tracking (Ex): The investigator can use Perception instead of Survival to both find and follow tracks, using the same DCs given for the Survival skill (Core Rulebook 107). An investigator must be trained in Perception to select this talent.
Quick Study (Ex): An investigator can use studied combat as a swift action instead of a move action.
Repositioning Strike* (Ex): When the investigator deals damage with studied strike, he can perform a reposition combat maneuver as a free action against the creature damaged by studied strike. This reposition does not provoke attacks of opportunity. An investigator must be at least 13th level to select this talent.
Rogue Talent (Ex): An investigator can select one of the following rogue talents in place of an investigator talent: assault leader, black market connections, camouflage, canny observer, charmer, coax information, combat swipe, convincing liar, cunning trigger, deft palm, expert leaper, fast fingers, fast getaway, fast picks, fast stealth, firearm training, guileful polyglot, grit, hard to fool, hold breath, honeyed words, iron guts, lasting poison, ledge walker, major magic, minor magic, nimble climber, peerless maneuver, quick disable, quick disguise, quick trapsmith, resilience, rogue crawl, rope master, stand up, strong stroke, terrain master, trap spotter, or wall scrambler. Any talent effects based on rogue level use the investigator's class level. If the rogue talent has a prerequisite (such as the major magic rogue talent requiring the minor magic talent), the investigator must meet the prerequisite before selecting that rogue talent. This talent can be selected multiple times; each time, it grants the investigator a new rogue talent.
Sapping Offensive* (Ex): When the investigator damages a target of his studied combat, that creature cannot make attacks of opportunity for 1 round. An investigator must be at least 5th level to select this talent.
Sickening Offensive* (Ex): When the investigator damages a target of his studied combat, that creature is also sickened for 1 round. An investigator must be at least 7th level to select this talent.
Stealing Strike* (Ex): When the investigator deals damage with studied strike, he can perform a steal combat maneuver as a free action against the creature damaged by studied strike. This steal does not provoke attacks of opportunity. An investigator must be at least 13th level to select this talent.
Studied Defense (Ex): When an investigator with this talent uses studied combat, he can apply that ability's insight bonus to his AC against attacks made by the target of his studied combat instead of to his attack rolls against the target of his studied combat. (The insight bonus on damage rolls remains.) He must choose which type of bonus he gains when using studied combat, and it cannot be changed until he uses studied combat again. An investigator must be at least 9th level to select this talent.
Tenacious Inspiration (Ex): When an investigator rolls his inspiration die, he can roll twice and take the higher result. An investigator must be at least 13th level to select this talent.
Toppling Strike* (Ex): When the investigator deals damage with studied strike, he can perform a trip combat maneuver as a free action against the creature damaged by studied strike. This trip does not provoke attacks of opportunity. An investigator must be at least 9th level to select this talent.
Unconventional Inspiration (Ex): An investigator with this talent can pick any one skill. He can add his inspiration die to checks attempted with that skill without expending a use of inspiration.
Underworld Inspiration (Ex): An investigator can use inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending a use of inspiration, provided he's trained in the skill.
There are a few that caught my eyes, and several I am not ready for yet. Also I get a feat if I am not mistaken.
| Tarkov |
[Unsolicited advice]That is a really tough choice, especially with alchemist discoveries and rogue talents being available to. Rogue talents basically open up all feats to.
I would be mightily tempted by the Mutagen discovery, which seems mechanically the strongest choice by some margin. Both Expanded Inspiration and Underworld Inspiration seem like they would give you a lot of mileage.
The other thing that stands out is Device Talent which with that cast level 3 wand of Magic Missile would give Zael a good very reliable damage source if he cranked his UMD skill. 3 ranks, 3 class skill, 2 charisma, 1d6 Inspiration so average of 11 or 12 plus roll would allow for you to generally succeed. Also if you got it high enough to make a DC 30, you could purchase a 0th level wand a use it to deal 2d6 damage per round via the very interesting Cause Mishap option added to UMD by The Spymaster's Handbook.[/unsolicited advice]
| GM Infinity |
20% applies to all purchases in Torch. For non-mundane stuff though you will need to roll percentage to see if someone has it. I can list the magic items already available again if needed, think its a few pages back.
The guildhouse has plenty of adamantine in the form of glaucite but needs either the torch or carbauxine gas imports (from Riddleport or Dalaston) to forge it. I'm sure Dolga stocked some amount of carbauxine so they could have gotten started. Let's see, let me think about the timeline a sec...how long has it been since you placed to order, just a couple days right?
| Tarkov |
After the gambling so a few days not exactly sure. Can we roll the percentile chance, the crafting stuff is for flavor and its such a stupidly broken mechanic I essentially want to ignore it. If I am paying the normal price I don't want to have to wait for flavor if I do not need to sort of thing - especially if we come up against more robots with hardness.
| GM Infinity |
Yeah, not doing normal crafting rules, just something that makes sense. Tempted to just say after torch is relit you go up there and put the finishing touches yourself, like a module capstone kind of thing. Not really a big deal though if you want to just roll percent roll it. Just means some encounters will be not hard at all.
| Krah of Rage |
Wow, those are some really good ideas! Thanks Tarkov!
Personally, mutagenic mauler is looking the great and very flavorful. I could have Krah "mess with" Zael's alchemy kit to have the in-character growth.
I'll need to look at the gunslinger idea too.