Healing the Land - Answers

Game Master Tyki11

For unknown reasons, a number of adventurers and heroes have been longing for valley, a place they never been to, or ever heard of. Many have resisted this call, but a handful have chosen to seek out the place and find answers.


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Oops, forgot to pick all my spells known, just copied it over from a different bard I have and changes stuff. Will fix now.

It's Masterwork because Greenwood requires it to be. Endless Ammunition and Icy Burst make it a +4 weapon, and Adaptive is a flat 1,000 to the cost. If I gave it +1 weapon on top of that, it would come out to over 50,000, which is far more of my starting cash than should go to one item.


I was under the impression that a weapon is MW, then +1(which overrides mw) and then it can be enchanted with abilities. So a +1 Endless Ammunition(+2) costs as much as a +3 weapon, +1,000gp from Adaptive. Hence the cost for weapons and armor goes from 1 to 10, but you can only have +5 in abilities and +5 in enhancement.


Sorry for the delay, guys. Had errands to do today.

Here's the short version for my character stats:

Spoiler:

Race: Mousefolk (Slight Modification of the Ratfolk)
Added:
Curiosity Trait (+4 RP)
Normal Speed 30 ft. (+1 RP)

Stats:
Str: 10, Dex: 20, Con: 14, Int: 14, Wis: 16, Cha: 14

Saves:

Feats:(Note: This also includes bonus feats from Gunslinger and combat style feats from Ranger)
Gunsmithing
Rapid Reload
Precise Shot
Point-Blank Shot
Two-Weapon Fighting
Rapid Shot
Quick Draw
Mobility
Deadly Aim
Blind-Fight
Snap Shot
Toughness
Improved Two-Weapon Fighting
Vermin Heart
Weapon Finesse
Double Slice
Combat Reflexes
Improved Snap Shot
Point-Blank Mastery
False Opening

By the way, how do you set up you character alias? I'm a bit of a newbie when it comes to this forum.


Oh, right. Crap. Okay, removing Icy Burst, will add it back on when I can accumulate the money for it. I just took a character in a game that died's bow and removed the +1 from it. My head's not on right today, as the things you PMed me about show.

Unless maybe I could put Icy on it, then upgrade with the requisite about of gold to Icy Burst down the line. It stays a +4 that way.


Kpatrol88 wrote:

Sorry for the delay, guys. Had errands to do today.

Here's the short version for my character stats:

** spoiler omitted **

By the way, how do you set up you character alias? I'm a bit of a newbie when it comes to this forum.

Top of the screen is /My Account/, go in there, then under your avatar, on the left side is a window for aliases, you can make and edit them as you want. When done, click on the name of the alias, and edit /profile/.

@Nidoran
Icy could work I suppose. There's a wizard and sorcer in the group, so we could always help upgrade it I suppose. I for one will be maxing out Spellcraft for such purpose, you should consider it too.


I might consider Spellcraft, but even with three Versatile performances there's a lot of stuff to keep high to fulfill the stuff I already do, so I'm on the fence about investing much in spellcraft. I'll make it Icy for now and look into upgrading it down the line. Better to have the +d6 at the very least, even if I have too many attacks to not be critting like mad.


No worries, I'll gladly be the artisan and tinkerer.
You might want to consider Keen instead of Icy, making it crit more often.


Keen is melee only, and Bracers of Falcon's Aim's crit range doubling is explicitly not stackable. But, archers shoot plenty of arrows so having an effect that will apply huge lots of additional damage is a god asset.


Nidoran Duran wrote:
Keen is melee only, and Bracers of Falcon's Aim's crit range doubling is explicitly not stackable. But, archers shoot plenty of arrows so having an effect that will apply huge lots of additional damage would be pretty great.

I keep forgetting that...

Never really used Keen myself to be honest.


It's not that great when you start out at a high level, and there's items and feats that do the same thing and are a smarter pick.


Nidoran Duran wrote:
It's not that great when you start out at a high level, and there's items and feats that do the same thing and are a smarter pick.

Yeah. Bit bummer for me, my high level games never really happened because of life, so I always played from 1 to 5th, hence my eagerness towards this game.

Fyi, remember that the fluff and cosmetics work with Specific Weapons and Armors for most part. A Holy Avanger can be a greatsword instead of a longsword for the difference in cost of the weaponry, and these can be enchanted as normal weapons/armors.

My trademark weapon will be Dagger of Doubling, except it's a Sawtoothed Saber(with visuals of a longsword like sabre). Saber of Doubling.


I usually get a longsword, but I think I'll give using just bow and claws a try. Maybe get a rapier that functions like Flametongue down the line, for some fire damage and melee piercing.


Yeah, you're going finesse too, aren't you? We seem to have two ranged skill monkeys sort of, the super charismatic paladin sorcerer, and the str twf skirmisher wizard.

We better load up on potions of healing!


Spell list is up subject to change depending on what the other casters pick up.


Ugh, they had absolutely no good icons for rodents. This one's nowhere close to representing my character, but at least it doesn't look like its going to try and gnaw at someone's ankle in a diseased fury.

Anyway, a question I should have asked beforehand:
What level of availability are firearms for this setting? I'm mostly asking for bookkeeping, also will you allow advanced firearms?

- Kpatrol88

Edit: Augh! lost half an hour's work on my profile due to an automatic logout. :(


I can definitely swap out for a couple Cure spells.


Dovanik Whiptail wrote:

Ugh, they had absolutely no good icons for rodents. This one's nowhere close to representing my character, but at least it doesn't look like its going to try and gnaw at someone's ankle in a diseased fury.

Anyway, a question I should have asked beforehand:
What level of availability are firearms for this setting? I'm mostly asking for bookkeeping, also will you allow advanced firearms?

Edit: Augh! lost half an hour's work on my profile due to an automatic logout. :(

Yeah, I lost all my stuff too, I keep writing in googledoc and then copy pasting it into the profile as I go, since doc saves every few seconds.

Normally I'd say yes to advanced, but after reading the rules, I'd have to say they seem a bit too strong. A 1d8 revolver with 6 shot, free action reload, +dex to damage can shoot against touch ac up to 100ft. I'd prefer if we went with emerging, and later on we can add an advanced weapon of your preference into story or loot?


I understand.

If we're going with emerging firearms, I'll just stick with a pepperbox pistol. I am unable to switch to a different firearm later on and still gain the Dex bonuses because Gulch Gunner archetype only gets the first Gun Training ability from the main Gunslinger class.

As an aside, my character's is mostly going to be mixing it up at close/melee range as a sword and pistol fighter. (Um, say can I finagle that free hand reload thing with a Sleigh of Hand check or something?)


Dovanik Whiptail wrote:

I understand.

If we're going with emerging firearms, I'll just stick with a pepperbox pistol. I am unable to switch to a different firearm later on and still gain the Dex bonuses because Gulch Gunner archetype only gets the first Gun Training ability from the main Gunslinger class.

As an aside, my character's is mostly going to be mixing it up at close/melee range as a sword and pistol fighter. (Um, say can I finagle that free hand reload thing with a Sleigh of Hand check or something?)

Just never mind that, it's too minor a detail to really bother with it in the long run. You could still get a Rifle later on, perhaps for some long range headshots before you close in with your pepperbox?

By the way, check out Beneficial Bandolier item. It's an extra dimensional storage for ammo and powder and gun kit if I recall, and as a swift action, you can move a bullet from the bandolier to the barrel magically. It holds 200 rounds. It also costs just 1,000gp but takes a belt slot. (add a belt of dex on top for x1.5 cost.)

+2 Dex belt 4000 + 1500 = Beneficial Bandolier of dexterity.


Corvo Spiritwind wrote:
Just never mind that, it's too minor a detail to really bother with it in the long run. You could still get a Rifle later on, perhaps for some long range headshots before you close in with your pepperbox?

Thanks, and you're right, I could. I could even make one myself (later of course) if you'd allow it. I am qualified to make all kinds of firearms thanks to the Gunsmithing feat.

That item was actually on my 'wishlist', heh.


Well, it's a pretty standard rule (adding items for x1.5 cost), so go ahead and use it on a few items.

We'll figure something out for the firearm, I don't want to release those too early, so it should be either some notable loot, maybe a Specific weapon, or you'll get your hands on a blueprint.


Could I take leadership for a Giant Eagle Mount?
Its base level is 6. So if my leadership score was 16 (11th level cohort) then it would gain 5 levels?


Cohorts are always two levels behind you, unless you're a Low Templar prc, then it's one level behind. But yes, you can grab a mount like that.

I was tempted to grab one too, but can't decide yet. I'm wondering if these should help in combat or just hide somewhere nearby during? If it dies, it's kind of sad IC and generally sucks finding a replacement (another eagle won't magically come by itself).

The reason I opted to make leadership like this is to make getting unique mounts easier mechanic wise. Leadership as is by default is mostly a hassle because it adds another character with class levels and gear into the whole equation, a mount on the other hand is both fun, and more limited. Besides, having 30 followers travelling with you is sorta silly and not really efficient on your wallet(they have to sleep and eat).


I've taken it once before all of my cohorts were craftsmen, professionals, or performers and stayed at my mansion no where near where I was adv. so they could make me money. Which is probably what I'd do with them now is have a group of mercs. stationed somewhere recieving wages.

I'll probablly just give it Magical Beast HD or maybe Natural Weapon Fighter. (Savage Warrior I think)


I meant for Leadership to give a mount only, sorry if I gave the wrong impression. It's not a feat that comes up often, but when it does, it's basically crafting minions and a buffing/healing cohort.

In return, it'll be allowed to level(normaly doesn't) and qualifies for requirements which call for druid companion ability. If we had a druid, he'd have a pet & mount, or companion bond & mount.

It's really just a cheat on my part to make aquiring a mount that scales with you simpler, a normal horse is akin to a puppy for us now, which it shouldn't be. Hence this. Since you're a paladin though, I'm not sure you really need the feat if you took your mount bond.

If not, well, a giant flying mount with level in Ranger(natural weapons) is still very benefitiary for a single feat. I don't think we should use archetypes, but keep it simple, leveling them in either fighter(barding and natural weapons), ranger(scouting, tracking, natural weapon feats) or barbarian (high hp, rage, fast movement).


Right divine bond I get that. Hellow Roc here I come.


It might be more beneficary for you to use the Paladin bond to infuse your weapon with free bonuses, and using Leadership for a flying mount like an eagle or gryphon or pegasus, or perhaps a Drakkensteed from 3.5(basically a dragon looking magical beast, super cool flier, but little special abilities, it was made to replace paladin horse without making it much stronger.)


Corvo Spiritwind wrote:
I was under the impression that a weapon is MW, then +1(which overrides mw) and then it can be enchanted with abilities. So a +1 Endless Ammunition(+2) costs as much as a +3 weapon, +1,000gp from Adaptive. Hence the cost for weapons and armor goes from 1 to 10, but you can only have +5 in abilities and +5 in enhancement.

Looking at the page that deals with magical weapons, I can't seem to find where they state that you can't have a special ability bonus higher than +5; only that you can't have an enhancement bonus higher than +5 and that the total modified bonus must be no higher than +10.

Now if that's your personal ruling on the matter, I understand and will abide, but I can't seem to find that in the RAW.


Dropped Dispel Magic for Cure Serious, so we at least have some healing. I'm considering alternately dropping Phantom Steed and then just taking Leadership so Rhiannon has something to ride on instead, but Longbows can't be fired mounted so it'd end up more as a pet anyway in combat.


Dovanik Whiptail wrote:
Corvo Spiritwind wrote:
I was under the impression that a weapon is MW, then +1(which overrides mw) and then it can be enchanted with abilities. So a +1 Endless Ammunition(+2) costs as much as a +3 weapon, +1,000gp from Adaptive. Hence the cost for weapons and armor goes from 1 to 10, but you can only have +5 in abilities and +5 in enhancement.

Looking at the page that deals with magical weapons, I can't seem to find where they state that you can't have a special ability bonus higher than +5; only that you can't have an enhancement bonus higher than +5 and that the total modified bonus must be no higher than +10.

Now if that's your personal ruling on the matter, I understand and will abide, but I can't seem to find that in the RAW.

Top of Magic Weapon section.

Magic Weapons wrote:
A magic weapon is enhanced to strike more truly and deliver more damage. Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonuses on attack rolls do not stack with their enhancement bonuses on attack rolls.

@Rhiannon

While I'm not a fan of combat pets because they prolong the combat, I can't really say no. I'd suggest grabbing a flying mount so you can cover distance better.


It's probably not worth the feat. I'll stick with Phantom Steed, since in a few levels it can fly anyway.


Corvo Spiritwind wrote:

Top of Magic Weapon section.

Magic Weapons wrote:
A magic weapon is enhanced to strike more truly and deliver more damage. Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonuses on attack rolls do not stack with their enhancement bonuses on attack rolls.

Hmm, not how I'd personally interpret that sentence given the following paragraphs, but I'll accept that as your personal ruling on the matter.


Dovanik Whiptail wrote:
Corvo Spiritwind wrote:

Top of Magic Weapon section.

Magic Weapons wrote:
A magic weapon is enhanced to strike more truly and deliver more damage. Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonuses on attack rolls do not stack with their enhancement bonuses on attack rolls.
Hmm, not how I'd personally interpret that sentence given the following paragraphs, but I'll accept that as your personal ruling on the matter.

You're free to ask in the rules forum, I might be wrong, but it's how we always played at our tables due to the following lines.

Magic Weapons wrote:

"Magic weapons have enhancement bonuses ranging from +1 to +5."

"Special abilities count as additional bonuses for determining the market value of the item."
"A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10."
"A weapon with a special ability must also have at least a +1 enhancement bonus."

I have to admit I was always forgetting the +1 requirement before adding on special abilities most of my time spent gaming.

Edit: Actually, scratch that. In the table with Bonus prices, there's a niche at the bottom: "2 A weapon can't have an enhancement bonus higher than +5. Use these lines to determine price when special ability are added in."


So is that a 'scratch that' as in:
'Yes, there is still a special ability cap of +5 in addition to the enhancement bonus cap.'
Or
'No, there is no cap on special abilities as long as the total equivalent bonus is equal to +10?'


Dovanik Whiptail wrote:

So is that a 'scratch that' as in:

'Yes, there is still a special ability cap of +5 in addition to the enhancement bonus cap.'
Or
'No, there is no cap on special abilities as long as the total equivalent bonus is equal to +10?'

As in, nevermind all that stuff I refernced up there.

But note, it says +5 enhancement bonus. So you could technically have +2 weapon with +8 worth of special abilities, since there's nothing about a cap on those.


Gotcha, thanks for taking the time to clarify.


Don't mention it.

I mean it, don't tell anyone, or else! -50 dkp!

@Offtopic
WHo thinks they are ready?


will finish by tonight just got off work.

---
Phantom steed is great for anything except combat. at caster level 10 it has 17 HP one AOE and your falling to your death.


Which is why there's no way I'm going to be using it in combat, even if I could. Better to keep Rhiannon on her feet and firing.


Luckily there shouldn't be too much traveling at the start.


Mostly Done
1 floating feat
need to finish gear
and may change some spells depending on what the party needs.
and probably change name.


Mostly bookkeeping holding me up.
Working on tallying my skills, class features, and item costs/weight.


Dovanik Whiptail wrote:

Mostly bookkeeping holding me up.

Working on tallying my skills, class features, and item costs/weight.

Ugh, weight is just a hassle, you guys are free to ignore it for the basic adventurer stuff unless you have some specific class features that are hindered by encumbering, otherwise it's best used for situational stuff, like looting a gold statue or pushing something really big.

Everyone is considered to have a basic adventuring kit, but no ladders or poles!


I need to go through all the adventuring equipment and amass plenty of situationally-useful crap. Got to get mileage out f that Bag of Holding.


...And complete. Finally.

My character sheet's up to speed as far as I can tell. Mind giving it a once over, Corvo?


Annnnd done.


I still have some things to finish, but so far all sheets seem kosher at the surface anyhow, I might have missed something, so I'll recheck soon. You can always check each others sheets and see if I missed something and PM me about it.


Here's some food for thought about the start of this story.

The place you are seeking is an island off the west coast of Varisia. Normally it's left alone and is considered unexplored, but inhabitet as magical effects keep it hidden from passing ships, flier or lower level divination effects. Mind you, this area is inspired by the eastern additions to the setting, such as Kami, Oni and Samurai, but the main enemies will a necromancy focused cult searching for god knows what.

The reason you received this call is unknown to you in character, but out of character you may know that whatever being is calling you and kept this island hidden has this connection to you because someone in your bloodline was here before, and while they never told you about this place, they might have mused about a hidden island in the ocean or told it as a bed time story, could have been grandpa or an uncle depending on your race and background.

For mechanic purposes, there will be magical beasts, monstrous humanoids, undeads and spirits, the environment will be mostly forest, dugeoneering and urban, there will be possibilities to play /simcity/ in a way, and you're allowed to help expand the town the story will resolve around (kinda like Sandpoint).

While pvp directly isn't allowed or encouraged, intrigue is, you will be strangers in a foreign land, so being jolly great pals after 5 minutes might feel a bit...meh, some of course are friendlier than others.

I'd prefer we keep any pets out of combat, pbp can be slow as is already, and another creature in the turns might make things slower, hence, if you have a mount, have it run off or stay nearby for a dashing escape.

Monster houserules:
Groups, sometimes I'll throw packs of enemies at you, I'll find a way to easily mark them as such, these will count as one creature with extra spaces without gaining size, and will share health points. If for example the ranger fires off a many shot into this, he might, fluffwise, release a volley and kill six of them, while a charging paladin dealing 20dmg might clear out a dozen as he wades into the melee.

Great Enemies, these will be large enough to allow some creativity, instead of just chucking health off Godzillas healthbar, you might attempt to tie his tail down (or hold it if you have high str+feats), acrobatic or climb tests could work for some scenic behemoth slaying, heck, if it's mindless enough you might attempt a Ride check to control it's path for a turn.

Creativity is a bonus!
Also, one last guy will be joing us soon. He's a paladin/bard with inquisitor spells instead of bard spells, turning him into a more socially adept inquisitor.


That sounds cool, thanks for the preview.

So when do we get to meet the new guy?


Hopefully he'll get his ass in gear and crank out a post soon.

On the other side, I'm terrible at starts, the whole, plausibly having strangers in a new place area is a little shoddy for me, but hopefully it'll go fine. Once I get past that, thing should get rolling and snowballing ahead. Do you guys prefer to start before getting to the island, which would be mostly fluff, or just as you get onto the island?

Edit:
Is it just me or is there really few items in pathfiner book, maybe I'm just spoiled by 3.5 amount of items. Think we should consider using a few that aren't overly overpowered?

3.5 Item Bible

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