| Min Classified |
@Tiny: That will stop detect evil or detect magic, but I am already wearing angel skin that already stops detect evil. I can't find anything in scrying that says lead stops it. And actually I would rather it didn't because I plan on doing a fair bit of scrying myself.
| Old Smoky Bill |
Right no reply from twilse, I will give him a few more days otherwise I'll get someone else from the recruitment thread. Otherwise we're starting now, check back in a few minutes with the gameplay thread. I saw some questions in here, I'll need to answer them later need to some important things.
Would've done all this yesterday but power went out for a long time.
| Min Classified |
I would like to mention that every day I cast Arcane Concordance (go it from the bard spell list) that I set to lengthen Than I cast these spells
Mage armor
Tree Stride
Non detection
Detect Scrying (every other day)
Overland Flight (from summoner one level early)
Blessing of the Watch (I sure there is some guards around the city)
every 16 day I like to shink down 16 pounds of high explosives (very explosive, but hard to set on it has an explosive rune on it to act as a trigger)
Most other days I put an explosive rune on something like a piece of paper.
If anyone wants to join me for this feel free. It works for everyone around me
| Old Smoky Bill |
In my rush to get things started I forgot to mention one thing about 'days' of the campaign. Since there could literally be days or weeks between each set of conversations between PCs instead we will have dramatic 'days' so I will tell you when your resources reset for spells and abilities and the like. If ever you decide to have an long rest forcibly it will advance the timer a bit, consider this 'the bad guys retreat' in most campaigns.
| Old Smoky Bill |
Right some comments about what was discussed further up, the area you have in and around your country is yours to control what is in it (within reason of course). The other countries are quite separate from you, part of the fun will be discovering what is out there instead of knowing it all. Also since most of it is war torn a lot of new things have been turning up to survive the pace of the war.
With regards to magic stuff yes, most of the magical items are special stuff that the group has had to scrounge or get minions sacrificed to get them. Most people have never seen let alone heard of magical items. Most of the world is mundane except for the most powerful. All mundane gear is basically 'free' to you.
As for the monetary 'enchants' I will say you can either use the enchantment bonus you get for free or one of your item slots whatever you prefer. I know the monetary doesn't translate 1-to-1 for the bonus but consider glamered as a +2 bonus as it is closer to the 4000gp of a +2 rather than 1000gp of +1. Same goes for shadow since that costs 3750, so would take up a +2 bonus. Again you could choose to use up an item slot if you wish instead.
| Leiara |
Just letting you all know, tomorrow, I'll be getting on a plane to the US. So there will be a huge gap of time where I will most likely not be online. I might check in from Beijing, but I can't guarantee it. Also, I'll be in the states for about a week, and I'm sure I'll have internet at various points, but I'll also be moving stuff and visiting friends, so I might not be available quite as much as I have been. Aside from my day in the Beijing Airport I should manage once a day just the same though!
| Min Classified |
In cities it's a DC 5 diplomacy check to call the guards. I figure the same principle might work here
It's inevitable—sooner or later, the PCs will want to call upon the town guard or cause a situation where citizens do so instead. Calling for the guard requires a Diplomacy check modified by the settlement's law modifier. It's only a DC 5 check to call for the guard—with a success, the guards generally arrive on the scene in 1d6 minutes. Every 5 points by which the Diplomacy check exceeds DC 5 (rounding down) reduces the arrival time by 1 minute—if this reduces their arrival time below 1 minute, the increments of reduction instead change to 1 round. For example, the party wizard is being mugged and calls for the guard. The result of his Diplomacy check is a 23, and the GM rolls a 2 on 1d6 to determine how long it'll be before the guards arrive. Since the wizard rolled three thimes the amount he needed, the 2-minute wait time is reduced to 8 rounds.
| Min Classified |
First rule: never let them see you sweat.
The DC to improve the attitude of an unfriendly person 1 step in the right direction is 20 + there cha modifier. I sort of hope that they are Indifferent because then I might have beat the check by enough to make them go two steps in the right direction.
| Vaklam |
Smokey, two questions:
1) There's a feat in Blood of Night(its a Paizo Player's Companion), Improved Gaseous Form, that allows you to mimic either Glitterdust or Mind Fog(your choice when chosen), while in Gaseous Form.
Would it be ok if I took this feat, choosing Mind Fog? I feel it really, really fits Vaklam.
2) Jason Bulmahn has come out with a pair of pdf books, Monster Focus: Skeletons and Zombies. Can I use some of the stuff from in there? I will post the mechanics for you of course.
| Min Classified |
Well it seems that I now have two objectives.
1)get the Pugwampi on my side shouldn't be to hard I have alot to offer them and when it's all said and done they are 1/2 CR.
2)Figure out and take control of this forest. It's far to powerful to just leave around it has caster level 12.
Ideas for objective 2
a)do some dectect magic to see if I can learn anything about this forrest my spell-craft is rather good.
b)pick up a few seeds and study them.
c) plant the seeds at the edge of the forest and grow them with plant growth (I'll need Druid help for that) and see if these new tree are joined in with the magic of the forrest.
d)if they are joined with the magic of the forrest then I will take a few more seed and change them a bit to bend them to my will then grow them to be part of the forest giving me a backdoor.
e)not sure what next need more information.
| Old Smoky Bill |
@Vaklam: Okay for the feat. As for the pdf books you'll need to tell me the rules before I say yes or no to them.
@Min: Don't try to meta too much as for example the group of Pugwampi in front of you would be about a CR 6 encounter. Much like yourselves the world uses mechanics of pathfinder but are flavoured for the world that they are in. For example both the mouth and ears of the Pugwampi are CR 4 each.
The forest itself has an ability to make it act higher CL than it actually is, again I'll let you adventure and figure it out for yourself. Your experiments are on the right track.
| Min Classified |
Now here's a question how is the forest able to sense me it doesn't seem to have eyes or anything like that. Normally I would say that it must have some sort of divination magic built into it, but I have non-detection and detect scrying. Another thing for me to figure out. I suspect that the answer will be very helpful for my spying activities. Can't wait to figure it out.
| Vaklam |
These are a pair of new variants that I would like to use. There's also the Skeletal Lord template that stacks onto the Skeletal Champion, but I think that might be a bit too much, as it says it requires a powerful evil ritual to create them. No actual rules are given on to to create them however.
Virulent Zombie
Often mistaken for a plague zombie, these undead can infect others by exhaling a cloud of disease and those near them have a greater risk of infection. A virulent can be created with animate dead, but it counts as twice the number of Hit Dice for that spell.
Challenge Rating: As a normal zombie +1.
Aura A virulent zombie radiates an aura of infection. Any creature within 10 feet that has any amount of damage takes a –4 penalty on Fortitude saving throws made against disease.
Special Attacks: A virulent zombie gains the following special attack.
Plague Cloud (Su): As a standard action, a virulent zombie can unleash a cloud of disease. Treat this as a fog cloud (using the zombie’s HD as its caster level), but any creature in the area at the start of its turn must make a Fortitude saving throw or risk contracting zombie rot. This cloud travels in a straight line away from the zombie at a speed of 10 feet per round and it dissipates after 1d6 rounds. Once a virulent zombie has used this ability, it must wait 1d4 rounds before using it again. Zombie Rot—cloud; save Fort DC = 10 + 1/2 the zombie’s Hit Dice + the zombie’s Cha modifier +2 racial bonus; onset 1d4 days; frequency 1 day; effect 1d2 Con damage; cure 2 consecutive saves. Anyone who dies while infected rises as a plague zombie in 2d6 hours.
Abilities: As a normal zombie, but its Charisma score is increased to 14.
Monstrous Skeleton
Skeletons made from the bodies of larger monsters have been known to have a wide variety of abilities and this simple addition allows them to retain some of the abilities they had in life. A monstrous skeleton can be created with animate dead, but it counts as twice the number of Hit Dice for that spell.
Challenge Rating: As a normal skeleton +1, this increases to +2 if the skeleton has 10 or more Hit Dice.
Special Abilities: A monstrous skeleton gains a number of special abilities equal to it CR (without the adjustment made by this template, minimum 1). These abilities should be the same as those it had when it was alive. If there are not enough matching abilities listed, select new abilities until the correct number is reached. Abilities marked with an asterisk (*) cannot be selected unless possessed by the living creature. Select abilities from the following list:
Ability Score Increase: Increase the skeleton’s Strength or Dexterity by +2. This can be selected by any monstrous skeleton.
Armor Increase: Increase the skeleton’s natural armor bonus by +2. This can be selected by any monstrous skeleton.
Breath Weapon*: As the living creature but it can only be used once per day.
Climb*: As the living creature.
Constrict*: As the living creature.
Disease: As the living creature or filth fever through one of its natural attacks (DC 10 + 1/2 its Hit Dice + its Cha modifier).
Flight*: The skeleton retains any mode of flight it had while alive. If the ability was extraordinary, it is now supernatural.
Grab*: As the living creature.
Poison: As the living creature or black adder venom through its bite if it has one (DC 10 + 1/2 its Hit Dice + its Cha modifier).
Pounce: The skeleton gains the pounce ability.
Rake*: As the living creature.
Rend: The skeleton gains the rend ability, using its original attacks or its claws. It deals damage as per its original ability or an amount equal to the damage caused by its claw attack plus 1-1/2 times its Strength modifier.
Spell Resistance: The skeleton gains Spell Resistance (11 + the skeleton’s CR).
Swim*: As the living creature.
Trample*: As the living creature.
Trip*: As the living creature.
| Old Smoky Bill |
I will put the force count in campaign info shortly (in the next hour).
For the templates there are you going to use them with summon monster or creating them in combat or something? It does say how to create the virulent zombie, as zombie with animate dead but twice the number of HD. Same with the skeleton. They are basically really expensive undead summons. I don't mind if you wish to use them for summons, but apply all other HD increases before these ones if you choose to summon them.
If you want to make armies out of them don't worry about the rules too much, we can just say when you eventually make them you make a force of monstrous or virulent creatures.
| Min Classified |
So what sort of magic aura is the forest giving off which school of magic and how powerful.
You know in the future I think I will just take advantage of my ability to take 10 on all spell-craft and knowledge rolls less painful that way.
I think that Vaklan plans on taking animate dead as one of his oracle spells I think. I can't find his oracle spells on his profile. If you want to make a Contagious army I happen to have Contagion as one of my oracle spells known maybe we can say that on days I have extra spell slots at the end of it I use it on your zombies. I am always experimenting with biology.
| Old Smoky Bill |
As far as I can tell you failed the check to get the school of magic though it is a strong effect as I believe you get that for free. As for your other question there is no other magical effect immediately in your area other than the unluck ability. Around the trees is a blanket effect, as for concentration as a standard action if you are going to do so they come of as arcane and the highest functioning spell they can get is strong.
| Min Classified |
Reading the spell I only need to concentrate to figure out if a creature has spell-casting or spell like abilities all the other stuff just happens if they are within 120 feet of me. My first check was 26 (even thou I just rolled a 3) that means I can identify any spell up to level 8 and any non-spell magic up to caster level 16. To tell the truth it really would have been better if I had not rolled. I need to remember that ability next time.
Edit: I just read detect magic. I need to make a knowleage arcana check to figure out the schools. I'll take 10 that makes 32 which beats anything not major artifact level.
Sorry if I am being a bit confrontational. I just spent a lot of effort to make this guy able to know everything.
| Old Smoky Bill |
Okay so are casting detect magic or arcane sight? I thought you cancelled what you wanted to do with detect magic then rolled arcane sight which the first roll was a 24?
You sure it's CL 16 with 26? I thought DC was 15 + 1/2 CL so CL 16 would be 23? CL 18, 24 and so on. Or have I got that wrong? Let's just say you took 10 to avoid this as that would have likely gotten the school with 33. The school is abjuration.
| Old Smoky Bill |
Okay, I have a spare map from one of my old games just so everyone can have a looksee what the map is like. Here be Dragons is slightly different for you guys. Diabolicus is the only thing that is the same in terms of the cities. Most of the rest of the layout at least is good. (Find in campaign info)
With regards to Min moving about, I am just trying to figure out how many castings of tree stride he actually needs to take to meet up with Shard. Correct me if I'm wrong here Min but each casting allows you 8 hops, as you get to enter one tree per CL. So let's take the lowest common denominator as that will be the most widespread trees across the land. This means that per casting you can move 8000ft, or 1.5 miles? The shard is at least 100 miles from the forest. Your base is undecided where exactly it will go but unless it is in the East then you still need a lot of castings. Might I suggest a flying mount or something to take you? Or overland flight.
You may move into a tree up to one time per caster level (passing from one tree to another counts only as moving into one tree). The spell lasts until the duration expires or you exit a tree. Each transport is a full-round action.
| Min Classified |
Opps. I guess it's not the ultimate travel spell then more like a quick escape spell that you can prepare before hand. Although a single casting will get me about 4.5 miles if I have oaks all the way not sure about the scale on your map. I think I am going to put a bit of effort to have regularly spaced oaks in our territory I doubt any of the others will object. In any case I it seems like Overland flight is the way to go. I don't have phantom steed I thought that tree stride would cover about all my travel purposes.
If we are going in to the next day I would like to make use of Automatic Writing before I go to ask 4 questions. The Pectoral, Prophet's give me a +1d6 chance of correctness.
On which plane is the codex of infinite planes chance of correct answer: 1d6 + 90 ⇒ (1) + 90 = 91
On which plane is the Book of Infinite Spells chance of correct answer: 1d6 + 90 ⇒ (5) + 90 = 95
Is there a copy of Sihedron Tome on this landmass chance of correct answer: 1d6 + 90 ⇒ (5) + 90 = 95
What is the name of my most powerful enemy on this plane? chance of correct answer: 1d6 + 90 ⇒ (2) + 90 = 92
| Leonard the Black |
Would it be possible for me to have Telepathic bond permanently placed on one or both of my imps? If so it could help with coordinating the group. They could go find the others and I could act as a relay.
| Min Classified |
Leonard It just so happens that I have read up alot on the soul trade. You can find most information here
The basis is that a Cacodaemons can eat someone that has died in the last mintue and create a soul gem in it's tummy that it can cough up there are other ways to get soul gems such as night hags and spells like soul bind but that's the most low level way that I have found. I personally plan on doing some planner binding some time and paying in soul gems. If the devils or demons refuse I'll harvest them for the next offer. Not right now tho I'm busy.
Mindless Spirits (10 gp): While it’s possible to capture the vital essences of vermin, basic oozes, and other such unthinking creatures, these paltry spirits are worth very little.
Animal Spirits (25 gp): This category contains creatures of animal-level intelligence, whose spirits—while presumably worth something to some deities, as reflected by the value of animal sacrifice—are rarely traded in the soul markets. In fact, though the existence of animal spirits is undeniably real, there’s rampant debate in many societies over whether such things truly count as “souls.”
Basic Soul (100 gp): This is the soul of a standard intelligent creature—a commoner, a low-level adventurer, a sentient monster of low CR, or any of the other hordes of weak or mundane folk who live out their lives with a normal amount of pomp and excitement. This is the lowest category of souls which interests daemons, who see animals and other nonsentient creatures as hardly worth the time to destroy.
Noteworthy Soul (500 gp): The souls of mid-level characters, rulers, famous or influential people, and other powerful, accomplished, and otherwise important people draw greater attention than basic souls, and drive bidding higher accordingly.
Grand Soul (1000–5000 gp): High-level characters, great heroes, dragons, powerful aberrations, and other such spirits of fabulous power and forceful personalities offer equally significant rewards to those who manage to contain their essences.
Unique Soul (priceless): For the truly unique souls—those of legendary figures, epic heroes, and other massive presences—there can be no going price. The unique sparks that live within these creatures are valuable beyond compare, and the frantic bidding (and backstabbing) that arises when one of these trapped spirits comes up for sale is the sort of thing fiends and undead wait thousands of years for, paying nigh-unimaginable prices for the right to consume or display such an artifact.
| Tiny Coffee Golem |
Leonard It just so happens that I have read up alot on the soul trade. You can find most information here
The basis is that a Cacodaemons can eat someone that has died in the last mintue and create a soul gem in it's tummy that it can cough up there are other ways to get soul gems but that's the most low level way.
** spoiler omitted **...
That's more of a Daemon thing, as are Cacodaemons. However, I see no reasons why Devils wouldn't partake in the trade. I think they're just less a part of it than Daemons.
| Min Classified |
That is true. I generally perfer to bind demons then devils because in general for them it's every demon for himself so if you kill a few demons the rest don't care. For Devi's every one of them is the underling of someone.
Maybe I should bind a Babau. They can use greater teleport at will so it might make good movable forces. First need some sort of way of getting information fast.
| Leonard the Black |
That is true. I generally perfer to bind demons then devils because in general for them it's every demon for himself so if you kill a few demons the rest don't care. For Devi's every one of them is the underling of someone.
Generally speaking I agree. However, in this case I'm sort of a player in Hell's hierarchy. It kind of works out in my favor. ;-)
| Min Classified |
Actually with a few outsiders that can cast greater teleport at will (most can carry a few pounds of objects) we could get rid of all need for supply lines. Just teleprt it all to the front also if every squad has at least one teleport then reinforcements could come within 2 rounds. It would be a very big advantage.
| Tiny Coffee Golem |
Actually with a few outsiders that can cast greater teleport at will (most can carry a few pounds of objects) we could get rid of all need for supply lines. Just teleprt it all to the front also if every squad has at least one teleport then reinforcements could come within 2 rounds. It would be a very big advantage.
True, but teleport at will outsiders are rather a high cost resource. You'd have to pull them away from the war on the planes that has gone on for eternity. Every force here is one less there.
| Min Classified |
Barbazu can (I could bind those with lessor planer binding). I think that there are weaker things that can also teleport at will. Also I don't know if the blood war is still happening in pathfinder or in this world. I guess I could do a knowledge the planes check.
However we are already geting a troop of Accusers's and they can as well (50 pounds at a time). Our supply line problems should be over soon. Well the enemies are just beginning.
| Tiny Coffee Golem |
Barbazu can (I could bind those with lessor planer binding). I think that there are weaker things that can also teleport at will. Also I don't know if the blood war is still happening in pathfinder or in this world. I guess I could do a knowledge the planes check.
However we are already geting a troop of Accusers's and they can as well (50 pounds at a time). Our supply line problems should be over soon. Well the enemies are just beginning.
Oh, you mean us. I was talking about the enemy and their flying supply lines.
| Little Aurelie |
Okay, this may just be me and my absence over the past couple days, but what is Aurelie doing right now? I have no idea what's going on. [sheepish]Heh.[/sheepish]
| Little Aurelie |
I don't really know. I'd offered to go and interrogate alongside Leiara, but then someone (I believe Leonard?) suggested I do "resource gathering".
| Little Aurelie |
I think that's up to you, honestly. Aurelie goes on about bad men and angels a lot, and judging from the idea that we've been working together for a while, I wouldn't say it's a huge stretch that you've put two and two together. But it could also be amusing if you all have no idea what she's talking about and just appease her because she's a little girl.
| Old Smoky Bill |
Lots of discussion, I will post in the main thread in the next 2 hours or so as I need to leave the house in like 5 minutes. However the soul crystals are this worlds creation they don't have anything to do with the pathfinder rules or settings (I should have chosen a less generic name really).
Also remember, I'm going to put this in the FAQ now to save me writing it again. Since between a single post up to a week can go by (in game time) we are using 'dramatic' days, so your spells and once per day abilities recover after a dramatic event or milestone. If you wish to rest to recover your spells and abilities there should be a party consensus as this is the 'Bad guys retreating' phase and will push the time scale forward a little.
Just so I am transparent and not doing this out ill will, the main reason for this is because since between fights there could be days between them instead of having everyone always be on a 15 min workday I am spreading things out so spell casting and conservation is still somewhat of a challenge. Most of you have twice as many spells as normal so it shouldn't be too much of an issue. Don't worry this goes for the enemy too, so if you exhaust say the adventuring party of their spells they are going to need to pass a milestone of their own before they recover.
| Min Classified |
Do we all hit mile stones at the same time. It's just My character is doing a lot of tricks to take advantage of spells that last more then one day. Like if someone uses animate dead they don't get their spells back until they get into a fight? Wearing down the hero's is all well and good but one of the big advantages of being the bad guys is being proactive. Such as we could all decide "today we kill the heros" then we send all sort of things at them that day and make sort they can't sleep. It would be somewhat harder for the hero's to do that to us. Villains act heros react. (unless I'm playing the hero, but even then it's hard to be proactive you keep having to worry about things like conquenses or who will get hurt or is this the right thing to do)
Say i cast alot of long duration buffs on myself they wear out in 8 hours. But my spell won't come back until the next mili-stone.
| Old Smoky Bill |
Yes, they only refresh after the next milestone though remember most of your menial tasks and travel is offset by shed loads of minions. Everyone refreshes at the same time, though a major event is usually when the party decide to do something, for example entering the tactics chamber as one group ready to take the next part of your plans is a milestone in most cases.
Another thing to keep in mind for stuff like research in your labs could be done at a slower pace by your minions doing it instead and it then has no cost of your own spells or abilities. If you pour your own personal resources into it you will get the answers faster most of the time. Though you will burn out quicker. If I don't have these limitations in, combat might as well not exist as you can just spam everything you like every time (and that's no fun for either side imo).