Mazra’s Rise of the Runelords Campaign (Inactive)

Game Master Mazra

Sandpoint
Kaijitsu Estate
Map of Varisia

Party Treasure.
XPs Tally Link with Treasure Found
Map Archive Folder


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Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Putting my turn here, as I have an odd issue with the bottom black banner blocking me.

Brandark thinking quickly calls upon the Medallion to give himself a bit more staying power.

False Life: 1d10 + 5 ⇒ (10) + 5 = 15

Grinning slightly, Brandark looks at the Ogre in his face.
Hey Ugly, I've been hit by worse.
He then attempts a low blow to bring it down.

slice 1: 1d20 + 8 + 5 + 1 + 2 + 1 - 3 + 3 ⇒ (18) + 8 + 5 + 1 + 2 + 1 - 3 + 3 = 35 Add 1 if Monsterous, aberration, orc or goblin
BAB, STR, Magic, Song, Haste, Power, Focus
damage: 1d10 + 7 + 9 + 1 + 2 ⇒ (5) + 7 + 9 + 1 + 2 = 24 Magic/Adamantine/Slashing
2h STR, 2H Power, Magic, Song, Add 1 if Monsterous, Abberations, Orc, or Goblin

slice 2: 1d20 + 3 + 5 + 1 + 2 + 1 - 3 + 3 ⇒ (3) + 3 + 5 + 1 + 2 + 1 - 3 + 3 = 15 Add 1 if Monsterous, aberration, orc or goblin
BAB, STR, Magic, Song, Haste, Power, Focus
damage: 1d10 + 7 + 9 + 1 + 2 ⇒ (1) + 7 + 9 + 1 + 2 = 20 Magic/Adamantine/Slashing
2h STR, 2H Power, Magic, Song, Add 1 if Monsterous, Abberations, Orc, or Goblin

Hasty Slice: 1d20 + 8 + 5 + 1 + 2 + 1 - 3 + 3 ⇒ (6) + 8 + 5 + 1 + 2 + 1 - 3 + 3 = 23 Add 1 if Monsterous, aberration, orc or goblin
BAB, STR, Magic, Song, Haste, Power, Focus
damage: 1d10 + 7 + 9 + 1 + 2 ⇒ (7) + 7 + 9 + 1 + 2 = 26 Magic/Adamantine/Slashing
2h STR, 2H Power, Magic, Song, Add 1 if Monsterous, Abberations, Orc, or Goblin

Free=Activate Medalion, Full = Attack. I can use the HP, but I see my curse is still active on the to hits. :(


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Placing Gamplay here again as the black banner is blocking my typing box there.

Brandark quickly grabs a breathe, reaches into his sash, pulls out a potion, and quickly quaffs it.

CMW: 2d8 + 3 ⇒ (2, 5) + 3 = 10

He then gives the ogre under his feet a quick kick as he rolls it on its side for cover from the Javelins.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Treasure sheet is now up to date.

Will cash things out and distribute when we return to a city. :)


Male Half-Orc Fighter 1/Paladin 9 || HP: 88/95, AC: 24 (FF: 22 T: 13) || Init: +2, Fort: +17 Ref: +12 Will: +13|| Per: 0

Journey Quest seasons 1 and 2 were fantastic. 3 I'm on the fence about.


They leave you hanging at the end of Season 3. I like the characters throughout. They are very well acted. The core characters are great. I do like the Dwarf in season 3.


Male Half-Orc Fighter 1/Paladin 9 || HP: 88/95, AC: 24 (FF: 22 T: 13) || Init: +2, Fort: +17 Ref: +12 Will: +13|| Per: 0

The Dwarf was a combo of every trope we've seen before and somehow fresh.


I never thought I would think a woman with a beard was attactive, but the Dwarf was cute. The actress played the part well.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Treasure Sheet is up to date.

I didn't spread the magic stuff out from the throne room yet.

I will sort the magic stuff out in a day or so.


Init.+5|Perc.+11|AC21|HP55|F+5 R+12W+11|CMB+10|CMD24|30'

Level 8: 1d8 ⇒ 1

Level 8 re-roll: 1d8 ⇒ 4

That's better. Yes. If you roll a one on your HPs, you get a single re-roll. If the re-roll is a one, then you will have to take that as fate.

Additional level in favored class: Bard

+1 Dexterity

+1 Spell Known: Timely Inspiration

2nd Level Spell: Cat's Grace

Versatile Performance (Singing)

Skill: Perform Oratory
Perform Sing
Stealth
Acrobatics
Know (Local)
Linguistics
Disquise


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Cyphermage 4
HpLv 9: 1d6 + 2 ⇒ (4) + 2 = 6
Cypher Lore
Extended Scroll (Su): As a swift action, the Cyphermage can double the duration of any spell he reads from a scroll as if the spell were modified by Extend Spell. He can use this ability a number of times per day equal to one-third his Cyphermage level (minimum 1).
Skills:
Know History +1 (9) Know Arcana +1(9); Perception +1 (9); Fly +1 (9) Spellcraft +1 (9) Know Planes +4 (9) Know Religion +2 (7)
Feats:
Superior Summoning
Spells:
Teleport, Prying eyes


Male Half-Orc Fighter 1/Paladin 9 || HP: 88/95, AC: 24 (FF: 22 T: 13) || Init: +2, Fort: +17 Ref: +12 Will: +13|| Per: 0

HP: 1d10 + 2 ⇒ (5) + 2 = 7 Up to 83.

Updates:

  • Modifiers to intimidate and Know: Religion up by 1 (+15 and +12)

  • Additional 2nd level spell per day.

  • Additional Lay on Hands per day for 4d6+8 now.

  • BAB +1.

  • Can now add Holy to his weapon, or a +2 bonus. Probably gonna be the first one for maximum Deus Vult.

  • Aura of Resolve granting immunity to charm spells and SLA's. Allies within 10 ft. gain a +4 bonus to saves vs. those things.

    Wonder what we can get for this loot?

    EDIT

  • Fort and Will +1 (+17 and +13)

  • A feat! Right. Greater Mercy looks attractive. Is cornugon smash on the table? It seems like something Severo would do, but I haven't actually read the book it comes from, Empire of Devils, so I don't know if it's allowed. Or whether this is a group where it would be weird for a paladin to have a move named after a devil.


  • Greater Mercy.

    It does look attractive. And it looks like it is out of Ultimate Magic, so that is fine as long as you have the prerequisites. I assume that you do.


    Init.+5|Perc.+11|AC21|HP55|F+5 R+12W+11|CMB+10|CMD24|30'

    Was the Belt of Dexterity claimed by someone?

    Devora could use it.


    Male
    Abacuzar:
    War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
    Dwarf
    daily use:
    Challenge 3/3, Tactition 3/3
    Cavalier 7/Fighter 3
    Main Info:
    (HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

    No one claimed it yet. I had asked Flynn if he needed, but he has one.

    I for one, don't have an issue with her taking it, as she has been a major help.

    Anyone else have any objections or points ???


    Male Half-Orc Fighter 1/Paladin 9 || HP: 88/95, AC: 24 (FF: 22 T: 13) || Init: +2, Fort: +17 Ref: +12 Will: +13|| Per: 0

    Yeah, she could probably stand to bump that AC up. Does anyone lack a belt yet?


    Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

    no objections. Flynns snake skin tunic already gives the enhancement dex bonus. so the belts no use to him

    Grand Lodge

    HP 87/87 Male Human
    Active Affects:
    Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

    Sounds good to me


    Male
    Abacuzar:
    War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
    Dwarf
    daily use:
    Challenge 3/3, Tactition 3/3
    Cavalier 7/Fighter 3
    Main Info:
    (HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

    Ok, so Devora gets the belt.

    Grand Lodge

    HP 87/87 Male Human
    Active Affects:
    Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

    Hp: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9
    Feat
    Craft wand
    Skills
    Heal
    Smithing
    Saves
    Ref +1
    Fifth level spells

    Grand Lodge

    HP 87/87 Male Human
    Active Affects:
    Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6
    Flynn Elric wrote:

    ** spoiler omitted **

    Wow..Honestly i expected more objections. Alright then, lay the body out i'll do the casting. We get four questions and thats it, think of them while i work Once the body is laid out Flynn pulls out from under his jacket an angelic ankh, symbol of Sarenrae, well hidden and chants in Elven. Damn... never mind forgot it doesnt work on undead... my bad, if theres another anyone wants to try we can but i screwed up, new spell you see.

    Does it still not work because he is not undead anymore he's just dead?


    The spell says, "This spell does not affect a corpse that has been turned into an undead creature."

    Lamatar Bayden had been turned into an undead creature. The spell does not provide any conditions beyond that. So by the strict RAW of the text, Lamatar Bayden cannot be spoken to using a Speak with Dead spell because he had been turned into an undead creature.

    Grand Lodge

    HP 87/87 Male Human
    Active Affects:
    Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

    I see. Thanks


    female
    CP:
    Nothing atm
    Elf Wizard (Diviner) 5, Cyphermage 5
    Stats:
    hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

    See it as follows. Speak with dead you speak with a fragment of his soul.
    An undead is a being without any shred of a soul.


    Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

    hp: 1d8 ⇒ 8

    Feat
    Deadly aim

    teamwork feat
    Coordinated shot

    Saves
    Ref +1

    Skills

    Diplomacy
    Perception
    Disable device


    Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

    Quick change on the teamwork feat, made a realization theres a better one.

    Friend fire maneuvers:

    Friendly Fire Maneuvers (Combat, Teamwork)

    You and your teammates can anticipate one another’s ranged attacks and stay out of each others’ way.

    Prerequisite(s): Point-Blank Shot, Precise Shot.

    Benefit(s): Allies who also have this feat cannot provide soft cover to enemies, allowing you to make attacks of opportunity against an enemy even if those allies grant you soft cover against that foe’s attacks. If an ally who also has this feat casts a spell that targets the area you are in as it allows a Reflex saving throw to avoid the effect (such as fireball), you gain a +4 dodge bonus on that saving throw.


    Male
    Abacuzar:
    War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
    Dwarf
    daily use:
    Challenge 3/3, Tactition 3/3
    Cavalier 7/Fighter 3
    Main Info:
    (HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

    Stone, I don't have an issue with party funds being used to craft that wand, After all, that is why I started the fund for the party.

    but I guess we will have to work on it at sandpoint. :)

    Anyone else going to chime in ?

    Grand Lodge

    HP 87/87 Male Human
    Active Affects:
    Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

    Thanks that how I felt to but wanted to check.


    female
    CP:
    Nothing atm
    Elf Wizard (Diviner) 5, Cyphermage 5
    Stats:
    hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

    Of course. But I would advise to make CLW wands and CMW scrolls.
    You get 6 CLW wands for each CMW and just half of the healing.

    Grand Lodge

    HP 87/87 Male Human
    Active Affects:
    Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

    Cure light wounds cost 375 1d8+1
    Cure moderate wounds cost 2250 2d8+?


    Male
    Abacuzar:
    War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
    Dwarf
    daily use:
    Challenge 3/3, Tactition 3/3
    Cavalier 7/Fighter 3
    Main Info:
    (HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

    Based on lowest caster level, it would be 2d8+3.

    So 375 for 50 shots of d8+1
    2250 for 50 shots of 2d8+3
    5625 for 50 shots of 3d8+5
    and 10500 for 50 shots of 4d8+7

    I been running the numbers in our other campaign for things to make and/or buy.

    GM Mazra, in the CRB, there is a proviso about crafting while adventuring, and the GP value works out to about 200 gp / day, snuck in on lunch breaks, rest stops, and camp stops for nights.

    CRB pg 549 wrote:

    If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours’ worth

    of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night

    So technically, he could create 1 wand every 2 days but he would not have 1 of his CLW slots available to him for both of those days.


    Craft Wand Rule

    This is where I pulled the rule. But, if Stone wants to create a CLW Wand while traveling, I am cool with that. However, a CMW Wand would be far less practical.

    As Brandark noted, it would take 2 days for a 50 charge CLW Wand, but a CMW Wand would take 10 days if crafted while traveling. Of course, he could start it. But Elektra's point is valid. Yet, more powerful wands are more useful during combat if spells are depleted.

    Grand Lodge

    HP 87/87 Male Human
    Active Affects:
    Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

    Okay well I will make what ever the party purfers. But I was thinking having a more powerful care at the ready would be helpful in a pinch. Elektra does make a good point about the scrolls although I cannot make them.


    Male
    Abacuzar:
    War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
    Dwarf
    daily use:
    Challenge 3/3, Tactition 3/3
    Cavalier 7/Fighter 3
    Main Info:
    (HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

    That is still worth the feat when you get the chance.

    Even though it gimps a cleric in the first few levels, in the long run, having the scribe scroll feat is worth it in the long run. :)


    female
    CP:
    Nothing atm
    Elf Wizard (Diviner) 5, Cyphermage 5
    Stats:
    hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

    I totally agree.
    There are some very useful low-level wands. Bless, CLW, Enlarge Person, Mage armor liberating command, just to name a few.


    Stone could go ahead with a COW Wand now, then a more powerful Wand once he reaches Sandpoint.


    That was suppose to read CLW Wand. My tablet knows COW not CLW. Shame on it. Everything should know CLW is an important acronym.

    Is Brandark trading with the Gnomes?

    Grand Lodge

    HP 87/87 Male Human
    Active Affects:
    Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

    Sounds good will make a CLW wand for now. Please deduct the money from the party account. Thanks

    Ps
    Trade man have fun.


    Male
    Abacuzar:
    War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
    Dwarf
    daily use:
    Challenge 3/3, Tactition 3/3
    Cavalier 7/Fighter 3
    Main Info:
    (HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

    He isn't the best to work down prices, but he will trade if there is anything the party might need.

    So it is dependent on what they have.

    Grand Lodge

    HP 87/87 Male Human
    Active Affects:
    Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

    Can't Stone work with Elektra to make some scrolls?


    Male
    Abacuzar:
    War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
    Dwarf
    daily use:
    Challenge 3/3, Tactition 3/3
    Cavalier 7/Fighter 3
    Main Info:
    (HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

    Stone, I was poking around the rules section and saw the question asked weather or not a mage can help a cleric do scrolls.

    The answer unfortunately is NO.

    [quote CRB pg 549]
    The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create spelltrigger and spell-completion magic items without meeting their spell prerequisites.


    female
    CP:
    Nothing atm
    Elf Wizard (Diviner) 5, Cyphermage 5
    Stats:
    hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

    Not entirely true.
    You can craft wands for example using a wizard with the feat and a cleric using the spell if cou do cooperative crafting.

    Cooperative Crafting:

    If you need another character to supply one of an item’s requirements (such as if you’re a wizard creating an item with a divine spell), both you and the other character must be present for the entire duration of the crafting process. If the GM is using the downtime system, both you and the other character must use downtime at the same time for this purpose. Only you make the skill check to complete the item — or, if there is a chance of creating a cursed item, the GM makes the check in secret.

    If the second character is providing a spell effect, that character’s spell is expended for the day, just as if you were using one of your own spells for a requirement. If the second character is a hired NPC, you must pay for the NPC’s spellcasting service for each day of the item creation.


    Male
    Abacuzar:
    War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
    Dwarf
    daily use:
    Challenge 3/3, Tactition 3/3
    Cavalier 7/Fighter 3
    Main Info:
    (HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

    But without that feat, we stumble on the cannot create spell trigger or spell completion items.

    That feat is the only way to get around that restriction.

    So yes, I was wrong, but for the most part that is the restriction.

    Grand Lodge

    HP 87/87 Male Human
    Active Affects:
    Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

    So is coop cast a feat or an option?


    Cooperative Crafting is a feat from the Advanced Players guide.

    Since Stone or Elektra does not have this feat, you cannot do this.


    I want to wish everyone a Merry Christmas. And may 2019 be a wonderful and adventurous time for all. May this time be a safe and joyous time for you all.

    Grand Lodge

    HP 87/87 Male Human
    Active Affects:
    Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

    Here here Merry Christmas


    female
    CP:
    Nothing atm
    Elf Wizard (Diviner) 5, Cyphermage 5
    Stats:
    hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

    Am.... there is cooperative crafting ability and the cooperative crafting feat.
    The feat aids you in creating items and doubles the gold costs you can craft per day.
    I linked the cooperative crafting ability.


    OK. Why waste a feat then?

    I am open to allowing this. How have other campaigns handled this?


    Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

    Merry Christmas fellas

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