Hektir the Tracksmage |
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Hektir could be your brony if you want, Pems.
Note: the headband of wisdom is 4K, not 2K.
Scrolls of Restoration and/or Remove Disease? Wand of Lesser Restoration? What other party supplies do we need?
Speaking of party supplies, Mal, let's mark down 50gp for booze and remember the 200gp Hek gave Soulfang while Mal was shaking his fist at a yurt.
Tsin Windscar |
Thank you for your consideration, Mal, but I think Tsin is looking to a time in the future when her blade can be magicked in flame, and her armor magicked to pep her step. That is, if we still deal with cold-based creatures after we travel.
Not knowing where we're headed is making if difficult to know whether or not to hold onto Nadya's Gift- the Snowshoes of Northern Pursuit. If we end up in a jungle somewhere, or the Plane of Fire, we can sell that off :)
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Hektir the Tracksmage |
Uh...
Available? (1-75 = yes): 1d100 ⇒ 53 rod of extend, lesser (Hektir) .... -3,000gp
Available? (1-75 = yes): 1d100 ⇒ 38 polymorphic pouch (Hektir) .... -5,000gp
Available? (1-75 = yes): 1d100 ⇒ 61 headband of wisdom +2 (Hektir) .... -4,000 gp
...I like that I have these things. That said, I'm also happy to forgo the pouch and whatever if others want to buy more stuff. My list was a wishlist, but not expecting to get everything.
If anyone else needs anything, please speak up. Otherwise, I'll go forward as is.
Quinn Kestrel |
Could we also buy a Soul Soap for 200 gp?
and a Feather Token, Tree for 400 gp?
When money and time allow, and Mal feels inclined, Quinn could use a +1 bonus to his crossbow and new armor
current wealth level is 18,000 gp
Malavarius King |
Available? (1-75 = yes): 1d100 ⇒ 76 soul soap (Quinn) .... -200gp
Available? (1-75 = yes): 1d100 ⇒ 67 feather token, tree (Quinn) .... -400gp
7,980.23 gp
=(
Looks like your soul gets to stay dirty and gross, Quinn D:
Tsin, would you like a headband of wisdom +2? Might help with them will saves, nahmsayin'? After that, keep the rest for enchantifying things when there's time?
Hektir the Tracksmage |
Hektir has a lot. Why don't we give the headband o' wisdumb +2 we purchased for Hektir to Tsin?
Why don't you take that 7980.32 gp and buy yourself some swag, Mal? You ain't got nothing.
Malavarius King |
I couldn't find anything that tickled my fancy apart from things not yet available. cough cough staff of fire cough
Everything I looked at just made me go "meh." I'm cool with Malavarius' low wealth ratio at present. Moreso if I look at all you goobers as the gear that keeps me alive rather than stuff I wear =P
That being said, earmarking some of the funds for crafting a new wand and scribing some scrolls is something I should do. Need to restock on dispel magic scrolls after all those wasted ones in the woods!
CL 6 scrolls of dispel magic are 225gp/per.
CL 7 (presuming we're near to 7) are 262.5gp/per.
A CL 3 wand of spontaneous immolation is 2,250gp whereas a CL7 wand of scorching ray is 5,250gp and a CL 6 wand of fireball is 6,750gp.
The spontaneous immolation would have a pitiful save (DC 14). The fireball would have a decent number of damage dice, but that save is pretty simple at this stage too (DC 16). The CL 7 scorching ray would get two beams instead of one, doesn't require a save, and works in narrow hallways where fireballs wouldn't. I think it'd be the most party-friendly of the wands.
It would take 6 days to craft.
EDIT - I've confused myself. This table for scrolls - is that saying how much scrolls are to create or what their market value is? Similar question for wands - do I halve the numbers in these tables to determine cost to craft myself?
The use of "price" and "cost" interchangably in the descriptions has spun me around to the point where I'm not sure what's what. =\
Quinn Kestrel |
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Looks like your soul gets to stay dirty and gross, Quinn D:
that Soap doesn't get anything clean, and it certainly wasn't for Quinn (long arched eyebrow stare at Tsin)
Tsin Windscar |
Oooooo, gotta get this in, before we get too far ahead.
Tsin's lovely quiver- it could use stocking the shelves.
40 Cold Iron Arrows- Cost 1gp (x2 for Cold Iron) 2gp
18 Cold Iron Javelins- Cost 18gp (x2 for Cold Iron) 36gp
Thank you for your patience :)
Malavarius King |
I think my initial understanding of how much coin it would take to craft the wands and scrolls I detailed in my last post are correct. You know how sometimes if you stare at maths long enough things go squirrelly on you? Gah.
Anyway, those are what Malavarius would like (prominence given to dispel magic scrolls), but I really am super content outfitting all you jokers first. You are each of you the armor which he wears and the weapons that he wields! =P
Anyone disagree or have a better wand suggestion than a CL 7 scorching ray?
Tsin Windscar |
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Shout out to m' boy, Pems, for the Bone Thugs-n-Harmony insinuation :)
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Hektir the Tracksmage |
Last level, Oct 24ish....
Lvl 7: +1 rugged individualist, mansplainer, & antivaxxer
+10 hp (5 lvl + 3 con + 1 fc + 1 toughness)
+ moar spells
+6 skills
---------
+1 Perception
+1 Survival
+1 Fly
+1 Know (Nature)
+2 Know (Local)
Feat: Power Attack
Malavarius King |
Level 7
HP: 1d6 ⇒ 5
Add 2 4th level spells (stoneskin, wall of fire) to spellbook
Add 1 3rd level spell (protection from energy) to spellbook (Favored Class Bonus)
+1 1st level slot/day
+1 4th level slot/day
Feat: Spell Penetration
+9 Skill Points (2 class + 6 int mod + 1 human)
• Knowledge (Arcana) +1
• Knowledge (Geography) +1
• Knowledge (History) +1
• Knowledge (Local) +2
• Knowledge (Planes) +1
• Knowledge (Religion) +2
• Spellcraft +1
---
Zeno
+1 Nat Armor
+1 Int
HP increase to 20 (1/2 master's total)
gain speak with animals of its kind
Tsin Windscar |
7 Year Itch
+0 BAB
+0 Fort
+0 Ref
+0 Will (Last Level of Inquisitor, methinks)
+8 HP (+4 Class Ave +1, +3 Con)
Ability to cast Level 1, Level 2 spells an additional time in the day
1 Level 2 Spell Added- Align Weapon
Bane (5 rounds/day, Swift Action, +2 Enhancement Bonus, +2d6 damage)
Discern Lies (5 rounds/day, Immediate Action)
Feat- Improved Iron Will
Skills(7)
+1 Perception
+2 Fly
+1 Knowledge(Planes)
+1 Knowledge(Religion)
+1 Knowledge(Arcana)
+1 Sense Motive
(Might juggle skill points...)
Quinn Kestrel |
level 7 traveler
+7 HP
feat: divine protection
spells: +1 first, 1+1 fourth
bab +1
skills: +1 perception, +1 use magic device
channel increases to 4d6
Quinn's new spell is Blessing of Fervor which requires a decision by each party member each round for 7 rounds, so I'll post the below in Quinn's status for quick reference:
Blessing of Fervor
Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
~ Increase its speed by 30 feet.
~ Stand up as a swift action without provoking an attack of opportunity.
~ Make one extra attack as part of a full attack action, using its highest base attack bonus.
~ Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
~ Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
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Tsin Windscar |
Tsin, let me know if your juggling removes that point of Perception, please, as I already added it to my "macro."
Nope, won't be removing it, as Perception is always Queen :)
Blessing of Fervor...
Aw, I just can't stay mad at you, you big lug...
Pemsworth Smith, Esq. |
Okay, here's newly updated Pems:
+1 BAB
+1 to all saves
Skills: +1 to DIsable Device, Escape Artist, Knowledge Arcana, Linguistics (any suggestions for a good language to take, GM?) Perception and Spellcraft
New hex: Slumber
New feat: accursed hex
New spells: fly, barrow haze
Bonus spell: ice storm
Tsin Windscar |
I'm just gonna leave this right here...
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motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Mott, so I do have an open language spot. Since we've not really run into giants, can I take Giant as that language?
Can I get others' opinion on this? My feeling is still that languages should only be added at the level or if there's a spot where it makes sense with some in-game downtime. Otherwise, you could just take a rank of Linguistics every level and leave the spot open until you encounter a language you know and say "oh, that's the one I know."
If others disagree, I'm willing to let Pems take whatever language now, but am going to institute the rule that a language can only be taken when you level (and, yes, I realize that's a bit arbitrary too since you might not have had much exposure to said language even then, but not much I can do about that).
Malavarius King |
I encountered this conundrum myself back when we stepped through the portal after meeting Black Midnight and I'd forgotten to assign the extra language from the Int increase.
On one hand, I appreciate the lack-of-cheese in pre-selecting languages, but on the other, I also appreciate what a bothersome hassle it can be for no one in the party to speak a language, especially if it's one that'll be frequently used.
When we first wound up in Irrisen, Pems at least knew Skald.
In this case, Malavarius has happened to know two suitable languages, so we're not entirely unable to communicate, we're just hobbled dramatically when it comes to diplomacy checks =P
---
TLDR; My thoughts are mostly in line with this:
My feeling is still that languages should only be added at the level or if there's a spot where it makes sense with some in-game downtime.
Tsin Windscar |
Pharasma's advocate- the linguistics thing always feels contrived, because downtime could be a year, or a week. Leveling is a gateway we pass through officially, but it happens on a continuum, I would think. What would inspire a character to a new feat suddenly? What exposure would you be able to cite in picking up a new language? If we leveled tomorrow morning, how realistic would it be to say we acquired Iobarian, on the spot?
In the case of language acquisition, you can take the 'immersion' model, being exposed to a language so long you can consider yourself learned. In a magical universe, maybe you can take the 'revelation' model, touching upon a new language with a mind primed to absorb it. A language can be divined through spellcasting, so what's to say a witch can't suddenly know a new language, a boon from the dark forces already providing her magical prowess?
Quinn Kestrel |
"My feeling is still that languages should only be added at the level or if there's a spot where it makes sense with some in-game downtime."
Yep, agree with that, however for sake of PbP I wouldn't be adverse to allowing a language to be known when we have no other options. In this case we have Mal that speaks Giant, and really then how can we deny Zeno his chance to shine?
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Malavarius King |
If the Artrosa is a dungeon crawl like has just been hinted at, how would you guys prefer I prep my spells?
I'm wondering if we'll not have sufficient room for fireballs and walls of fire and the like.
Tsin, while I can't make your sword fiery, I do know flame arrow, and I can give you 50 flaming arrows for 70 minutes. I can also spread the fire across different projectiles with each casting. So, I could, for instance, give Tsin 30 flaming arrows, Quinn 10 flaming bolts, and Pems 10 flaming bullets with one use of the spell.
My main question: would you guys like me to drop my fireball and prep a second haste or one flame arrow? Something else? Keep it?
Second question: should I drop wall of fire for a third stoneskin?
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