
Alþórel |

With permission, I'll drop Arcane Strike and the glove of striking from Al.
I think I might actually go Arcanist to help differentiate him from Nethan. Spell Sage gave Al healing, and Nethan seems to have that well in hand now.
Yeah, looked at a rebuild as a non-gish arcanist, and I think it fits how he's evolved much better.
I also think I might take Control the Mindless rather than Divine Source. Post rebuild it seems to fit his concept better.

Alþórel |

This is what I am looking at at the moment.
CG Medium Humanoid(Elf) disguised as human
Arcanist (Brown Fur Transmuter) 6 Archmage (Trickster) 4
Init +9 (never surprised); Senses low light; Perception +5
Note: init is +3 dex, +6 tier (+2 tier from Mythic Paragon)
----- Defense -----
AC 17, touch 13, flat-footed 14 (+3 dex, +4 armor if mage armor)
hp 38 (6d6+4x3);
Fort +2, Ref +2, Will +5
+2 vs Fear, +2 vs Death. +2 vs enchantment spells and effects
Immune Sleep; Resist Fire 20
----- Offense -----
Speed 30 ft.,
Melee ‘Black’ Cold Iron Longsword +4 (1d8+0, 19-20/x2) or ‘White’ Silvered Longsword +4 (1d8-1, 19-20/x2)
Space 5 ft.; Reach 5 ft.
prepared Spells - current loadout (CL 6; concentration +14)
0th (8 prep, cantrip)—Prestidigitation, Dancing Lights, Daze, Detect Magic, Detect Poison, Message, Mage Hand, Mending
1st (5 prep 6/day)—Heightened Awareness (BoH), Mage Armour, Windy Escape, BLANK, Burning Hands (BoH)
2nd (3 prep, 6/day)—Elemental Speech, Bestow Insight, Fox’s Cunning
3rd (2 prep, 4/day)—Ablative Barrier (BoH), Beast Form I
----- Statistics -----
Str 10, Dex 16, Con 10, Int 24(26), Wis 10, Cha 10
Base Atk +3; CMB +3; CMD 16
Feats (A1, A3, A5) Breadth of Experience, Spell Focus (Evocation), Skill Focus (Spellcraft)
M6 Feats (10k, 20k) Expanded Spell Repertoire, Ritual Magic
Mythic Feats (M1, M3) Mythic Paragon, Dual Path (Trickster)
Exploits (1, 5) School understanding (Foresight), Potent Magic,
Path Abilities (M1, M2, M3, M4) Mythic Magic, Elemental Bond, Subtle Magic, Control the Mindless
Traits Reincarnated, Cunning Wordplay (Bluff)
Skills
9*6=54 skills. 1 additional knowledge skill at 6h.
Acrobatics +6 (3 ranks 3 dex)
Bluff +14 (6 ranks 8 int)
Diplomacy +8 (6 ranks 2 cha)
Handle Animal +3 (1 rank 2 cha)
Intimidate +3 (1 rank 2 cha)
Knowledge: religion +19 (6 ranks 8 int 3 trained 2 feat)
Knowledge: arcana +19 (6 ranks 8 int 3 trained 2 feat)
Knowledge: history +19 (6 ranks 8 int 3 trained 2 feat)
Knowledge: planes +19 (1 rank/6 headband 8 int 3 trained 2 feat)
Knowledge: engineering +14 (1 rank 8 int 3 trained 2 feat)
Knowledge: Nobility +14 (1 rank 8 int 3 trained 2 feat)
Knowledge: dungeoneering +14 (1 rank 8 int 3 trained 2 feat)
Knowledge: geography +14 (1 rank 8 int 3 trained 2 feat)
Knowledge: local +14 (1 rank 8 int 3 trained 2 feat)
Knowledge: nature +14 (1 rank 8 int 3 trained 2 feat)
Linguistics +14 (3 ranks 8 int 3 trained)
Perception +5(3 ranks 0 wis 2 racial)
Spellcraft: +20 (6 ranks 8 int 3 trained 3 feat) +2 if identifying item
Languages Taldane, Elven, Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan, Thassilonian, Azlanti, Necril
SQ Arcane School: Elven Immunities, Elven Magic, Elven Weapon Familiarities, Low Light Vision, Keen Senses (+2 racial perception),
----- Special Abilities -----
Mythic Power (Su) 11/day
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Color Magic You now have your level worth of spell points each day and recover them after 6 hours of rest as part of natural recovery.
Arcane Reservoir (Su): (max 9, +6/day) An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Prescience (Su) 11/day At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Wild Arcana (Su): As a standard action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists, must be of a level that you can cast with that arcane spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
Surge (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Hard to Kill (Ex) Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Recuperation (Ex?) At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Mythic Spellcasting (Ex) You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional mythic spell whenever you gain a tier.
Mythic Spells: (5 spells; Floating Disk, Ear-Piercing Scream, Protection from Evil, Fireball, Mythic Haste)
Elemental Bond (Su): Fire You are connected to one of the elemental planes. Select one elemental plane: air, earth, fire, or water. Whenever you cast a spell with a descriptor matching that plane, add your tier to your caster level for that spell. You gain resistance 10 against an energy type associated with your chosen plane—electricity for air, acid for earth, fire for fire, and cold for water. At 6th tier, this resistance increases to 20. At 9th tier, this resistance increases to 30.
Subtle magic Whenever you cast a spell or activate a spell trigger or spell completion magic item, you can attempt a Bluff skill check opposed by a Sense Motive check from anyone that can see you. Those who fail the opposed check don’t know that you cast a spell or activated an item unless it has an obvious effect that emanates from you. In addition, the magical auras of magical effects on you and magic items you carry (except for artifacts) can’t be detected.
Control the Mindless (Su) You can gain control over mindless constructs and undead. Using this ability is a standard action, and requires you to make a Knowledge check against the target’s CMD. Use a Knowledge (arcana) check against a mindless construct, or a Knowledge (religion) check against a mindless undead. If your check equals or exceeds the creature’s CMD, you can give the creature an order that lasts up to 1 round. For every 5 by which you beat the DC, your control lasts 1 additional round. The creature’s creator or controller can’t regain control during this time unless it also uses this ability. If you expend one use of mythic power when attempting to use this ability, the duration of your control increases from rounds to an equal number of minutes.
Consume Spells (Su) At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.
Powerful Change (Su): At 3rd level, the brown-fur transmuter learns to harness the power of her magic to empower her transmutations. Whenever the brown-fur transmuter casts a transmutation spell using one of her arcanist spell slots, she can expend 1 point from her arcane reservoir as a free action to bolster the spell. If the spell grants a bonus to an ability score, the bonus then increases by 2. If it grants a bonus to more than one ability score, only one of the ability scores gains this bonus. The brown-fur transmuter cannot expend more than 1 point from her arcane reservoir in this way.
Arcane Discovery: An arcanist who selects this arcanist exploit learns an arcane discovery (Pathfinder RPG Ultimate Magic 86). When she learns an arcane discovery, her level must be high enough for her to qualify for that discovery, using half her arcanist level as her wizard level to determine whether she qualifies. The effects of any arcane discovery that she selects with this exploit apply only to arcanist spells that she casts, not to wizard spells, and she cannot select an arcane discovery in place of a feat (unless she also has wizard levels, in which case the discovery applies only to her wizard spells).
Expanded Spell Repertoire Choose a spontaneous spellcasting class in which you can cast spells. You gain an additional spell known for each level of spell that you can cast.
Ritual Magic Prerequisite: Ability to cast third level spells; Spellcraft 6 ranks; Skill Focus: Spellcraft, Spell Casting Ability Score of 15 or higher. Benefit: Two or more spell casters who each have the Ritual Magic feat may work together in an elaborate ritual to invoke 4th, 5th,
and 6th level spell effects. Each person may only begin one ritual per day, though they may assist with any number of other rituals. A Ritual Spell takes a base of one hour to perform. Each additional caster involved in the ritual beyond the first two reduces its casting
time by 20 minutes to a minimum casting time of 10 minutes
Elven Immunities: immune to magic sleep, +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: +2 racial bonus on Perception checks.
Elven Magic: +2 racial CL checks made to overcome spell resistance.
Elven Magic: +2 racial bonus on Spellcraft skill checks to identify the properties of magic items.
Weapon Familiarity: proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision: can see twice as far as humans in conditions of dim light.
Breath of Tempering When you spend at least one colr magic spelll point you gain +X to your attacks rolls, AC, saves or spell DCs for one round. X is the deficit of your spell pool after spending the spell point(s).
Everlasting stone (White Magic) At the start of your next turn your regain ¼ of your lost hit points (round up). If this recovers no hit points you gain temp hit points equal to your level. These temp hit points stack with all other sources. This lasts for 1d6 rounds. If you spend a spell point this effect lasts for 6 rounds and you instead gain ½ of your lost hit points per round.
Stone spike (White Magic) You stamp the ground to summon a 5ft cube spike within close range. If a creature is on the ground at the place you summon this spike they must make a reflex save vs your spell DC or take 1d6 damage per 3 levels. The ground where you summon this spike is difficult terrain for 1d3 rounds. If you spend a spell point you expand the area by an additional 5ft per 3 levels.
Heart of stone (White Magic} You gain temporary hit points equal to your level. This lasts for a number rounds equal to your level. You may only cast this spell if you are immediately threatened by danger. If you spend a spell point you may activate this as an immediate action and double the hit points gained.
----- Spellbooks -----
1: (36 = 12 free. BoH 10. Bought 14)
Break
burning hands BoH
Charm Person
Chastise
color spray BoH,
corrosive touch BoH
Detect Secret Doors
Ear-piercing scream
Endure Elements
Enlarge Person
Reduce Person
Feather Fall
Floating Disk
Heightened Awareness BoH
hydraulic push BoH
hypnotism BoH
Mage Armour
Magic Aura
magic missile BoH
Moment of Greatness
Protection From Evil
Peace Bond
ray of enfeeblement BoH
shield BoH
shocking grasp BoH
Silent Image
Snapdragon Fireworks
True Strike
True Skill
Windy Escape
Vanish
Urban Grace
Keep Watch
Sow Thought
Lucky Number
Implant Urge
2: (14 spells = 28 pages, 21 = 4 free. BoH 4. Bought 13.)
Acid arrow BoH
Raiment of Command
Alter Self
Blur
Book Ward
Darkness BoH
Disguise Other
Elemental Speech
False Life
Flaming Sphere
Fox’s Cunning
Ghoul touch BoH
Gust of wind BoH
Make Whole
Misdirection
Resist Energy
Scorching Ray
See Invisibility
Cat’s Grace
Eagle’s Splendour
Bestow Insight
3: (9=4 free. BoH 3. Bought 2)
Ablative Barrier BoH
Arcane Sight
Beast Form I
Clairvoyance/Clairaudience
Fireball
fireball BoH
lightning bolt BoH
Twilight Knife BoH
Haste
Suggestion
Total: 61 pages
----- Initial Equipment -----
5100 Headband of Pnderous Recollection (Planes)
1800 Hat of Disguise
30 Cold Iron Longsword
105 Silvered Longsword
21 Wizard’s Kit
210 scribed 1st level spells (15) x14
780 scribed second level spells (60) x13
405 scribed third level spells (135) x3
900 Book of Harms
Had a bunch of scrolls that were too hard to keep track of.
Had a Scabbard of Vigor and a Glove of Arcane Striking
He changes his name to suit the seasons, to suit the disguise. Stays quiet. Stays low. The forces of darkness and savagery have never learned it is he they should hate, for they think him a thousand different men.
In the time known to humans as the Age Before Ages, when that race was first pretending to glimmers of civilisation the Elves had achieved their Apex. As the humans grew the Elves fell, and eventually all but a tiny minority fled from Golarion.
One of those, A Sekeer of the Brightness, who chose to remain felt that rather than be fought or fled from, humanity should be tamed and taught. “Had not even Elves once been savages?”
He stayed, and he guided. Through life after life. Through the Age of Darkness. Through the Age of Anguish. Through the Age of Destiny. Through the Age of Enthronement and into the Age of Lost Omens. Twenty seven lifetimes - long elven lifetimes - teaching, guiding and protecting. Ten thousand years amongst humanity, disguised as human. Enough that even a Seeker’s memories of his first life are faded. Enough that when his people returned he no longer felt at home among them.
There are stories of him, of course. They portray him as human. An old man - his favoured guise - who turns up and gives advice, or help. The mentor to a hundred heroes - and a thousand would be heroes. The one who whispers the right word in the right ear at the right time.
Aroden’s death killed him. His interpretation of Omens had gone beyond fortune-telling and prophecy and into foresight. Aroden’s death brought the end of that. Now only scattered glimpses of might-have-beens are all that is left. When it happened, a hundred and six years ago, he didn’t know how to cope and was killed in an ambush he should have seen coming. This new body has slowly come into its memories, and is growing into its gifts. It has never known true foresight, never learned to rely on it.
And now a clue has, perhaps, surfaced. Heroes gather. A mentor is needed.

Nethan Ryon Akerman |

He did, he forgot to add in his Dex Bonus, +2/+2/+5 is the base for Arcanist at Level 6.

Nethan Ryon Akerman |

Yes, if my Tier 4 New Build is acceptable?

Dreyyn |

All done sans equipment. Was hoping for a rough gp value guideline

Alþórel |

If we're about to take out the other Siphons, we'll get paid rewards, right?
If we can work out where the energy streams are coming "from", then perhaps we can hit them in quick succession (ala Ritual Teleport).
I have no idea how to 'poison' them.
We may be able to hit Eþnui up for a quick trip to Zenikuta's place.

GM_Radiance |

The gp value was something like 3000gp + the difference between WBL from 4-7, I think. I keep trying to find the post where I gave the room with the stuff in it. Do people remember what they got from that, I only remember the book of harms. Google-fu is failing me at the moment. (didn't save the post as I didn't think I'd need it again.)
@Al: Unless I've skimmed over too much, what are the 2 arcane exploits you have?
@Nethan: Khekeret spear can be light yes, as per the discussion with Dreyyn earlier. It is remaining martial though.
The latest entry, which I think is the incanter, looks fine too. I think the only thing I've noticed which could be me miscounting is the casting school count. I'm seeing 17 when your sheet shows (2base 9class 5feat.)
You can make the conduit into a legendary one yes. I think you mean the mythic ability yes? You can become more specialized into black colour magic if you like yes.

Alþórel |

School understanding (Foresight) to keep the precognition ability
I got Potent Spell instead of spell specialisation.
I was going to get Arcane Discovery: Feral Speech, but I realised with the ability to cast spontaneously it was basically just a limited Elemental Speech.

Nethan Ryon Akerman |

I broke out the options further to remind me of them, it is not in proper game format but Nethan/Anderlorn's reminder format,
. . Destruction: Destructive Blast 3d6 Ranged or melee touch attack deals 3d6 damage for (0) Spell Points,
. . Destruction: Increased Destructive Blast 6d6 Ranged or melee touch attack deals 6d6 damage for . . . (1) Spell Points,
. . Destruction: Mythic Increased Destructive Blast 8d6 Ranged or melee touch attack deals 8d6 damage for (1) Mythic Points,
. . Destruction: Energy Blade Add your destructive blast to a weapon attack for (0) Spell Points,
. . Destruction: Explosive Orb (Radius 15 ft. DC:18/19) Deal destructive blast damage in a radius for an additional (1) Spell Points,
. . Destruction: Extended Range (x2) Increase the range of your destructive blast for (0) Spell/Mythic Points (Range Increased up to 640'/720'),
. . Destruction: Force Blast (DC:18/19) Your destructive blast deals force damage and can knock targets prone for (0) Spell/Mythic Points,
. . Destruction: Stone Blast Your destructive blast deals slashing/piercing/bludgeoning damage and ignores anti-magic defenses for (0) Spell/Mythic Points,
. . Divination: Divine You can divine magical auras, or special for (1) Spell/Mythic Points,
. . Divination: Read Magic You can read and decipher magical writing for (1) Spell/Mythic Points,
. . Divination: Blindfolded Oracle
. . You can gain Blindsense 30' for (1) Spell/Mythic Points,
. . or Blindsight 30' for an additional (1) Spell Point,
. . Life: Cure 3d8+18/3d8+24 (DC 18/19) Heal a target for (3d8+18/3d8+24) hit points for (1) Spell/Mythic Points,
. . Life: Greater Healing (2) Your cure heals (3) additional HP per caster level for (0) Spell/Mythic Points,
. . Life: Invigorate (Up to 6/8 temp HP) Grant up to 6/8 temporary HP to an injured target for (1) Spell/Mythic Points,
. . Life: Restore Heal a target's ability damage and remove negative conditions for (1) Spell/Mythic Points,
. . Life: Mass Healing Your cure can affect multiple targets (4/5) for an additional (1) Spell Point,
. . Life: Ranged Healing Your cure, invigorate, and restore abilities have a range of Close (40'/45') rather than Touch for (0) Spell/Mythic Points,
. . Life: Break Enchantment Your restore can break curses and remove cursed equipment with magic skill check for an additional (1) Spell Point,
. . Life: Restore Health Your restore can remove disease and point with magic skill check for (0) Spell/Mythic Points.
1. . Destruction Sphere: Destructive Blast 3d6 Ranged or melee touch attack deals 3d6 damage for (0) Spell Points.
2. . Destruction Talent: Energy Blade Add your destructive blast to a weapon attack for (0) Spell Points,
3. . Destruction Talent: Explosive Orb (Radius 15 ft. DC:18/19) Deal destructive blast damage in a radius for an additional (1) Spell Points,
4. . Destruction Talent: Extended Range (x1) Increase the range of your destructive blast for (0) Spell/Mythic Points (Range Increased up to 640'/720'),
5. . Destruction Talent: Extended Range (x2) Increase the range of your destructive blast for (0) Spell/Mythic Points (Range Increased up to 640'/720'),
6. . Destruction Talent: Force Blast (DC:18/19) Your destructive blast deals force damage and can knock targets prone for (0) Spell/Mythic Points,
7. . Destruction Talent: Stone Blast Your destructive blast deals slashing/piercing/bludgeoning damage and ignores anti-magic defenses for (0) Spell/Mythic Points,
8. . Divination Sphere: Divine You can divine magical auras, or special for (1) Spell/Mythic Points,
9. . Divination Talent: Blindfolded Oracle
10. . Life Sphere: Cure 3d8+18/3d8+24 (DC 18/19) Heal a target for (3d8+18/3d8+24) hit points for (1) Spell/Mythic Points,
11. . Life Talent: Greater Healing (1) Your cure heals (3) additional HP per caster level for (0) Spell/Mythic Points,
12 . . Life Talent: Greater Healing (2) Your cure heals (3) additional HP per caster level for (0) Spell/Mythic Points,
13. . Life Talent: Mass Healing Your cure can affect multiple targets (4/5) for
an additional (1) Spell Point,
14. . Life Talent: Ranged Healing Your cure, invigorate, and restore abilities have a range of Close (40'/45') rather than Touch for (0) Spell/Mythic Points,
15. . Life Talent: Break Enchantment Your restore can break curses and remove cursed equipment with magic skill check for an additional (1) Spell Point,
16. . Life Talent: Restore Health Your restore can remove disease and point with magic skill check for (0) Spell/Mythic Points.
2base 9class 5feat = 16
Above = 16
I will Specialize in Black Colour Magic instead of Black/Yellow. Actually, the Shadow Puppet will come in handy for Nethan by debuffing an opponent and allowing +2 Flank. More for a rogue/trickster but it will help a Wizard too. Although, I probably can have it help Amelia from time to time?
Ok for the spear
What will a Legendary Conduit provide? Will it add the same Enhancement bonuses to all weapons called by it?

Dreyyn |

so there is
3000gp
4th level WBL is 6000
7th level WBL is 23500
so 23.5 - 6 = 17.5; 17.5 + 3 = 20.5
so 20,500gp?

Nethan Ryon Akerman |

That looks right to me!

Alþórel |

@Nethan: yep - just call him Stormcrow!
Figured Grey was needed because an Eldred in another colour right now was not going to make friends. Did think about trying to do a unique colour, like pink, but I think they'll just see it as the Colour Magic equivalent.
Plus, Gray basically means "Peace" here, as far as I can tell. That's sorta appropriate.
I didn't think Al's drive for anonymity was going to make things so hard for people. I can use different avatars if it makes it easier for people.

Nethan Ryon Akerman |

Sounds good Al or Gray or The Artist ... oops ... you are not Prince ... LOL. Just joking around and great character concept.
GM Radiance, just in case the question was lost above, can Nethan have a Legendary Conduit and what will do to the store weapons?

GM_Radiance |

Sorry spotty over last week. Parents have come to visit, I thought I'd have a bit of time but I don't think they believed me when I said it was cold here. Days spent buying them things to warm them up.
I thought I answered the legendary conduit question, yes you can have one and there can be multiple in them if you like. Some of them are meant to do that anyway. Though I'd prefer if you picked two weapons for the conduit and their bonuses would apply equally to them. (as in duplicates of each other just different weapons)
The gp seems correct, let's just assume that before I do a maddening trip into the whole post history!

Nethan Ryon Akerman |

I thought I answered the legendary conduit question, yes you can have one and there can be multiple in them if you like. Some of them are meant to do that anyway. Though I'd prefer if you picked two weapons for the conduit and their bonuses would apply equally to them. (as in duplicates of each other just different weapons)
Sorry if you did and I misunderstood you but I am good now. My two weapons will be the dagger and cestus so all damage types are covered AND they are both light so I can leverage Black Colour Magic abilities.
I will fix this today and/or tomorrow, and post.

Nethan Ryon Akerman |

Parents are most important!
I made modifications for the conduit. Next, Nethan has to figure out how to get more weapons in the Conduit. The crossbow would be nice to go in there too ... :-)

Elise of the Red Hill |

Yep yep!
Honestly I expect all pbps to be more or less spotty now as we approach the holiday season and (georgian) new year. But that's part of the season I guess : )

Nethan Ryon Akerman |

Merry Christmas and Happy Holidays to All!

Elise of the Red Hill |

Blood for the blood god!
Merry Christmas and happy holidays and stuff : )

Nethan Ryon Akerman |

Happy New Year!

Alþórel |

Hypothetically, what about a teleport ritual? Is that a possibility?
What CL would we have? Is it the base 6? Can we spend an MP to add to that?
Is it possible to ritual cast mythic spells?

Nethan Ryon Akerman |

Planar shifting too?

Amelia Lightfoot |
Posting on a phone is brutal. Especially when you need to type in all those brackets to format text. The Wayfinder PbP app used to help with that, but I can't get the old app to work with this website anymore. I have to think it's nigh impossible to get a lengthy, detailed GM post assembled on a phone.

Elise of the Red Hill |

Mini-quests sounds fun : )
@Loot/Bounty - Hmm I haven't thought so much about this. But I'll get back with some ideas or something come the weekend!

GM_Radiance |

Ayla:
Skills: Holy magic, Knight, Hardy.
A paladin from beyond these lands, has managed to survive thus far and has started learning white colour magic under the tutelage of some Eldred.
Rin:
Skills: Green magic, Stealth, Information operations.
A Green Eldred who has lost his squadron in past mishaps. Not much is known about him other than he was at least a high ranking officer in his House. He is sympathetic to the cause of preventing the death of his kind.
Sarangeral:
Skills: Colour Savant, Leadership, Communications.
The local leader of outpost, one of the few Eldred to believe of unification. He believes a lot of what the First generation set in foundation and prefers the Eldred to act as one.
Spook:
Skills: Void magic, Stealth, Archery.
A colourless Eldred that has used other means of magic to make up for his deficiencies. A hired assassin that was convinced by the party to change his direction. He keeps with the cause at the outpost.
Gorilla:
Skills: Throwing, eating, muscle.
A gorilla. Speaks Gorilla, builds stairs.
Seph:
Skills: Device user, Pathfinder, High culture.
A goblin who is a companion to the gorilla. Relatively well spoken for a goblin and appears a lot older than she should. Her name is also relatively strange for a goblin to have.
Curstaidh
Skills: Blue magic, Survivalist, Brawler.
An adept of blue magic who aids the outpost with manipulation of water. Relatively boisterous Eldred who would likely argue with the large side of a club instead of conversation.
cleaning bot
Skills: Cleans.
Kizutena's cleaning bot that the group found. Called 'cleaner' for now, it is small and good at cleaning.

GM_Radiance |

Generally what I will try and do is let you guys send them off small missions that you think are a good idea, but to throw a few ideas in the pot here are some potential missions:
Trying to figure out where the undead armies are moving to.
Closing a portal that is bringing the undead in.
Send missives to the major Eldred houses to convince them to aid in your endeavours.
Cleanse some siphons.
Set up a new outpost.
Procure resources to aid the war effort (arms, food supply, other allies.)
You guys may, of course, suggest other ideas too. The only one who will not leave the outpost for a mission is Sarangeral but he can do other things while here.

Alþórel |

Hmmm - are metamagic rods, or even metamagic gems available here? I'm not sure they'd work with color magic, and I'm not sure they have other magic - or at least whether they have it now.
As for teleport...
We have ritual magic, so if you allow it ritual teleport is a go.
Trouble is at CL 6 it would only allow 2 additional people.
Not sure if that is Nethan + Al + 2 others, or whether the casters count.
The min CL is actually 9 for a 5th level spell (not sure if ritual covers that) which would mean +3 people.
We'd need: Elise, Amelia, Nethan, Al and Dreyyn, at a minimum. Would also be good to take at least one of the bloodstones. potentially if we can find one other ritual caster we could do two rituals.
Actually Shadow Walk might be a good option. 6 people for 6 hours at CL 6. That's 300 miles. Not sure if I'd say it is safer but we shouldn't be worried by things on this plane, at least.

Nethan Ryon Akerman |

GM Radiance,
Is there a way in town for Nethan to be able to recall his crossbow via the conduit?

GM_Radiance |

I will post in the morning, let me try to answer some questions though:
You can ask around for another ritual caster but you should be good with the CL as you describe at the moment. There are other NPCs you already know who aren't Eldred and possibly from Golarion who might help.
Just for a reminder Nethan, what happened to the crossbow?
To answer the questions in the thread as well, I will do so IC tomorrow:
Sarangeral knows black colour magic, you know that Spook worked with Eldred who did.
Ayla's thoughts are to build wards against undead. She knows how to make some, asking around before you arrived she noticed that Eldred don't have undead countermeasures in abundance like priests in Golarion would have. That would perhaps be why they are so rampant.
Again will do so in IC tomorrow, phone and travel as always has been a bit of a pain.
@Dreyyn: You have not posted in a while, is there anything you wish to do in town?

Nethan Ryon Akerman |

Unless I missed something, the light crossbow (mundane) is still in my inventory. Just never had to use it yet. Also, Incanters can use all simple weapons. Like everyone else, just trying to make Nethan unique.

GM_Radiance |

I hate paizo sometimes, maintenance or nostore, slow loading idk. Anyway, metamagic rods or gems are not available from the stores here however you can probably ask some of the allies to find ways of procuring some.
@Nethan: Sorry I must have misread the question, I thought you were going to teleport it to you or something. As in you want the crossbow to be able to be called by a conduit? yea I don't see why not.

Elise of the Red Hill |

Yes! It's annoying how they dangle such fun infront of your eyes and then when you go to get your fix the site is down. Bleh! :P

Elise of the Red Hill |

A plane-wide Mythic Dimensional Lock cast by a small circle of mages after the rest of us has evacuated might work. They would be able to leave, but no-one else after that.
Though that spell is a bit out of reach for us, even with ritual casting, and we'd need something with even more juice. But maybe worth a shot for someone to take a peek at : )

Dreyyn |

In town i would mostly be shopping. i just realized i hadn't redone my gear, are there any unusual items i might happen across that are for sale? particularly as might pertain to yellow magic. talisman, knowledge of a new way to use it, etc.?

Nethan Ryon Akerman |

I don't think it keeps us logged any longer like it used to unless that has changed again?