
Toxim ir' Kinain |

Toxim’s Journal
Journey to the Isle of Dread
Day 39 continued
Any endeavor of this type is bound to encounter troubles. We are no exception. During our travels so far we have overcome hardships, mishaps, and attacks. Some of the crew are saying that we are cursed. Even the Captain is beginning to fall prey to this thinking. I know differently though. We have been subject to natural and unforeseen circumstance, to be sure, but what really plagues us is the evil in men’s hearts. Our curse is the curse of man.
There was the sabotage at the beginning of our journey. A water imp was released and attacked the crew. We found the container that it was in and believe that someone on the ship released it. We never found out who it was. Though I suspect it was that scoundrel, Skald, I can’t prove it. Yet. Others on the ship suggest it was the work of some sort of creature that jumps from body to body taking them over.
We lost one crewman to murder and the Captain swiftly dispensed justice to the culprit.
The one claiming to be Father Feres- I am sure that is not his real name- fell prey to his own inequities. He was infected with a Khyber spawned egg that threatened to devour him. The creature posed a threat to the rest of the ship. If not for that, we would have allowed it to take the ‘good father’.
One of the natural dangers we encountered was a massive water ooze that attacked the ship. Its weight nearly capsized the ship. We lost two crew in the process of defending the proud vessel. Between the storm and the ooze, the night proved a harsh test of our mettle.
Most recently, during our exploration of Tamoachan with Urol the gnome naturalist, we encountered a basilisk. It turned most of the group to stone before it was slain. The rest of the group found a way to reverse the condition, but we did not have enough salve for everyone. Though I was one that was turned to stone and revived, I am not entirely sure that my companions and I made the right choice as to who to return to flesh. It haunts me still.
Not everything went poorly for us. The Millenium Falcons added to our number. Karkalla the shifter is our newest member. She proved herself bold and able in a short time. Without hesitation, she dove unarmed into the ocean to battle the water ooze. Her skill and bravery was further proven during our adventure in the ruins of Tamoachan.
Also, we made contact with an ancient elven entity. The Honored Elder claimed to have lived for over 10,000 years. Our time constraints prevented me from spending any significant time with him, but I hope to return at a later time and speak with him.
Our journey continues.

seekerofshadowlight |

Hey guys, just when I was back up to speed{or almost} I had a family emergency and have been away and not been online. My grandmother had some issues and had to be taken to another hospital a hundred or so miles from the house so things were hectic and I just did not get online. Everything is ok now and I should be back online in the morning or at lest the evening and get everything back up to speed and moving again.

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Wow! I'm starting to feel the bad choices I made in Toxim's class selection. I knew it would hurt, but now is when I feel it. He can only cast 1st level spells where he could be pumping out 3rd level ones and he only gets one attack rather than the 3 or 4 he could have as a full on archer. These next several levels are going to be rough for me.

hogarth |

Wow! I'm starting to feel the bad choices I made in Toxim's class selection. I knew it would hurt, but now is when I feel it. He can only cast 1st level spells where he could be pumping out 3rd level ones and he only gets one attack rather than the 3 or 4 he could have as a full on archer. These next several levels are going to be rough for me.
Finn's at about his worst situation, I think: +3 BAB at level 6 & can only cast level 1 spells. But he'll start improving a bit soon: +2 Str at level 7, +1 Str at level 8, +2 Str at level 9 (and the ability to cast level 2 spells).

Ardanto Valanto |

I am glad you both think you are underpowered, I was starting to feel like Ardanto using only core rules was quite weak compared to you all, but I think level 6 for me is a sweet point. So maybe I am not as poor a cousin as I thought.
With Enlarge and Haste I feel like a killing machine.
Seeker, that map must of took you forever.

seekerofshadowlight |

I heard from sothal, he lost his pc and has no net, he is not sure when he'll get it back. I think I'll get a bit creative getting rid of guard for a bit so I can bring him back when he can ge back online.
And yeah the map took a while as I had to do it twice since I forgot to save it :)

hogarth |

I am glad you both think you are underpowered[...]
Whoa -- I didn't say Finn was underpowered (I think he's average-ish), just that he's going to get better. But as it stands:
- Finn has a worse AC than Ardanto
- Finn has less HP than Ardanto
- Finn has a worse attack bonus than Ardanto
- Finn doesn't have an iterative attack like Ardanto does
- ...but on the bright side, Finn has some cool monk abilities (better saves, faster running, evasion, ki points).
Dax, what sort of idea are you working on with Toxim? An arcane archer of some sort?

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Going for the Eldritch Knight, but I put off getting it to take 2 levels of Rogue for a bit of sneak attack and evasion. I'd never done an EK before and just didn't think that 2 levels would matter that much. I don't think it would have if I'd stayed in the martial classes. But making the move to a caster class is brutal. I think most classes hit their stride anywhere from 5th to 7th level. I won't kick in until about 9th. The build works for the character's history, but if I'd kept to a straighter build, the character wouldn't be so far behind the curve.

Ardanto Valanto |

Quick vote, who wants to chase down the fleeing slave ship?
I am in favour in character because:
1) Ardanto doesn't like slavers.
2) The fame and the fortune.
Out of character:
3) Extra experience.
4) Chance for more loot.
With the slaves, we can give them one of the pirate ships and let them sail it to the nearest port, it will have enough food and supplies on it to take them some distance.

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See, I have two opinions - in character, Daurros really doesn't give a hoot about slavers; he wouldn't want to be one, but otherwise thinks it's no real business of his. The vengeance part of him wants to hit 'em back just for trying to make him a slave, but being hurt himself and many crewmembers dead, he votes no.
Now, out of character, I say yes just because of the loot and XP.
In summary, put me down as a "whatever everyone else wants to do."

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Toxim feels that if the group frees the slaves they have a limited amount of responsibility to look after them. He doesn't want to be responsible for the slaves. He is all for going after the pirate ship, he just doesn't want to be responsible for the slaves. He doesn't want to be responsible for the slaves on the ship they already captured.

All DMs are evil |

Yee-har! I suddenly feel the urge to paint a Confederate Battle flag on the sails and weld the doors shut so we have to climb in through the port holes. General Lee Style.

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Trying to keep a running tally of injured crewmen. I don't recognize some of the names. Is that because my list is incomplete? Were there more crewmen or passengers than I thought? Did we pick up some folks from the Nixie after our last battle?
Avos: injured
Dayden (Dyndan?): injured
Ziathon (Ziathtan): injured
Kiyat: down
Jagred: injured
Dorn: down
Denas: in oil slick/fire
Zenthtan (Ziathtan?): in oil slick/fire
Selios: in oil slick/fire

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Bryan, how was your trip to Shanghai? I've visited China a couple of times, but I didn't spend much time there (a day or two); I've spent more time in Beijing, Nanjing (where my wife is from), Suzhou and Hangzhou.
Good! My time was also very limited; we left Sunday afternoon and arrived Monday evening. We spent 3 days mostly working, and then left this morning. But we were able to go to the Expo yesterday evening and it was very cool. We took a boat ride up and down a ways on the Huangpo river and the buildings of the city and the Expo were beautiful. For the most part, I was a little surprised at how modern Shanghai is (guess I really didn't know what to expect). This was my first time in China, so I really can't compare to other cities in China; but I have to say it looked a lot cleaner than many American cities. The people were very friendly and hospitable. And the food was very good, if occasionally unusual. All in all, I enjoyed it very much. I just wish there was a real-life version of teleport, because 15 hour flights in coach are just miserable. How did you find the other cities when you were there?

hogarth |

The last time I came back from China, the flight from Shanghai to Detroit took something like 15 hours, and then the flight from Detroit to Toronto was delayed by EIGHT HOURS due to weather! I could've hitch-hiked from Detroit to Toronto in eight hours!
Hangzhou has a very beautiful (and famous) lake district, and Suzhou is famous for its gardens (although after seeing two or three gardens, you're starting to get diminishing returns). Nanjing is an interesting city full of history (former capital on several occasions). Beijing is definitely worth seeing, too (Forbidden City, Great Wall, etc.). Shanghai seemed very westernized in comparison; it seemed like there were lots of Americans and Europeans walking around.
I'd go back any time, especially since it gives me an excuse to plead incompetence and let my wife do all the work; I don't speak Chinese. :-)

seekerofshadowlight |

ok as ya will have time to look the magic stuff over, the scimitar is a +1 keen
The spell book is below
Oth
Detect Magic
Read Magic
Enchantment
Daze
Light
Ray of Frost
Bleed
Mage Hand
Mending
Open/Close
Prestidigitation
11 pages
1st
Alarm
Ancient Knowledge*
Burning Disarm*
Endure Elements
Shield
Mage Armor
Summon Monster I
Identify
Sleep
Magic Missile
Cause Fear
Expeditious Retreat
Feather Fall
Jump
2nd
Magic Weapon, Legion’s*
suffer the flesh*
Book Ward*
Obscure Object
Protection from Arrows
Resist Energy
Acid Arrow
Summon Monster II
False Life
Fox's Cunning
Hidden Knowledge*
3rd
Lightning Bolt
Blink
Water Breathing
Discern Shapechanger*
59 pages
New spells
1st
ANCIENT KNOWLEDGE
Divination
Level: Bard 1, sorcerer/wizard 1
Components: V, S, F
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 1 hour/level or until discharged
You tap the ancient knowledge of fate and fortune, giving you a greater ability to focus on a particularly difficult academic problem. Before making a Knowledge check, you can decide to discharge this spell as an immediate action to give yourself a +5 insight bonus on the check. If you do not have any ranks in the Knowledge skill, it is still treated as
an untrained check.
Special: A character with any Mark of Finding dragonmark, or with the Favored in House feat (Tharashk), treats any Knowledge check made in conjunction with this spell as a trained check, even if he doesn’t have any ranks in the skill.
Focus: A piece of ivory worth at least 100 gp
Burning Disarm
School transmutation (fire); Level cleric 1, druid 1, sorcerer/wizard 1
Casting
Casting Time 1 standard action
Components V, S
Effect
Range close (25 ft. + 5 ft./2 levels)
Target held metal item of one creature or 15 lbs. of unattended metal
Duration instantaneous
Saving Throw Reflex negates (object, see text); Spell Resistance yes (object)
Description
This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage (even if it is not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster level (maximum 5d4). Circumstances that prevent the creature from dropping the item (such as a locked gauntlet) mean the creature gets no saving throw. The heat does not harm the item, and it does not get hot enough or last long enough to ignite flammable objects. The item cools to its previous temperature almost instantly. If cast underwater, burning disarm deals half damage and boils the surrounding water.
2nd
Book Ward
School abjuration; Level bard 2, cleric 2, sorcerer/wizard 2
Casting
Casting Time 1 standard action
Components V, S, M/DF (a drop of clear oil)
Effect
Range touch
Target one touched object of up to 10 pounds/level
Duration 1 day/level or until discharged (see text)
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
Description
As protection from energy, except as noted above and that the spell only protects against acid and fire damage. While the energy protection remains, the item is also completely waterproof (this protection extends to other liquids as well, such as alcohol and oil).
MAGIC WEAPON, LEGION’S
Transmutation
Level: Cleric 2, paladin 2, sorcerer/wizard 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Melee or ranged weapons held by allied creatures
in a 20-ft.-radius burst
Duration: 1 round/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell functions like magic weapon , except as noted above and as follows. It affects only weapons held by allies when the spell is cast. It has no effect on ammunition.
SUFFER THE FLESH
Transmutation
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You can draw upon your physical endurance to increase the power of your spells. You voluntarily deal Constitution damage to yourself when you cast this spell. For each 2 points of damage dealt, your caster level increases by 1. You cannot take more Constitution damage than your caster level (maximum 10 points for a +5 caster level increase). Your maximum and current hit points drop appropriately for your lower Constitution score. A creature that has no Constitution score, or that has immunity to Constitution damage, cannot cast this spell.
Hidden Knowledge
School transmutation; Level sorcerer/wizard 2
Casting
Casting Time 1 round
Components V, S, M (a drop of ink)
Effect
Range personal
Target you
Duration 1 day/level
Description
This subtle but useful spell allows the caster to safeguard important knowledge—even from himself. While casting this spell, you recite one piece of knowledge you possess (up to a maximum of 50 words). Upon completion of the spell’s casting, you transfer the knowledge from your mind to your skin in the form of an intricate, runic tattoo placed anywhere you choose on your body. The knowledge disappears utterly from your mind, and you might not realize you forgot something. The magic of the spell patches over gaps in your memory with recollections from the past. Until the spell’s duration ends, the knowledge is lost to you.
A detect magic spell or a Linguistics check (DC 15 + your Int modifier) reveals an enchanted tattoo but not its contents. The effects of hidden knowledge can be dispelled normally, in which case the knowledge is completely lost.
3rd
DISCERN
SHAPECHANGER
Divination
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 round/level
By taking a standard action to concentrate, you can see the true
form of creatures within 60 feet. Each round, you can examine one
creature you can see to determine whether it is polymorphed, disguised,
or transmuted, and what its true form is. If you look at a shapechanger in its true form, you immediately sense its shapechanging ability, but you can’t determine what other forms it might be capable of assuming.
For the purpose of this spell, a shapechanger is any creature with the shapechanger type or a supernatural or extraordinary ability that allows it to assume an alternate form. A wizard who knows alter self is not a shapechanger (since a spell is not a supernatural or extraordinary ability), but a barghest is (since it has the supernatural ability to assume alternate forms, even though its type is outsider).
Material Component: A balm of honey and lotus flower, applied to
your eyelids.

Finn Killshrike |

I'm back from vacation. Would it be possible to convert Finn to use the Weapon Adept monk variant? Here's the relevant parts of the class variant (ignoring what happens at level 17 and 20):
While all monks train in both unarmed combat and with
weapons, the weapon adept seeks to become one with his
weapons, transforming them into perfect extensions of his
own body. Through such training, a weapon adept seeks to
attain perfection by becoming a living weapon himself. A
weapon adept has the following class features.
Perfect Strike (Ex): At 1st level, a weapon adept gains
Perfect Strike as a bonus feat, even if he does not meet
the prerequisites. At 10th level, the monk can roll his
attack roll three times and take the higher result. If one
of these rolls is a critical threat, he can choose which one
of his other two rolls to use as his confirmation roll. This
ability replaces Stunning Fist.
Way of the Weapon Master (Ex): At 2nd level, a weapon
adept gains Weapon Focus as a bonus feat with one of
his monk weapons. At 6th level, the monk gains Weapon
Specialization with the same weapon as a bonus feat,
even if he does not meet the prerequisites. This ability
replaces evasion.
Evasion (Ex): At 9th level, the monk gains evasion. This
ability replaces improved evasion.
So the net result would be:
- Swap Stunning Fist for the new feat Perfect Strike (roll two attack rolls and take the best one, once per day per monk level)
- Get Weapon Focus as a bonus feat, freeing up one of Finn's current feats
- Lose Evasion
If you're not into it, that's cool.

seekerofshadowlight |

I have been thinking of allow that book and possible rebuilds for folks who would like archtypes that fit the theme of their pc, however I will not have it before the morning so let me think on it. And who all would be in favor of something like this?
That does seem to fit Finn however doesn't it.
Hope ya enjoyed your vacation.
P.S. I'll be updating in a bit.