| Dasur Deepborn |
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Regnir can wear armor?! That's pretty cool. He can absolutely have one.
That's 1 left, which we can save to modify for Iverna?
As for your question of modifying armor with magical enchantments, Snorri, that's up to the GM. This is all the rules I could find:
Size and Magic Items
When an article of magic clothing or jewelry is discovered, most of the time size shouldn't be an issue. Many magic garments are made to be easily adjustable, or they adjust themselves magically to the wearer. Size should not keep characters of various kinds from using magic items.
There may be rare exceptions, especially with race-specific items.
Armor and Weapon Sizes: Armor and weapons that are found at random have a 30% chance of being Small (01–30), a 60% chance of being Medium (31–90), and a 10% chance of being any other size (91–100).
So Clothing and jewelry auto-resizes but armor and weapons do not.
I can't find any rules about using craft checks to re-size magical weapons and armor and what happens to the enchantment or excess material. If Snorri had the Master Craftsdwarf feat I think we could easily say it would work.
| Nalnera Tharnhammer |
I am having some bad family issues so please bot me if I am not posting.
| Nalnera Tharnhammer |
Dasur is so strange and fascinating!
Also Duergar will be lots of fun. Not mushroom peace pipe fun but 'can you believe we survived that' fun.
| Dasur Deepborn |
Dasur is certainly a weirdo. I enjoy coming up with strange things for him to say, but try to avoid non-sequiturs. I aim more for a someone that seemingly lives in a different reality, one only he can see and understand.
I really enjoyed the mushroom people! The duergar are are probably not going to invite us out to drinks. Also Erebos is such a diva, Duergar hate surface dwarves more than ANYTHING, he just has to be the center of attention.
| Snorri Tharnhammer |
I'm not sure he's referring to Duergar, I think he's talking about those warped elves that he mentioned earlier, the Mithvarim.
| Snorri Tharnhammer |
About the march: according to my calculations, walking for two days straight would sum up, at the end, to 96 miles travelled, Constitution saves with a DC up to 90 and up to 40d6 nonlethal damage.
Torvi's Song of Marching will be invaluable, allowing us to move at double speed: we'll manage to march 32 miles in 8 hours, instead of 16, without the need for any check, at the low, low price of 8 rounds of raging song. The cleric spell Marching Chant can do the same, if the rounds are not enough.
This would reduce the travel time to 24 hours, therefore only up to DC 42 saves and up to 16d6 nonlethal damage.
Do our spellcasters have any spell that could help, either removing fatigue or speeding us up in some way? Otherwise we may want to create a stretcher or two and take turns pulling it, being unconscious and healing the fatigued.
| Glenda Dalduraz |
Lesser restoration will heal fatigue, but I can only get a couple of those.
I have the Endurace feat so I will probably remain up even if forced marching.
| Glenda Dalduraz |
Best I can do for the heat is either communal endure elements, which will protect us for only a few hours, or spot-checks of resist energy on someone in case of serious fire damage due to accidentally stepping in a hot geyser or something. Basically at this level there is no magic that will protect the whole party for the necessary duration, so I am effectively useless.
| Nalnera Tharnhammer |
I have feet and a will to live :D but that is all I can do.
| Dasur Deepborn |
GM: Can Erebos cast Endure Elements?
Glenda, you can also prepare regular Endure Elements, which is a 1st level spell and is targeted on 1 person and lasts 24 hours. Dasur can also cast this.
So: Glenda can cast 3 1st level spells and Dasur can cast 4 1st level spellsper day/rest (+1 if he uses his bonded object). There are 7 of us so we have 24 hours of total group coverage.
Torvi, are we marching for 1 day or 2? If it's just 1 day of constant marching we are set, but if it's 2 or if we'd like to be prepared (assuming Erebos cannot cast Endure Elements):
We can take a risk and stay more than 1 day at this camp sight, though I think Erebos will object, so that Glenda and Dasur can, together, each scribe 4 scrolls of Endure Elements for a total of 8 scrolls. It will take 8 hours at 2 hours per scroll and cost exactly 100 gp of magical materials. Thankfully the GM let Dasur purchase magical writing materials back at the mushroom people, Dasur has 10 parchments on his person, and we found the preserved teak box full of writing materials at the observatory, but it's up to the GM if we can stretch all those materials that far.
The first scroll made by Dasur can go to Erebos so he can put it in his spellbook if he didn't already have access to Endure Elements.
What do you think everyone and GM? I'm for camping an extra day and making sure we have enough Endure Elements to make it through.
| Snorri Tharnhammer |
If we have Endure Elements and the Marching Song to let us go at double speed, then we only have to worry about the fatigue, which doesn't hurt our Fortitude saves, and the nonlethal damage. Some Channel Energy/CLW/Lay on Hands with Torvi's Celestial Totem and a bit of luck should manage to get us through in 24 hours.
| Nalnera Tharnhammer |
This should be fun :D
| Dasur Deepborn |
Okay then- the plan is Dasur and Glenda prepare 7 castings of Endure Elements and we leave immediately after we cast them. A full 24 hours of marching, wow... this is very stubborn and dwarfy. We basically can't stop for anything though, right?
I love it, I agree this'll be fun.
| Snorri Tharnhammer |
Then, Glenda, preparing marching chant when Torvi's finished could help. That way Torvi can also save some raging song rounds for healing purposes.
| Dasur Deepborn |
Marching Chant won't work Snorri, it effects 1 creature per level, and we're only level 3. There are 7 of us. That means there would be 3 hustling and the rest walking, causing us to be separated.
I think we'll either have to
1)use what we have, which is 24 hours of endure elements and 15 hours of Song of Marching and just deal with the negative effects as we run out of spells, or
2) spend a day writing Endure Elements scrolls. Given the drow are going to be back, and probably soon, we should probably just get moving and rely on our superior dwarven constitution when the magic runs out.
Everyone seemed on board with plan 1, so...
Dasur's Spell list for the hell march:
0th:
Read Magic
Message
Prestidigitation
Detect Magic
1st: (DC 16)
+ Endure Elements
+ Endure Elements
+ Endure Elements
+ Endure Elements
+ (Earth) Grease
2nd: (DC 17)
+ Stone Call
+ Create Pit
+ (Earth) Glitterdust
| Dasur Deepborn |
If Erebos isn't concerned with us being attacked, Let's go ahead and spend a day camping to have Dasur and Glenda scribe 8 scrolls of Endure Elements. The first scroll Vallen makes can go into Erebos' spellbook, and the other 7 can be used when the 24 hours of the first casting run out.
We'll still have to hustle across the geyser field to make it in 48 hours, but at least we won't have to worry about the environment as much (unless someone falls into a boiling mud pit)
| Snorri Tharnhammer |
Sounds like we have a plan. I, for one, hope that the geysers will give us a nice thermal pool we can camp near.
| Torvi Stonesinger |
@Torvi: As noted in Discussion, we went to great lengths to make scrolls to make sure we had enough endure elements for everyone.
Yes, true, but my question was related to the GM’s statement that “If you have endure elements (which you do) you effectively have evasion.” Is that a house rule? Because endure elements does nothing to protect someone from actual damage, but it does protect against the Fortitude type saves that lead to damage in hot and cold environments.
| Dasur Deepborn |
Dasur's spell list:
0th:
Read Magic
Message
Prestidigitation
Detect Magic
1st: (DC 16)
+ Mage Armor
+ Enlarge Person
+ Burning Hands
+ Color Spray
+ (Earth) Grease
2nd: (DC 17)
+ Stone Call
+ Create Pit
+ (Earth) Glitterdust
| GM SuperTumbler |
I'm going to throw a wrench in the works and tell you that it is time to level up. We are now 4th level! Woohoo!
You will be spending the next day crossing from L to N on the map pretty much without incident. I probably won't be able to post on Thursday due to a long work day, so we will get started with N. Feel free to continue talking as you move out across a more sparsely geysered field next to a lake of bubbling mud.
| Nalnera Tharnhammer |
I have no clue how the spiritualist works, it is a learning process, so I will get something. But Regnir surely will get more surly!
And I will try to level up but I doubt it will happen till the weekend, which I have free to do whatever I want after the niece's birthday party.
| Dasur Deepborn |
It would be easy enough to create a rope trick variant that would create a small cave to hole up in and then close the hole behind you.
I know this was a year ago that we last talked about it, but I think we could come up with a really cool Rope Trick variant for Dasur.
Otherwise he's just going to take regular ol rope trick this coming level.
I present:
School conjuration (creation); Level sorcerer/wizard 2, summoner/unchained summoner 2; Subdomain caves 2; Elemental School Earth 2
CASTING
Casting Time 1 standard action
Components V, S, F (miniature shovel costing 10gp)
EFFECT
Range touch
Target: A section of solid rock with the dimensions of at least 5 ft x 5 ft
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no
DESCRIPTION
When this spell is cast upon a section of solid stone at least 5 ft wide and 5 ft tall, a shallow vertical seam forms on the rock face where it was touched. Unless present when the spell was cast, a creature must succeed a perception check equal to 10 + the caster level of the caster to notice the seam. This 5 x 5 section of stone can not be altered in any way for the duration of the spell, except to be used as a door.
If a creature pushes on the seam with the same force to open a door, the rock face noiselesly swings inward at the seam and forms a threshold that is proportional in size to the creature that pushed the seam. However this door can only be as large as the surrounding rock face allows, and will automatically close after a creature has crossed the threshold unless it is held open from the inside. The door has a handle on the interior side.
Beyond the doors is an box-shaped extra-dimensional space consisting of impenetrable walls of force covering smoothed stone identical to the type that was touched on spell casting. The space holds as many as eight creatures (of any size) and the dimensions of the room grow to accomodate creatures as they enter. This space is outside the usual multiverse of extra-dimensional spaces and contains enough air to support all the creatures inside for the duration of the spell.
Creatures inside are beyond the reach of all spells (including divinations) unless those spells works across planes. Spells cannot be cast across the extra-dimensional threshold, nor can area effects cross it. Creatures in the extra-dimensional space can be seen on the other side of the space if the door has been opened.
When the spell duration ends the door opens to a size matching the largest creature within (outer rock permitting) and the walls begin to slowly collapse. Anything inside the extra-dimensional space is uncomfortably squeezed together and ejected out the door, after which it closes and the seam disappears.
Basically, I'm saying Dasur was studying Rope Trick and decided to apply the spell's principles to the Create Pit spell instead. It is the same school and even uses the same focus as Create Pit.
I tried to make it balanced- you can close the entrance and it can support infinite amounts of weight, but it's easy to spot, you can't see out unless the door is open, creatures can still only enter one at a time, and it must be cast on solid stone. I would assume something like Arcane Lock would work on it, but it would make it instantly noticable.
What does everyone (but most importantly the Gm...) think? Suggestions?
| Dasur Deepborn |
4th Level Wizard:
HP roll, base six, +1 con, +1 favored class:: 1d3 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7
+7 hp
+1 intelligence
+1 bab
+1 will
Skills (9 per lvl):
+1 linguistics (Aquan)
+1 spellcraft
+1 knowledge: Arcana
+1 knowledge: Dungeoneering
+1 knowledge: Planes
+1 appraise
+1 +knowledge: History
+1 Craft: Jewelry
+1 knowledge: Nature
Background skills:
+1 Craft: Gemcutting
+1 Knowledge: Engineering
+1 1st lvl spell slot
+1 2nd lvl spell slot
New spells:
Rope Trick (or whatever variant we agree on).. and I'm kind of stuck on the other one. Flaming Sphere or Summon Monster II, I can't decide...
| Torvi Stonesinger |
| Snorri Tharnhammer |
Myself, I'll gladly grab
+1 BAB
+1d5 + 5 ⇒ (4) + 5 = 9 HP
+1 Fort, Will
+1 Str (resulting in +1 attack, +1 damage, +1 damage on two-handed attacks)
+1 Lay on Hands/day, healing increased to 2d6
Channel Positive Energy like a cleric, expending 2 uses of Lay on Hands
Smite Evil 2/day
1 more rank in all of my current skills
Extra -1/+2 when I Power Attack
And spells! (lvl 1, 1/day, preparing divine favor)
Once again, magic flows through me!
| Dasur Deepborn |
Great thanks! I'll go ahead and add it and Flaming Sphere to his spell book for his 4th level bonus spells.
-----------
Dasur's Prepared spells for the day:
0th:
Read Magic
Message
Prestidigitation
Detect Magic
1st: (DC 16)
+ Unseen Servant
+ Mage Armor
+ Enlarge Person
+ Burning Hands
+ Color Spray
+ (Earth School) Grease
2nd: (DC 17)
+ Glitterdust
+ Stone Call
+ Create Pit
+ (Earth School) Rock Trick
| Snorri Tharnhammer |
I had forgotten to add my Constitution modifier to my HP. Torvi, we're running modified HP, so you would get 1d4+4+Con+FCB.
| Nalnera Tharnhammer |
So second level gives me access to an interesting spell, Instigate psychic duel. From what I understand of a Psychic Dual the physical body can still be hurt while I am in this. So I could lock a boss in a fight with me and you all could still hurt them. I kind want this spell. Though my other choices are either summon, invisibility or see invisibility.
Also I am tired so I will make these changes after I get some sleep.
HP: 1d4 + 4 + 3 + 1 ⇒ (2) + 4 + 3 + 1 = 10 +3 more from the con bump
+1 to con
Skills = Arcana, Dungeoneering, Perception, Sense Motive, Stealth (gonna put two ranks here), Survival, UMD
background skills = Appraise & Geography
+1 BAB
+1 to Fort & Will Saves
Level 2 spells known are:Spiritual weapon
Emotional Conduit gives me Life Pact
I get Spiritual Interference (Ex or Su)
At 4th level, whenever a spiritualist is within the reach of her ectoplasmic manifested phantom, she gains a +2 shield bonus to her Armor Class and a +2 circumstance bonus on her saving throws. She doesn’t gain these bonuses when the ectoplasmic manifested phantom is grappled, helpless, or unconscious. A spiritualist within 30 feet of her incorporeally manifested phantom receives a +2 circumstance bonus on saving throws against mind-affecting effects. This bonus is a supernatural ability and does not apply if the phantom is unconscious.
So does that mean I only get the +2 shield and saves thing if we are right next to each other?
And nothing changes for Regnir except that his slams now count as a magical weapon for over coming DR.