The Forgotten God (Table 5)

Game Master Rednal

Astoroth, God of Facts and Information-Gathering
---
The Cathedral
---
Unused


51 to 100 of 233 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Rules on Wild Arcana and Spheres of Power:

Activating Wild Arcana is a standard action and uses one Mythic Power. When you use Wild Arcana, you can cast any basic sphere ability at CL +2 and apply the effects of one Talent from the appropriate sphere (even if you do not know that Talent). If you use Wild Arcana to cast from a sphere you already know, you can also apply any other appropriate Talent(s) to the ability if you would normally be allowed to add more than one. You do not have to pay spell point costs for Talents added to a sphere casting by Wild Arcana, but you do have to pay spell points for Talents added normally. If two Talents could not normally be used together, Wild Arcana will not allow you to circumvent that limitation.

That should do it. ^^ I think I covered all the important bits to make SoP compatible with Wild Arcana, but just in case I overlooked something obviously not intended by either system, I reserve the right to edit these rules at a later time. XD Don't think it'll be necessary, but it never hurts to make sure.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Two examples (and one voluntary veto)

I could Wild Arcana the Telekinesis sphere to get Finesse (already known) and Improved Range at CL+2. That would cost the regular amount of sell points points, but if I went with a different unknown talent in that sphere, the new talent would be free.

I could Wild Arcana to get the Greater Heal talent from the Life sphere at CL+2 for free.

I could Wild Arcana the Conjuration sphere to get Greater Summoning (already known) and Lingering Companion. This would cost 2 spell points (1 to summon Minion, 1 to remove the 'concentration' requirement, nothing more to extend the duration to 24hrs). Alternatively, I could get Greater Summoning (already known) and Additional Companion. This would cost 2 spell points, but I'd get a different conjured creature (which could be a combat beastie) for 10min * (CL+2). That's a bit overpowered, in my opinion, so I won't be using that option. I'll avoid Wild Arcana-ing the Conjuration sphere. :-)


If I understand the system right, that last one is something you could accomplish fairly early on anyway... XD But yeah, it's best to hold off on anything that feels TOO strong to you.

(Oh, and I haven't seen any level-limited Talents, but if there are any in the system, you have to meet their requirements before adding them via Wild Arcana.)


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Yeah, the ability to get a custom-made Eidolon at your level +2 seemed a bit much. Especially as a standard action.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

I've added my sphere abilities to my profile. I condensed the wording on some of them to save space, so let me know if everything's clear.


Looks good to me. ^^

...I should probably check out the updates to the PDF, too, in case they'll be relevant...


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Mind-affecting magic? Astoroth finds it repulsive. His mind is his most valued possession, so any attempt to mess with it is guaranteed to rouse his ire. I can't think of a situation where he'd be willing to use mind-altering magic on somebody, either. Just like it would be really hard to get Iris to willingly ally evildoers. :-)


Well, she might do it if she was trying to change their minds. XD Iris isn't the kind of snobby goddess who shoves away everything she doesn't like - she's more the type to go find evil and show it the error of its ways. (Yeah, I'm really playing up the 'Dawn' theme. XD I find it fun.)

But I get your point. ^^ Making a note now!


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

True that. :-)

For Astoroth, there are three easy ways to draw his focus: Mind-affecting stuff, displays of willful ignorance and/or stupidity, an interesting/difficult puzzle/riddle/piece of trivia.


*Snickers*

I think he's going to enjoy some of the scenarios I've got planned.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

I'm looking forward to it. :-)


Aaaaaand in other news, Pathfinder Unchained has rules on scaling items. Would you like to keep your Legendary Item as it is, or would you like to look into converting it to Pathfinder's new system as a replacement for the legacy skills?

I'm also thinking about implementing innate item bonuses. This campaign tends to end up with high wealth to begin with (a plus for that system), and one of my goals is to have characters build for flavor instead of direct power. It's less thematic if everyone's wearing the same set of belts, headbands, and basic items... Thoughts?


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

I don't have Unchained and won't be able to purchase it for a while, but the Blog post on scaling items was pretty cool. I'll wait to decide on that until the info's up on the SRD, d20, or archives.

Innate item bonuses would probably be a really good fit for this campaign. After all, there's a ton of really cool items that nobody ever takes because they take up one of the Big Six slots. Plus, we're deities, so it makes sense for our power to be connected to us - rather than our items. I've seen a few different systems for innate bonuses and can do some digging to find one that's balanced if you're interested in doing something like that for Iris.


Unchained offers two systems for this. Automatic Bonus Progression basically removes the need to wear equipment for the bonuses, but also reduces flexibility and suggests cutting character wealth in half. Thematically, that works for deities... but this is kind of a high-wealth game. XD

Innate bonuses aren't automatic - they just make certain items cost a lot more, and that seemed like a better fit for what we're actually doing. It still frees up the Big 6 slots for more-creative items, and I suppose that's what really matters.

I can also PM you the rules on scaling items if that would be easier for you. They're definitely more complicated than legacy skills, but they are possible to use.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

The system I'm familiar with lets PCs choose a bonus to increase on each level-up. I don't remember the specifics off the top of my head, but I remember there being 6 categories that included to-hit, damage, and AC. The bonuses scale from +1 to +5. It's 3PP, but I should be able to find it pretty easily if that interests you.

Regarding scaling items, let's hold off for a little bit and revisit the topic in a week or two. :-)


In other news, I've been hammering out how Recharge Magic might work in these games. What do you think of this so far?

Spoiler:
The [Recharge Magic] Divine Ability is a special option in The Forgotten God, quite literally changing the rules for the player character - but not for the game world as a whole (though the occasional NPC may also have this power). Unlike most divine abilities, Recharge Magic is a permanent, passive change at no cost.

As players with this power will typically enter combat refreshed and with use of various powers, encounters can be somewhat more difficult than they might otherwise be. GMs are encouraged to test this a bit by manipulating the number of enemies (more mooks, etc.) and the HP of foes to see what they're most comfortable with.

The rules work as described, with the following notes:

-Wands work as normal - fifty charges and no recharge time, but no ability to be recharged at all.

-Staves have their own recharge times, applying only to the spells within the staff, but can also burn a charge to eliminate the recharge time (as if casting from a Wand). To compensate for the increased value, staves cannot gain more charges than the user's mythic tier each day through any method or combination of methods.

--As the spells in staves and similar items are set, they use the shorter recharge times. If a staff or other item can change the spells it casts, it switches over to the longer recharge times.

--Legendary items with the ability to cast spells also have their own recharge times, even if they are not staves. They may or may not have a number of charges that can be spent to eliminate the recharge time. If an item has spells from multiple sources (such as legacy abilities and the Intelligent Legendary Item power), all spells are treated as one 'list' for cooldowns.

-Cooldowns are tracked separately by spell list if a PC has more than one casting class. For example, Iris can cast both Magus and Cleric spells. If her 1st level Magus spells are on cooldown because she just cast Shocking Grasp, she could still cast a 1st level Cleric spell.

--For the purposes of these rules, a spell list is unique to each class, even if multiple classes draw from the same list. A Wizard/Sorcerer (which would be legal in TFG if taken at different levels), for example, would have both a Wizard List and a Sorcerer List, despite the fact that both classes can choose from the same list of spells.

--The exception to this rule is spells with specific recharge times, where the recharge is universal across all lists the character possesses, regardless of how many lists that spell appears on (including items with their own recharge times, such as staves, but excluding wands and one-use items like potions and scrolls). Spells have specific recharge times for a reason, and nothing in TFG is meant to subvert that or allow players to get around it without cost.

-If a spell appears on more than one list the character possesses, the character can choose which of their slots goes on cooldown. If the spell is on different lists at different levels, the chosen slot must be free at the time of casting, even if the spell is open in a different slot on another list. Characters cannot cast from one list and have a slot on another list go on recharge (i.e. a character could not cast Magic Missile as a Wizard, then put their 1st-level Sorcerer slot on cooldown) (<- It's probably not necessary to specify this stuff, since it should be obvious, but it's always best to be sure. XD)

Special Cases

Spheres of Power: Spherecasting falls under a 'Spell-Like' judgment category for recharge times.

-General casting (such as the Destruction sphere's Destructive Blast) does not have a recharge time, and can be used as normal. However, augmenting a general cast (such as by adding traits) imposes a 1d3 round cooldown.

-If a spherecast is like a spell with a specific recharge time (which usually, but not exclusively, involves things like enchantments, creation, divination, powerful illusions, and so on), then it also has a specific recharge time, based on the specific recharge time of the spell it is most similar to. Use the list on d20srd.com's page for Recharge Magic to determine recharge times.

--All spherecasts should be discussed with the GM prior to use, with recharges clearly listed in the player's alias once accepted. When possible, the discussion should cite the spell the player believes the cast is most like, and the GM will either agree and accept that recharge or note a different recharge time.

-If a spherecast has a spell point cost and does not have a specific recharge, the recharge is 1d3 rounds per spell point used (in addition to any costs from augmenting it).

-Outside of spherecasts with specific recharge times (which only have cooldowns for themselves and don't cover other casts, per the normal rules for recharging magic), Spell Recharge in spherecasting applies to that specific sphere. For example, if Destruction is on cooldown for two rounds, a Spherecaster could not cast even a basic Destructive Blast, but could cast Ghost Strike from the Death sphere (if they know it) as an alternative attack.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

It seems okay at first glance, but I'll need to read over the official Recharge Magic rules. I'm not opposed to them, but need to do some research.


Wild Arcana is technically a Standard Action, but SoP seems to have VERY limited Move Action-casting stuff... >.> Eh, sure, why not? That SPECIFIC tweak is approved, but I reserve the right to individually approve others if need be. XD


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Sorry about that. I thought it was a Move/Swift Action for some reason. My actions would be the same, regardless, just broken into multiple rounds.


The original Wild Arcana was swift, but it was widely agreed-upon that it broke the action economy too much (even for Mythic), so they errata'd it into a Standard Action. XD It's fine for this case, though, so no worries.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Still figuring out the third gestalt level. Does the Monk of the Empty Hand gain proficiency with improvised weapons? JJ says yes but is not a rules authority. If not, what do you say to the Makeshift Scrapper Rogue archetype?

Basically just figuring out the best way to actually start using improvised weapons effectively. My other levels will be in Incanter and Empiricist Investigator.


Eh, I usually consider him a reputable source. XD That does seem to be the intent, at least, so... yes, they're proficient with improvised weapons.

Don't forget alignment restrictions, though - I believe monks are required to be lawful unless/until you pick up something to bypass that. (Beyond Morality, at 3rd Tier, is a good way to do that.)


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Yeah, I forgot that it doesn't stack with the Martial Artist archetype. :-(

How do you feel about the Unchained Rogue? Still analyzing the various options.


No problems with Unchained classes. ^^ Or any of the other classes in the book, for that matter.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Level-up
Brawler 2
HP +18 (1d10 x 1.5 + 3 CON)
BAB +1
Fort Save +1
Brawler's Flurry
Bonus Feat (Catch Off-Guard)

Incanter 2
Sphere Points +1
CL +1
Spheres Known +1 (warp)

Investigator (empiricist) 1
Ref Save +2
Will Save +2
Skill Points +16 (6 + 8 INT + 2 divine)
Alchemy (+1 bonus when crafting alchemical items)
Extracts 4/day DC 19 (adhesive spittle, ant haul, blurred movement, cure light wounds, endure elements, expeditious retreat, monkey fish, shield, true strike, touch of the sea)
Inspiration 9/day
Trapfinding (+1 Perception/Disable Device)

Skills
Acrobatics, Diplomacy, Disable Device, Escape Artist, Knowledge (arcane, engineering, geography, history, nature, religion), Perception, Sense Motive, Spellcraft, Survival (2 ranks), UMD

Still need to assign my favored class bonus but will most likely grab another skill rank. Does everything look right? If so, I'll update my profile tomorrow.

Warp Sphere wrote:
You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium. You must have line of sight to your destination.

Minion Level-up

HP +8 (2d10 + 2 CON)
BAB +1
Knowledge(planes) +1
Natural Armor +1
Reflex Save +1
Will Save +1
Evasion


Yup, it all looks good to me. ^^


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

I think I'm done. :-) I put my favored class bonus into Stealth.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Wild Arcana is fun. :-)


Indeed it is. XD


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Note: If you really want to make Astoroth start hating life, throw him in an unknown area and give him a time-sensitive mission. I did not foresee how much he'd be Taking 20. The guy's slower than a tortoise. XD


*Excessive snickering from behind the GM screen*


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

*grins*


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

I could use Inspiration, but the nat1 on the CL check screws me. I highly doubt the additional 1d6 would matter, anyway. Bring on the death sequence. :-)


Technically, I don't believe a Natural 1 on Caster Level checks is an automatic failure... But if you've got nothing, then yeah. XD; Plot advancement it is!

Scarab Sages

Astoroth has asked me to inform several of his games that he will be absent from the internet until Monday.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

And I'm back! That was a crazy weekend, as a family emergency necessitated my driving to New Orleans (I live in Orlando). Got back late last night. All is well for now.


Things happen - and I hope all of your family is doing well now. ^^


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

And with that, I'm off to bed. I'll be on for most of tomorrow, however.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Empiricist 2
BAB +1
Ref/Will +1
gaing Ceaseless Observation (INT to DD, Perception, SM, UMD, Diplomacy)
Formulas known/day +1 (comprehend languages)

Incanter 3
CL 3
Spell Pool +1
Spheres Known +2 (Life sphere, fast divinations)

Unarmed Fighter 1
HP +18 (1d10 * 1.5 + 3 CON)
Fort +2
Snake Style (level 3 feat)
Snake Fang (bonus feat)

Skill Increases (6 + 8 INT + 2 divine + 1 favored class)
Acrobatics +1
Diplomacy +1
Disable Device +1
Escape Artist +1
Knowledge(arcana, nature, nobility, religion) +1
Knowledge(dungeoneering, planes) +2
Perception +1
Sense Motive +1
Spellcraft +1
Stealth +1
Survival +1
UMD +1


Looks good to me. ^^


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

I'm sitting on approximately 7200gp. Aside from purchasing scrolls of planar adaptation, what options to I realistically have to stay alive outside the City of Brass? The best I can do with SoP is Resist Fire 14 for 1hr/level. endure elements (or a single point of fire resistance) will cover me once we're actually in the city; it's the journey there that I'm worried about. Teleportation has a margin of error, so I need to plan for the worst-case scenario. If I sell my ring of cold resistance(lesser), I could get an equivalent ring of fire resistance, but that's not enough protection to account for the 3d10 damage each round I'm outside the City. I know I'm missing something. Any hints? ;-)


When in doubt, talk to important NPCs. While they are unable to solve every problem for you, they often have good advice. ^^ In this case, at least, I have a plan for you to get there safely - I wouldn't send you to a hostile plane at a low level as part of a plot thing without a way of smoothing the trip. XD Now, if you were going entirely on your own initiative, that'd be another matter... but for this journey, at least, don't worry.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Astoroth is NOT going to be happy when he finds out the truth about Razmir. ;-) He'd been planning to instigate reform in Cheliax when he regained some more power. That very well might change....


Perhaps fortunately for us, nobody here has any idea that Razmir is not quite what he claims to be. XD


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Out of curiosity, is that rod from the Infernal Engine repairable via either mundane or magical means? It's the only thing I didn't successfully identify and is driving me crazy. XD


It's not repairable. Honestly, you'd already gotten a LOT of treasure from all of this, and I didn't want to add another few thousand to your total at this point, even if TFG does tend to become a high-wealth game. XD


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

I figured as much, but it's not going to stop Astoroth from lugging it around for half the game. It was hidden behind an illusory mirror in a devilish prison/reactor, so it's clearly important. XD


*Snickers*

Well, at the very least, it could be repaired into a rod shape and used for crafting/enchanting. So there is that.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

I'm very good with improvised weapons, so it's also a light mace. XD


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

So, realistically, how much do I have to worry about getting stuck outside the City of Brass? I have no plans to leave the City (and endure elements will protect me while I'm within its walls), but any other areas will have me taking 3d10 fire damage per round. I'll spend the 1150gp on a casting of planar adaptation if I have to, but if it's not going to be necessary, I'd prefer to save the money.

51 to 100 of 233 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / The Forgotten God (Table 5) Discussion All Messageboards

Want to post a reply? Sign in.