The Forgotten God (Table 5)

Game Master Rednal

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


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At Level 3?

Not at all. XD This is closer to a sightseeing tour than anything else - and a way of showing that the universe is big, and at least a few areas outside the Inner Sea are reachable. At a higher level, I might make the trip into a real test, but I wouldn't put you through a long-term environmental challenge until you had the levels and resources to deal with it. This is a high-challenge game, yes, but I aim for appropriate challenges.


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)

*breathes a sigh of relief*

Perhaps I've been overthinking things a bit.


Well, you never know when this kind of knowledge might come in handy. XD I never promised that all of your artifacts would be in easy reach upon the Material Plane... and Astoroth might want to learn all he can about his options before heading to an admittedly dangerous area.


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)

Precisely. And since I only have INT 14 in real life (at most), the best way for me to accurately RP his ridiculously-high intelligence is to ask questions constantly so I can selectively use metaknowledge.


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)

Sweet! I'm thinking Mythic Crafting from the Archmage tier is the way to go.


Don't forget - you get TWO path abilities each level.

Crafting Mastery is a great choice - I plan to have Iris pick it up, too, possibly with Display of Intelligence later on (to pretty much guarantee her success in making stuff).

Mythic Craft - the universal ability - is a trap. I advise not taking it.


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)

No plans on ever taking Mythic Craft. Mundane crafting is terrible as is. Leaning toward Mythic Sustenance for the second path ability. Ability increase is going to STR, by the way.


*Checks the Storyboard and adds some stuff to it*

...Actually, I think this is going to work out rather well. ^^


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)

*gulp*


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)

*realizes he's wearing two of the more noteworthy exhibits of said "Pathfinder museum" on his person*

Hopes they don't have many ranks in Know(history).... XD


*Snickers*

Well, even THIS family wouldn't know the details of old collections limited to the Society's membership for viewing.

As for the storyboard, I actually think this is going to turn out rather well. XD Definitely good for you.


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 quick questions.
1) I picked up the Mythic Crafting ability but have never actually crafted an item before. Will I need a lab or special gear? Does the path ability allow me to use ANY crafting feat - even if I don't meat the CL requirements? Could I craft a magic weapon, for example?

2) Is there a way for me to retry the Spellcraft check to identify the Lifesphere? It's been over a level, and quite some time has passed in-game. :-)


Crafting Mastery, not Mythic Craft(ing) - those are different abilities, so get the name right or you'll make it confusing. XD That said, I would restrict your crafting to the level you could normally take the appropriate crafting feat at. In general, and outside of very specific exceptions, I try to avoid prerequisite-breaking stuff. Otherwise, familiarize yourself with the rules (and check the section on item creation in Spheres of Power, too, or look at published guides for more help - or ask me!).

And yes, you can try to identify the Lifesphere's properties now. XD It's finally settled down.


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)

This would have happened during the trips to/from Rashad's residence.

Spellcraft (Lifesphere): 1d20 + 15 + 1d6 ⇒ (16) + 15 + (6) = 37


Result: The Lifesphere was clearly once an item of significant power - it's hard to tell, given how long ago it would've been used, but you don't think it was artifact level. After an unknown amount of time emitting light beneath the lodge, though, followed by use in the Infernal Engine, most of its energies have been spent. Keyword: Most. Even a small percent of power from a mighty object is a lot of energy, and it seems to have stabilized quite nicely...

Effect: Once per day as a standard action that does not provoke an attack of opportunity, the Lifesphere can emit a 30-foot long line of light. Undead within this line must succeed at a Will check (with a DC equal to 10 + 1/2 your level + your highest mental ability modifier) or lose one of their special abilities for 24 hours. If you have successfully identified the undead and its powers by making a Knowledge check, you can choose which ability they lose. Otherwise, it will be randomly chosen.


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)

Just so you have some warning, I'm totally planning to take the Spellcrafting feat as soon as I get an opportunity. After that, my default "I won initiative in the surprise round but have no clue what's happening" action will be drastically different. Until then, assume I take a Total Defense whenever my "spidey sense" flares but there's no apparent threat. :-)


*Raises hand*

Just so you know, I'll permit your Crafting Mastery to be used as a substitute for the Spellcrafting feat. I figure the intent of the ability is to let you do pretty much any kind of magical crafting, and I consider any type of "Craft Spell" power to be the same as a "Craft Item" power in this case.


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)

Thanks! For your info, once I get the relevant spheres, I'll be combining Warp and Illusion talents to invisibly teleport away from an ambush.

On an unrelated note, has that book with the alternate Mythic paths come out yet?


The Hero's Handbook? Yes, it's out. An excellent tome overall. ^^ Anything in particular you're interested in?

(Like, say, the Genius mythic path?)


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 interested on learning about the Genius path. The name fits Astoroth perfectly, after all. XD Unfortunately, I won't be able to afford to pick up the book for a while. Is the Living Saint path the same as the one in Deep Magic?


The Living Saint is the same as in Deep Magic, yeah.

As for not being able to pick up books, I have a solution for 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)

That's a rather interesting Mythic Path. I don't care for the tech stuff, but the heavy INT synergy is quite nice. At an appropriate time, I think I'd like to swap it for Guardian. Immediate changes would be the loss of a couple HP and Sudden Block in exchange for either Brilliant Distraction of Perfect Solution.


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)

My wife and I are visiting family over the weekend. I'll have my tablet with me, but posting will be slow and sporadic until Monday evening.


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)

Random question: If I were to use my Know Secrets divine ability on MYSELF, what would happen?


The universe would implode due to the god of information acquiring his own secrets, because everyone knows that knowledge is power, power is energy, energy is matter, matter is mass, and lots of mass creates black holes.


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)

Heh. I'll keep that in mind in case there's ever a multiverse-spanning threat. ;-)


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)

*ahem* I did invest in the Quick Divine talent for a reason. One minute casting times are much more tolerable. ;-)


I should probably try to remember you have that. XD One minute checking, then!

(Really no difference here anyway, so you're good.)


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)

Diplomacy Breakdown (persuade/influence others)
3 ranks + 3 class + 1 luckstone + 8 INT (via Student of Philosophy trait)

Diplomacy Breakdown (gather information)
3 ranks + 3 class + 1 luckstone + 8 INT (via Ceaseless Observation class ability)


*Checks*

Ah. The abilities of your traits should be in with your other special abilities in your alias. Same with your feats. ^^ Having everything all in one place makes it MUCH easier to reference.


(Also, in case it didn't show up, I posted - the site was pretty wonky yesterday. 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)

Ever since "Rivalries End", I've hated Grandmaster Torch. This scenario is proving to be most entertaining. :-)


Ah, but is it actually Grandmaster Torch you're dealing with...?

(It's not. That's why he never got a name. XD I'm trying to mostly avoid any Society angle here.)


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)

Brawler 3
HP +18 (1d10 * 1.5 + 3 CON)
BAB +1
Will Save +1
Maneuver Training 1 (grapple +1)

Incanter 4
DEX +1
Caster Level +1
Diviner's Fortune and Forewarned increase to +2
Bonus Feat (Extra Magic Talent: divine future)
Magic Talents +1 (Extradimensional Storage)

Investigator (empiricist) 3
Fort Save +1
Skill Ranks +15 (6 + 8 INT + 1 favored class)
Extracts/day +1
Investigator Talent (expanded inspiration)
Keen Recollection
Trap Sense +1

Skills
Acrobatics, Diplomacy, Disable Device, Escape Artist, Knowledge(arcana, dungeoneering, engineering, nature, planes, religion), Perception, Sense Motive, Stealth, Spellcraft, UMD

Know(arcana) is gained through Book, so the final skill rank is added to Know(planes).
-------------------------------------
Also, I wanted to remind you that I was interested in swapping my Guardian Mythic Path for the Genius Path whenever it's convenient.


Now's probably as good a time as any to change your Mythic Path. XD Everything else looks fine.


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)

Awesome! That means Sudden Block will be going away. As I determine the replacement ability, I did have a questionl

Perfect Solution wrote:
As an immediate action when an ally fails a saving throw, you can expend one use of mythic power to allow your ally to reroll that saving throw, using your INT modifier in place of its CON, DEX, or WIS modifier.

Since a creature typically counts as its own ally, is this ability able to be used on myself if I fail a save? The other two Genius Idea options involve throwing weapons and/or giving allies AoOs against a target it threatens - neither ability really works for Astoroth.

If the answer to my above question is "No," I'll go with Brilliant Distraction (swift action INT-based attack + give threatening ally an AoO) instead.


Yes, you still count as your own ally. ^^ Assume that is always true unless an ability specifically states otherwise.


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)

Have you had a chance to look at the two Patron-funded SoP expansions? While the Geomancer's Handbook is cool, I absolutely adore the just-released Telekinetic's Handbook. I'd love for Astoroth to take a couple of the feats in there at some point.


I have indeed read them. You may have noticed that I've posted reviews. XD The expansion books for SoP are 100% legal for this game.


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 hadn't realized you'd reviewed more than the SoP Core book. :-) I recently acquired Ultimate Composition and am quite happy with it. It'll probably replace bardic casting in my homebrews from now on.


I got the whole Strange Magic set. XD Interesting stuff.


Merry Christmas! And this year, you receive... *Drumroll*

Presents!:

-Two At-Will uses of Mythic Power (These are in addition to your normal amount of mythic power, and can be used in their place. Basically, an emergency reserve for when you need it most.)

-Yidhra's Blessing (One time, when you would be struck by an attack that would bring you to 0 HP or lower, you can instead heal the amount of damage that would have been done. You may choose when to activate this effect.)

-4 free skill points (Be sure to make a note for what you added them to so you don't accidentally lose them later!)


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)

Yay! I've added everything to my sheet. Skill points went to Knowledge(dungeoneering x2, history, and planes). Does the additional Mythic Power recharge daily, or are they one-time benefits like Yidhra's Blessing?


They're one-time benefits. A permanent addition to Mythic Power is a pretty serious buff, given all you can do with that resource - it'd be worth exactly one Mythic Feat, which you normally only get five of - but I'm a bit more generous with one-use bonuses. ^^ I didn't want every gift to be temporary, though, hence the skill points. 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)

That's what I figured but wanted to make sure. The "At-will" statement threw me off. ;-)


It's my Birthday, so you get 4 bonus skill points. Be sure to note when you got them and what you put them into so you don't accidentally delete them later. ^^


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 come to realize that I've never done anything with the Conjuration Sphere. I'd originally planned on using 'Minion' as an adviser and companion, but Astoroth's focus has shifted since the campaign started, and Kozuri's taken on that role. Would it be possible to retrain those two Talents into something I'd use more regularly? I was thinking Destruction: crafted blast and either a Divination or Telekinesis talent.


Retraining is almost always possible. ^^ You could certainly retrain those after this adventure (since you'll have some free time).


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)

Yay for another level! XD Can I retrain my Conjuration talents as discussed before?


Yes, though it follows normal retraining rules. Treat it as a Spell Known, with a spell level equal to your caster level. ^^

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