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I believe the idea was to use the Magenta prism to boost Cha just a little and use it's resonance power to get a +1 to Will saves.

Everything else, you should probably discuss with him. I'll text him after his paper's due.


Hello there, I am sorry about the goof with the value of the tomes. I redid my math to account for it. Because the money soak from the price increases was pretty horrid, I also dropped the Pale Orange Rhomboid. The Wayfinder of Passage is the one I own now.

As to the Alchemical Dragon, yes I would like it to be my regular home. That drops me another 100,000 gold. After redoing my math for everything, which I can show you the equations for if you wish, 43,442 Gold and 5 Silver is how much I have left.

I would like Palok to have come upon a massive construction yard which was creating various alchemically powered vehicles. After purchasing her Emerald Express fairly and with a contract, her first act would be to turn on the ship yard and destroy it for using slavery as its primary form of labor. Freeing the rest of the slaves and telling them to be safe, she took the 10 best and brightest who were willing to come with her and is now taking the ship back to Tasathyl, hoping it will give her ideas.

I am uncertain as to my crewing costs? Would these be trained hirelings or footmen, or possibly sages if its a knowledge check based ride?

Thank you for the clarification on the scarlet and green cabochon and how it interacts with my rage. The idea was to get a nerfed form of rage cycling, and I accept that needing two turns to cycle makes sense.

My god is Gorum, the standard Orc God. I don't mess with the classics. Also, he's green, which is awesome.


My suggestion of enchanting the headband instead of the magenta prism gives him a +1 to will, as well as a +1 to all his wisdom skills, for less money.

I have a feeling that some of those crew will need to be skilled. Driving is a craft alchemy roll or knowledge arcana with a +10 on the DC.

I'll start working on a Gorum link for the mythic


We came up with the Resonant Magenta Prism because we kind of figured that he was alright with most his Wis-based skill checks and just needed the +1 bonus to Will saves more than any other save. It might be more efficient to spread saving throws, but I believe my reasoning for plopping the enhancement bonus in CHA instead was "Even orc ragechemist overlords deserve to feel pretty".


On a tangential note, how does everyone feel about researching and creating new spells? There are rules for this sort of thing here. I wasn't thinking of anything too out there, mostly variations of existing spells, like Greater Arcane Lock or Mass Bestow Curse.


I'd suggest using several other spells as standards for building a custom spell. And using spells from the CRB will carry more weight than another book.

For example, Mass Bestow Curse. Similar effects can be found with:

Hold Monster (sorcerer/wizard 5, and mass hold monster 9) a jump of four spell levels for the mass version.

Inflict Critical Wounds (cleric 4, and mass inflict at 8) a jump of four spell levels.

Inflict Light Wounds and Mass Inflict Light wounds is also a 4 level jump.

Daze and Mass Daze are also 4 levels apart.

I think that makes it pretty clear. An offensive spell that goes from single target to multiple targets is going to be 4 levels higher. Cehck and see what the change in ranges is as well.

For a "greater" arcane lock, what are you expecting that a heightened arcane lock wouldn't do?


I was thinking of Mass Curse being an 8th level spell and I'm fine with that logic. Plus, from what I can tell, the range increase for the mass versions of spells jumps to close (25+5/2levels) and affects creatures within a 30ft radius spread from each other. I wouldn't mind making a 9th level version to push that range up a bit, though. Say, Medium (100+10/level) and a 60ft spread from other creatures. But more concrete ideas can spring up when we hit our next downtime.

Greater Arcane Lock, to me, would just up the Disable Device and Stength checks to break down the locked item. Maybe by 10 or so. This is one I was thinking more for flavor than anything else, just to keep the Radigan safes guarded from more threatening thieves.


gotcha, is this for jacob personally, or for his customers?

Let's consider general public, where the average person is going to only have a couple of levels in an npc class, and an average skill (maybe a 12 or 14). So it's pretty safe to say that the average joe will expect that a simple lock is likely to defeat most other average joe's. A Good lock will keep out anyone with only a few ranks in skill, while a superior lock will keep out even moderately skilled individuals. (The CR 5 Tomb Raider has a +20 Disable Device, requiring a 20 to open the lock). Adding Arcane Lock to a superior lock changes the DC to 50, and well beyond the reach of the tomb raider.

Reverse engineering what would be needed, we can take full ranks, and let's say a 22 int, which isn't likely for a rogue, but possible. That's +6 int, +3 class skill, +2/+4 deft hands, +2 masterwork lock picks, +3/+6 skill focus, and let's start with 10 ranks. I get +31, figure another +4 from an item, and we're up to +35, and a very specialized character/ I figure that under 10 ranks probably couldn't get it without magic, as that is a loss of at least 6 points, taking 20 still fails.

What about knock? That is a caster level check against the DC with a +10 to the roll. A 9th level wizard casting knock can't open a superior lock (roll 20 +9 CL +10 knock=39). Knock is a little vague in which effect happens first, suppressing an arcane lock or making the initial DC attempt. If you have to make the initial DC first, then a 19th level wizard can't open a superior arcane locked box. If the first knock will disable to the arcane lock, it still needs at least a 10th level wizard. And since they are casting a spell, they don't get to take 20.

Now adventurer's are more likely to run into the cream of the crop, what about the average merchant?

As the level goes up, the fewer there are. For instance, how many level 25 heroes do you think populate Golarion?

I'd bet that our group is probably it, at least for the Inner Sea region. There might be one in the far east, another in an undiscovered land, etc.

So by the time you get high enough in level to really defeat a superior lock, there are lots of ways to bypass said lock through other means.

Cosndier Arcane lock wards something up to 30 square feet/level. Knock takes it off for something up to 10 square feet/level.

Get bigger doors. Note that arcane lock only affects two locks at a time, so put more locks on the box.


Seems reasonable enough to me. Was sort of throwing out Greater Arcane Lock as an example just for the sake of it, though. Mass Curse is really my big prize here. But, since I'll need to make some Knowledge (Nature) rolls with considerable DCs, I'm pretty sure I won't be able to make any spells soon anyways. Maybe sometime later on if I can get some modifiers somehow.

Anyway, back to the task at hand, how large is the city, more or less? Greater Prying Eyes only has a range of a 1-mile radius. So I'm not sure how much use we'll be getting from that particular casting.


Bestow Curse is cleric 3, sorcerer/wizard 4. Mass version would be 7/8. For Jacob an 8th level spell.

The 8 grand should be no problem for him.

What is the connection with bestow curse and know: nature (seems like it should be know: religion)? Ahh, interesting that Starsoul Bloodline is nature and not planar.

Four weeks of study (downtime can apply).

And four sets of know:nature and spellcraft checks with a DC of 36.

I don't see Bestow Curse on Jacob's list of spells known, if he can add it to his spells known, he can reduce the DC's by 2.

Getting and casting greater heroism at the end of the week would add 4 to his checks.

Two assistants aiding other can add 4 more to his checks.

Using additional research materials worth another 500 gold drops the DC by another 5.

So, with a little planing, Jacob can get a +8 to his skill checks and reduce the DC from 36 to 29.

His spellcraft is high enough to make the check without help. His know:nature is only a +12. He's going to need a lot of help.

Or he could hire Validk. Who has know:arcana +37, and spellcraft +43 and would only need the cash and four weeks to research the spell.


I don't want to move to far forward.

Nagato is still not in Rahadoum, and Contatio needs to be completed. I can bring Contatio in from other options later. But Nagato needs to step up or step out if I don't get anyhting on his frequency of posting.


When you create the eyes, you specify instructions you want them to follow in a command of no more than 25 words.

What were your instructions?

There is an active sand storm with hurricane strength winds blowing in gusts, except for the area calmed by Katja. Fortunately for your eyes, her control weather is larger than your eyes can travel.


Well, the eyes have true seeing, so I thought they would be able to see through the fog. Though, the command was to "Find any people, or obvious sources of magic, then come back to me." Though, if things aren't up to date for everyone, we still can slow it down a tad.

Anyway, Jacob doesn't have Bestow Curse but he does have Major Curse if that may be related. Other than that, he does have access to magical repositories as per building rules. May be able to make a DC like that after all.


Female Samsaran Monk (Qinggong MoMS) 2/Druid (Menhir Savant) 23/Hierophant-Champion 1

Waiting for Contatio. Would it be better if I didn't?


Since he wasn't in Storm's capture, it would actually be easier for me to sideline his ascension as a background bit and point him to Rahadoum by other means.


ooh, a mass Pugwampi's Grace looks like loads of fun.


Contatio says he's having some troubles with his internet connection at the moment, but that he'll be able to come around every so often. I texted him and he seems to be near done with his build.

But yeah, wouldn't hurt to bring Nagato in first to keep things moving in the meantime.


Who's up for a picnic while we wait for the eyes/companions to show up? I wouldn't be against burning a use of Mythic Power to get a Heroes' Feast for the archmagi.


Starting tomorrow 12-22 I will be unavailable till Thursday 12-26. Merry Christmas everyone!


Merry Christmas!


Hello there everyone.

Ace is very much correct. I am currently living without internet. I have a phone and I stop by the library a couple of times a week. For now, is there anything more specific that I need to do for the campaign?

I will have regular internet access next month if that's any consolation. I am capable of checking up on this forum a couple of times a day just through my phone.

Sorry for the delay.


A finished character sheet, a deity, some back ground info on your great deeds that got you to epic greatness, and I think that will do for starters. :)


I think he laid out the stuff about the student of the dragon, but would you be looking for more specific instances of adventuring?

Also, he mentioned following Gorrum in a previous post.


I will stop by the library after work tomorrow and post these things. For today I am currently incapable of accessing my notes, I left my laptop at work.

My god is in fact Gorrum, though if the Iron Lord of War is not suitable I can come up with something else.

Can I have a hard limit for my heroic deeds? Would unifying the orc tribes be .what you want or is killing a couple of Linnorms more ok? Dragon slaying is also something Palok would've dedicated her time to. I am faced with the dilemma of too many options.


Linorm and dragon slaying seems like a good test of adventuring courage. I remember giving some of Jacob's backstory some wendigo killing.


Linnorm and dragon slaying work for me. If Linnorm slaying, how did you get past the death curse as you killed them? Uniting all orc tribes may be too world changing, all tribes across Golarion? Or only those in a specific locale?

If you are familiar with any of the adventure paths and want to have "completed" one, that's fine as well.

To date I think only Validk has a background for having a hand in developing a new country via Kingmaker.

Did Jacob notice the clue left in Validk's last post?


I'd hope so, or I'll end up looking clueless in the posts to come. As soon as Jacob knows there's nobody out in this storm (and possibly after Palok and/or Nagato shows up?), it aught to be time to make a move to the reported area of the River of Sands.


Full Name: Palok the "Final Piece"

Race: Orc

Class: Invulnerable Barbarian 11/ Ragechemist 14
Mythic Tier 1 Champion/Trickster (Dual Path feat taken, allows me to choose from either paths abilities along with getting both Champions Strike and Tricksters Attack)

Alignment: Chaotic Neutral

Stats:

STR 36 42 (Raging) 44 (Mutagen) 50 (Mutagen+Rage) (10 Base+6 Point Buy+4 Racial Adjustment+6 Character Advancement Stat Points+4 Manual+6 Belt of Physical Perfection)

DEX 16 (10 Base+6 Belt of Physical Perfection)

CON 24 32 (Raging) 30 (Mutagen) 38 (Mutagen+Rage) (10 Base+4 Point Buy+4 Manual+6 Belt of Physical Perfection)

INT 24 (10 Base+5 Point Buy-2 Racial Adjustment+5 Tome+6 Headband of Aerial Agility)

WIS 12 (10 Base-2 Racial Adjustment+4 Tome)

CHA 13 (10 Base+3 Point Buy+2 Magenta Prism-2 Racial Adjustment)

Orc Racial Adjustments- +4 STR -2 INT/WIS/CHA.

6 Character Advancement Stat Points used on STR.

Tome of Clear Thought +5 (131,250 Gold) used. +5 INT
Tome of Understanding +4 (105,000 Gold) used. +4 WIS
Manual of Bodily Health +4 (105,000 Gold) used. +4 CON
Manual of Gainful Exercise +4 (105,000 Gold) used. +4 STR

Belt of Physical Perfection +6 (108,000 Gold) worn. +6 STR/DEX/CON
Headband of Aerial Agility +6 (60,750 Gold) worn. +6 INT/Fly at will.

Grand total of 615,000 Gold spent on my body and mind. 890,000 gold left for magic items.

Ragechemist Greater Mutagen gives a +8 to Natural Armor, +8 to STR and a +6 to CON. (Greater Mutagen Discovery makes base mutagen give +4 Natural Armor, +6 to One Ability Score and +4 to another, penalizing both -2. Ragechemist abilities make mutagens give an extra +2 to STR if used for that, makes all mutagens give a +2 to CON, and makes all mutagens give a +4 to natural armor. So, Ragechemist Greater Mutagen gives you a +8 to Natural Armor, +8 STR and +6 CON.) (Vest of Stable Mutation removes penalties associated with Mutagen usage)

Barbarian Greater Rage gives a +6 to STR and a +6 to CON. Raging Vitality adds a +2 to CON while raging so I get a +8 to CON in a rage.

However, I must make a DC 15 Will Save for every time I take damage in a mutagenic form, and a DC 20 Will Save for every time I take a critical hit (Should be difficult, picked up Heavy Fortification Armor=75%% chance for Precision damage to be avoided). If failed I take a -4 to INT and Will saves, and a -1 to DEX. This should be no difficulty since I have both Iron Will and Improved Iron Will, along with my Barbarian rage giving me bonuses to will.

Health: 449 (11 Barbarian Levels:11*12=132 Health. 14 Alchemist Levels:14*8=112 Health. +7 hit points for 25 levels:25*7=175 Health. Toughness Feat:25 Health. Mythic Champion Tier Bonus:5 Health.Total Health:449)

Raging Health: 549 (+8 CON means 100 Temporary Health)

Mutagened Health: 524 (+6 CON means 75 Temporary Health)

Raging + Mutagened Health: 624 (+14 CON means 175 Temporary Health)

AC 32 (+9 Armor, +3 DEX, +5 Amulet of Natural Armor, +5 Ring of Protection Deflection Bonus) 40 (Mutagened)(+8 Natural(Alcehmical))

Saves-
Fort +29 (+7 Barbarian,+9 Alchemist, +7 CON, +5 Cloak of Resistance,+1 Pale Green Prism) +31 (Mutagened) +32 (Raging) +35 (Mutagen+Raging)
Ref +21 (+3 Barbarian, +9 Alchemist, +3 DEX, +5 Cloak of Resistance, +1 Pale Green Prism)
Will +18 (+3 Barbarian, +4 Alchemist, +1 WIS, +5 Cloak of Resistance, +2 Iron Will, +1 Pale Green Prism+1 Magenta Prism Wayfinder Resonance+1 Jaded Trait Bonus) +21 (Raging)
Immune- Cold, Nonlethal Damage, Sleep, Paralysis (Pseudo Undead Traits gained from Mummification Alchemist Discovery)
75% Chance to avoid Precision Damage and Critical Strikes.
DR 5/- Fire Resist 3 (Invulnerable Barbarian Abilities)

Attack Bonus- +35/+30/+25/+20 (+11 BAB from Barbarian, +10 BAB from Alchemist, +13 from STR, +1 from Pale Green Prism)
Raging Attack Bonus- +38/+33/+28/+23
Mutagened Attack Bonus- +39/+34/+29/+24
Raging+Mutagened Attack Bonus- +42/+37/+32/+27
Tasathyl’s Horn (Weapon) Attack Sequence with Power Attack activated (Most likely attack sequence since I have Pounce and the Fleet Charge Mythic Power)- +41/+36/+31/+26 for 2d8+46 damage a hit.
Traits
Jaded
Accelerated Drinker
Feats
Scarlet and Green Cabochon- Endurance
Level 1-Power Attack
Level 3-Raging Vitality
Level 5- Iron Will
Level 7-Combat Reflexes
Level 9-Extra Rage
Level 11-Extra Rage Power-Internal Fortitude
Alchemist Level 1 Bonus Feat- Throw Anything
Level 13-Raging Brutality
Level 15-Improved Iron Will
Level 17-Toughness
Level 19-Extra Rage
Level 21- Extra Rage Power-Auspicious Mark
Level 23- Quick Draw
Level 25- Stunning Assault

Mythic Tier 1 Champion/Trickster (Trickster comes from Dual Path Feat, Champion is the main path)

Mythic Feat-Dual Path

Champion Strike-Fleet Charge

Trickster Attack-Sudden Attack

Trickster Path Ability-Assured Drinker
Essentially Palok was a particularly smart barbarian who was just starting to experiment with Alchemy and focusing on Mutagens and not much else when she went to Tasathyl, and so she only really leaves her combat heavy past in the later levels. She can down roughly 3 extracts in a round, and she’s always ready willing and able to kick some serious ass. Her combat is essentially a buff round (Unless given a heads up in which case she drinks before combat.) then her diving straight into the enemy trusting her extracts and her sheer might to kill the enemy before her and survive anyone else who might strike her.

Invulnerable Rager Abilities:
Invulnerabiltiy= Half my barbarian levels are used as DR. 5 DR/- on Palok.
Extreme Endurance= Inured to Hot Environments as per Endure Elements spell. Fire Resist 3.

Barbarian Rage Powers:
Lesser Beast Totem
Animal Fury
Beast Totem
Unexpected Strike
Greater Beast Totem
Extra Rage Powers:
Internal Fortitude
Auspicious Mark

Ragechemist Abilities:
Rage Mutagen- +2 when making STR Mutagens. Drawback is that the Will saves need to be made and the penalty for this ability is -2 to Will saves and INT
Sturdy Rage- +4 Natural armor in Mutagen form, but double penalty if Will save is failed.
Lumbering Rage- +2 CON when using any mutagen but -1 DEX if Will save is failed.

Alchemist Discoveries:
Spontaneous Healing
Preserve Organs
Infusion
Enhance Potions
Mummification
Greater Mutagen
Healing Touch
Alchemist Formula Known/Most Likely Daily Extracts Prepared
Level 1:
Ant Haul
Comprehend Languages
Cure Light Wounds
Enlarge Person
True Strike
Touch of the Sea
Vocal Alteration
Level 2:
Cure Moderate Wounds
Kinetic Reverberations
Lesser Restoration
Blur

Level 3:
Cure Serious Wounds
Tongues
Haste
Thorn Body

Level 4:
Fluid Form
Stone Skin
Fire Shield

Level 5:
Ancestral Memory
Sending
Spell Resistance

Combat Likely Day Builds:
4 Cure Light Wounds
1 True Strike
1 Enlarge Person
3 Cure Moderate Wounds
2 Kinetic Reverberations
1 Blur
1 Lesser Restoration
2 Cure Serious Wounds
2 Hastes
2 Thorn Bodies
1 Stone Skin
2 Fluid Form
2 Fire Shield
1 Ancestral Memory
1 Sending
1 Spell Resistance
Every Other Day Build:
1 of each possible extract, but ignoring Stone Skin and Spell Resistance, Touch of the Sea, and focusing on Cure Extracts if more slots than extracts are available. Never hurts to be prepared.
Skill Ranks: (275 (4+7 INT per Level for both Alchemist and Barbarian))
Appraise 35 (7 INT+25 Ranks+3 Class Skill)
Craft-Alchemy 54 (7 INT+25 Ranks+14 Alchemist Level++2 Circumstance from Alchemist Lab+3 Class Skill)
Fly 31 (3 DEX+25 Ranks+3 Class Skill)
Knowledge Arcana 35 (7 INT+25 Ranks+3 Class Skill)
Knowledge Geography 32 (7 INT+25 Ranks)
Knowledge Nature 35 (7 INT+25 Ranks+3 Class Skill)
Knowledge Planes 32 (7 INT+25 Ranks)
Perception +29 (1 WIS+25 Ranks+3 Class Skill)
Spellcraft +35 (7 INT+25 Ranks+3 Class Skill)
Swim +42 (+14 STR+25 Ranks+3 Class Skill) 49 (Raging+Mutagen)
Use Magic Device +29 (+1 CHA+25 Ranks+3 Class Skill)

Magic Items

Weapon: Tasathyls Horn (Just Flavor Texted Name)-+5 Nullifying Impacting Adamantine Heavy Flail (152,857 Gold and 5 Silver)
Armor: Tasathyl's Second Skin (Just Flavor Texted Name)-+5 Heavy Fortification Adamantine Chain Shirt (77,325 Gold)
Headband Slot: Headband of Aerial Agility +6 INT
Head Slot: Empty
Eye Slot: Truesight Goggles (138,000 Gold)
Necklace Slot: Amulet of Natural Armor +5 (37,500 Gold)
Shoulder Slot: Cloak of Resistance +5 (18,750 Gold)
Body Slot: Xorn Robe (15,000 Gold)
Chest Slot: Vest of Stable Mutation (15,000 Gold)
Wrist Slot: Seducers Bane Bracelet (7,425 Gold)
Belt Slot: Belt of Physical Perfection +6
Boots Slot: Boots of Teleportation (36,750 Gold)
Ring Slot: Ring of Regeneration (67,500 Gold)
Ring Slot: Ring of Protection +5 (37,500 Gold)
Wayfinder: Wayfinder of Passage (68,000 Gold)
Ioun Stone: Scarlet and Green Cabochon Flawed in Wayfinder (6,000 Gold)
Ioun Stone: Pale Green Prism in Wayfinder (22,500 Gold)
Ioun Stone: Magenta Prism in Wayfinder (12,000 Gold)
Mundane Items
Alchemist Lab- 200 Gold. (Roughly 50 pounds)
Pavillion Tent- 100 Gold. (Roughly 40 pounds)
Doctors Outfit- 150 Gold. (Roughly 6 pounds)
Transportation
Alchemical Dragon “Emerald Express”- (100,000 Gold)

Total Gold Spent-797,557 Gold and 5 silver of 890,000 Gold left after Stat Increase Items.
Total Gold Left- 92,442 Gold and 5 Silver Left.

Palok has been on several adventures, though her recent adventures are the ones which have made her famous. She was a regular orcish barbarian who was enamored and more than a little worshipful of Tasathyl, one of the strongest, if not just the strongest of all Green dragons. She slaved under her for roughly 15 years, gaining much power and prestige in the various alchemy circles of The Pathfinder Society, which Tasathyl had sent her too. Eventually Palok worked her way through much of Tasathyl’s notes on the world, and came upon a large sprawling plan Tasathyl had come up with (very blatantly impossible) which called upon her as the final piece. Palok, flattered and heartened beyond words, looked at all the steps and then set out to complete them.
The first step was to go to the Ruby Phoenix tournament. Palok swiftly swept through all of the rounds of combat, blatantly ignoring the efforts of the Golden Gang to eliminate her via poisons and assassins, as part of her training was essentially Tasathyl doing the same. When she won the tournament she was very angry at the appearance of the Earth Sorcerer Twins, who she proceeded to rip in half and scatter around. The holders of the tournament quickly showed Palok to the First Chamber, where she picked up her single magic item, “The Emerald Express” an airship made with a strong mixture of alchemy and magic. Tasathyl believes it can block some of the airspace in which Daralathyxl would normally fly. Palok is also invited to be a judge in the next Ruby Phoenix Tournament in 10 years. (The Ruby Phoenix Tournament Pathfinder Module)
After the tournament Palok took some time to herself and went off to visit a friend’s wedding in Dalaston. While there she was instrumental in defeating both the bloodless undead Eldan Thresh, and more important to her, killing the resurrected Red Dragon Horranath. She smashed the Neophyre crystals and left as her friend was killed in the confrontation with Eldan Thresh. She to this day harbors resentment towards intelligent undead, who she feels are cheap and untrustworthy. (Blood of Dragonscar Pathfinder Module)
The last part of Tasathyl’s plan that Palok completed before she joined the group was rescuing the Dragonfall Temple from the corruption that was slowly overtaking it. However, this was not really part of Tasathyl’s plan, instead Palok just assumed she was supposed to kill the corruption and gain the recognition of other dragons in order to help in the eventual conflict against the Sixth King of the Five Mountains. She ascended as the Golden Dragon Auronorex came down and blessed her for her help, unwitting though it was. ( Guardians of Dragonfall)


Kinda waiting on Nagato.


Seems like Palok looks good to me. But yeah, we do need CDL.


CDL?

And Jacob did miss a hint... the conversation between Validk and Orsenn.

Remember, while I am GMing, I'll be using my PC to deliver a lot of information.

Of course that tip relies on a better than average understanding of some wondrous items...


I'm just not sure what the big idea with the Decanter of Endless Water would be about. Though I guess Jake would ask if Val got it from him. Any plot relevance about that, however, has gone right over Jake's head, as with my own.

And by CDL, I mean Cosmic Dream Lord. Nagato's player.


hmm, well I may have to rethink some of my planned hints and tips.

Did you look up the decanter?

“Stream” pours out 1 gallon per round.
“Fountain” produces a 5-foot-long stream at 5 gallons per round.
“Geyser” produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round.

From the gameplay thread:

A stream of water dribbled out into the barrel.

Orsenn, why not use the fountain setting?

Orsenn glanced up at Validk, I'm using the geyser setting sir.

It's subtle, but there it is.


I'm sorry, I just don't get why he's filling barrels with water is all. All that I can come up with is that maybe they can stave off thirst or Jake can wash off the ocean from him? Sorry, I just don't seem to follow.

Though maybe I do get that it's not working right. I thought you were going with synonyms for the sake of synonyms before. If it's only outputting a gallon per round, we have some major hinder acne to conjuration in general here. Or at least water conjuration.


bingo!

If Jacob doesn't want ot pick up on that, I can continue the conversation between Validk and Orsenn.


I'd be happy to. I'll even have him run an experiment. Just give me a bit to finish this project for work.

Edit: Done. Threw in a few rolls just to be safe, too.


Female Samsaran Monk (Qinggong MoMS) 2/Druid (Menhir Savant) 23/Hierophant-Champion 1

Sorry for not posting anything. It's just been one thing after another. I'm going to be gone for the next week, so feel free to continue without me. However, after that, I should be able to post regularly. Considering how many options Nagato and Mira have in regards to travel, they should be able to catch up.


catching up will actually be difficult once the party moves along from Manaket.

I think we've slowed down for the holidays as it is.


Hopefully, we can get into gear soon. At the very least, Fnord, we could jump to see how the eyes' investigation ends. In the meantime, everyone can take shelter in the MMM. If there are any survivors, they could easily be put up for the night at least. MMM has enough food to feed a small city with the caster level I rolled.


I just picked up a PDF of Magical Marketplace from the shop. Seems like later on, some of these shops listed therein would be interesting competition.


Has anyone else been thinking about later game possibilities? Not necessarily builds, just how you want characters like these to turn out after being exposed to mythic power and the like?


Not as much, yet. I am looking forward to the rest of the party getting back from the holidays...


Well, if it helps, I believe Cont will be available virtually all the time starting sometime this weekend. Or at the very least, he'll have a stable internet connection and I'll be more prone to bugging him to post.

Does seem like Nagato and Katja are back, though.


I think we may need to look into reworking retraining costs. I just found that to retrain a second level spell on Jake, it'll cost 2,000gp. For the same price, I could craft a new Page of Spell Knowledge without even giving up an old spell, and in a quarter the time. Of course, this may be an issue limited only to my character.


Well, you could find someone to create the page of spell knowledge, if you cant cast the spell, you cant make the page.

And that is one area where I would have to say that taking a -5 doesn't work.

Retraining a spell can't be lost or stolen either. And if you leave the PaSK at home, you can't cast it either.


Well that's a kick in the pants. I was hoping to use the sort of justification that arcane spell research would let him take spells he sought in spellbooks and magical repositories in order to cover the "craft at -5" mechanic of taking a spell Jacob didn't know himself and putting it to paper.

I guess Jacob's libraries could be fleshed out a bit more, in that case, though. I like the idea of Jake ordering books from Alkenstar City. Maybe I can make something of this in the future.


I'll give you being able to copy it from a scroll.

The -5 is kinda pointless at our level.


Granted, I did end up boosting spellcraft to my best degree, but it makes sense for a crafter.

But it's alright with whatever you're looking to run for item creation.


I did come up with one idea, involving a penalty proportional to spell level, if you're inclined to implement something like that. Just throwing it out there.

Also, gonna speak with Cont today before he heads back out to having a stable internet connection once again.


Is there anything else amiss from the disruption in flight?

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