Thron's Rise of the Runelords Campaign

Game Master Thron

RotR Roll20 Campaign Link


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Seems like it. But at laundromat atm so cant really review.


Female Elf Cleric (Herald Caller) of Shelyn 10/Holy Vindicator 8 | HP: 173/173 | AC: 43, Touch: 23, FF: 43| CMD 43 | Fort: +20, Reflex: +12, Will: +25 (+2 vs. enchantment; +4 vs. mind-affecting effects) | Init: +5 | Perception: +20 | Buffs: MoP, LB, MV x2, GMW, WW, Eaglesoul, WotS (Summer), Vindicator's Shield

@Gyr: The base price for a Darkwood Buckler is actually 203 gp. You have it listed down as 205 gp. In practice, it does not mean much. Our shares are now 167528 gp instead of 167528.5; we just lose a silver piece each.


HP: 155/155; Resevoir 18/19 Permanent Buffs: arcane sight, see invis., freedom of movement (ring) Daily Spells: Current Buffs:
Stats:
AC 35, T 15, FF 29; 50% miss chance Fort +15, Ref +16, Will +17; CMD 26; Perception +17

So, if we hold back the spellbooks, how much is my share?


HP 148, Luck 20, Panache 6, AC 48 (T 28, F 34) CMD 40 | F+18 R+28 W+19 (+5 6/day charmed life, +2 vs fear)| evasion, improved + uncanny dodge, reroll (save 1/day + any 1/scene) | Per+27 | Init+12

You can see details at our loot tracker

Short version: they're very expensive. In the long run, you'll be better off not paying to have duplicate spells and instead just copying the ones you don't have and think you'll want.


Female Elf Cleric (Herald Caller) of Shelyn 10/Holy Vindicator 8 | HP: 173/173 | AC: 43, Touch: 23, FF: 43| CMD 43 | Fort: +20, Reflex: +12, Will: +25 (+2 vs. enchantment; +4 vs. mind-affecting effects) | Init: +5 | Perception: +20 | Buffs: MoP, LB, MV x2, GMW, WW, Eaglesoul, WotS (Summer), Vindicator's Shield

I agree with Zoli. It would be cheaper to purchase a Blessed Book and then copy over all the spells you want. The lovely thing about a Blessed Book is that there is no copy cost for putting a spell in it, so when we travel to Xin-Shalast and Eugeni finds a lovely scroll or spellbook laying around, he could copy it over into his Blessed Book right then and there for free. At this level, every prepared arcane caster typically invests in a Blessed Book.

Getting the Blessed Book and pulling all the spells you want in it leaves you with 155028.25 gp (167528.25-12500). That's actually cheaper than buying Azaven's entire collection!


HP: 155/155; Resevoir 18/19 Permanent Buffs: arcane sight, see invis., freedom of movement (ring) Daily Spells: Current Buffs:
Stats:
AC 35, T 15, FF 29; 50% miss chance Fort +15, Ref +16, Will +17; CMD 26; Perception +17

Well, I will start to consider which spells I want. A blessed book definitely sounds like a good idea at this point.

I'm still on the fence about making a simulacrum. Why do you want a hound archon, Jeevika?


Female Elf Cleric (Herald Caller) of Shelyn 10/Holy Vindicator 8 | HP: 173/173 | AC: 43, Touch: 23, FF: 43| CMD 43 | Fort: +20, Reflex: +12, Will: +25 (+2 vs. enchantment; +4 vs. mind-affecting effects) | Init: +5 | Perception: +20 | Buffs: MoP, LB, MV x2, GMW, WW, Eaglesoul, WotS (Summer), Vindicator's Shield

@Eugeni: A Hound Archon and two Nymphs. The Hound Archon grants access to Greater Teleport at will. It makes an excellent way to go grab supplies or just travel across the map. The Nymphs are for their Inspiration, which grants a lovely +4 insight bonus on all Will saving throws, Craft checks, and Perform checks.

I wonder what would happen if Eugeni, Argor, and Jeevika sat down and had a formal discussion. How many brains would short circuit?


Old or new Argor?


Female Elf Cleric (Herald Caller) of Shelyn 10/Holy Vindicator 8 | HP: 173/173 | AC: 43, Touch: 23, FF: 43| CMD 43 | Fort: +20, Reflex: +12, Will: +25 (+2 vs. enchantment; +4 vs. mind-affecting effects) | Init: +5 | Perception: +20 | Buffs: MoP, LB, MV x2, GMW, WW, Eaglesoul, WotS (Summer), Vindicator's Shield

Does New Argor still casually belt out paragraphs that could be summed up in one sentence and eat a thesaurus with every meal?


Female Centaur Reincarnated Druid | HP 157/157 | AC: 32 (18 Tch, 27 Ff) | CMB: +23, CMD: 45 | F: +16, R: +17, W: +22| Init: +10 | Perc: +35 Buffs:

Wouldn't a planar ally spell be just as effective? And probably cheaper?


I’ve been kicking the rules for Simulacrum’s and SLA’s around for a while. Sadly there is a lot of room for interpretation in the spell, which also leaves lots of room for breaking things. As such, I’m gonna ultimately, and officially, decide on the following:

SLA’s and Caster Level drops by half just as other special abilities, rounded down as need be.

For example, a creature with a 9th level spell SLA will have that SLA replaces with a 4th level spell.

A creature that can cast as a 19th Level wizard would drop to CL 9 and the equivalent of level of spells (in this example, 5th level spells).

This prevents a 7th level spell suddenly, and perpetually, giving higher level magic than the creating spell was capable. Seems only logical.


HP 148, Luck 20, Panache 6, AC 48 (T 28, F 34) CMD 40 | F+18 R+28 W+19 (+5 6/day charmed life, +2 vs fear)| evasion, improved + uncanny dodge, reroll (save 1/day + any 1/scene) | Per+27 | Init+12

For what it's worth, I'm happy with that reading. I can see reasonable arguments for a wide range of rulings, but what you say here seems consistent with "It appears to be the same as the original, but it has only half of the real creature’s levels or HD (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD)." (It would be odd to reduce feats and skill ranks and not SLAs and CL)

I also think this makes the spell more interesting than game-warping, which is likely even more important than strictly trying to interpret a very ambiguously written spell.


Female Elf Cleric (Herald Caller) of Shelyn 10/Holy Vindicator 8 | HP: 173/173 | AC: 43, Touch: 23, FF: 43| CMD 43 | Fort: +20, Reflex: +12, Will: +25 (+2 vs. enchantment; +4 vs. mind-affecting effects) | Init: +5 | Perception: +20 | Buffs: MoP, LB, MV x2, GMW, WW, Eaglesoul, WotS (Summer), Vindicator's Shield

Two questions.

1) Does that mean that special ability bonuses such as the Nymph's Inspiration are cut in half (+4 to +2)?

2) What happens if there is no lower level equivalent for a SLA? For example, many outsiders get Greater Teleport (a 7th level spell) as an SLA. There is no 3rd level spell equivalent.


1) That’d make sense.

2) I’d pick a new SLA to replace it.


Female Elf Cleric (Herald Caller) of Shelyn 10/Holy Vindicator 8 | HP: 173/173 | AC: 43, Touch: 23, FF: 43| CMD 43 | Fort: +20, Reflex: +12, Will: +25 (+2 vs. enchantment; +4 vs. mind-affecting effects) | Init: +5 | Perception: +20 | Buffs: MoP, LB, MV x2, GMW, WW, Eaglesoul, WotS (Summer), Vindicator's Shield

In that case, I'll take just the two Nymph simulacrums. A permanent +2 insight bonus to Will is still well worth 2,000 gp.

As for why Jeevika does not just use Planar Ally, the spell is limited to servants of your particular deity. Setsuna could summon Archons because "If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment." As an Oracle, Setsu did not serve a particular deity. Unless I am not mistaken, Shelyn does not employ Archons, who are to my knowledge the only good outsiders who get Greater Teleport at will.


HP: 155/155; Resevoir 18/19 Permanent Buffs: arcane sight, see invis., freedom of movement (ring) Daily Spells: Current Buffs:
Stats:
AC 35, T 15, FF 29; 50% miss chance Fort +15, Ref +16, Will +17; CMD 26; Perception +17

Why two nymphs? You can only be inspired by one at a time, right?

That seems a good enough bonus that I should create a nymph for everyone, and then live in a harem of preternaturally beautiful servants.

I will try to work on a shopping list later.


HP 148, Luck 20, Panache 6, AC 48 (T 28, F 34) CMD 40 | F+18 R+28 W+19 (+5 6/day charmed life, +2 vs fear)| evasion, improved + uncanny dodge, reroll (save 1/day + any 1/scene) | Per+27 | Init+12

Zoli doesn't need one--she came by her Nymph's Inspiration the honest way.

That said, I think Jeeves wants one to inspire her cohort as well.


Female Elf Cleric (Herald Caller) of Shelyn 10/Holy Vindicator 8 | HP: 173/173 | AC: 43, Touch: 23, FF: 43| CMD 43 | Fort: +20, Reflex: +12, Will: +25 (+2 vs. enchantment; +4 vs. mind-affecting effects) | Init: +5 | Perception: +20 | Buffs: MoP, LB, MV x2, GMW, WW, Eaglesoul, WotS (Summer), Vindicator's Shield

As Zoli indicated, the second one is for Ethariel. Her Will save is only +10. At this level, that is not particularly good.


Female Elf Cleric (Herald Caller) of Shelyn 10/Holy Vindicator 8 | HP: 173/173 | AC: 43, Touch: 23, FF: 43| CMD 43 | Fort: +20, Reflex: +12, Will: +25 (+2 vs. enchantment; +4 vs. mind-affecting effects) | Init: +5 | Perception: +20 | Buffs: MoP, LB, MV x2, GMW, WW, Eaglesoul, WotS (Summer), Vindicator's Shield

@Ryli: To fix you with Greater Restoration, I will need 5,000 gp worth of diamond dust. Otherwise, I think having Eugeni use Blood Money-Limited Wish-Restoration over the course of a week (once now, once in a week) would be a great alternative.


Female Centaur Reincarnated Druid | HP 157/157 | AC: 32 (18 Tch, 27 Ff) | CMB: +23, CMD: 45 | F: +16, R: +17, W: +22| Init: +10 | Perc: +35 Buffs:

I can cover the costs, I'm just wondering where we're finding all this diamond dust.


Female Elf Cleric (Herald Caller) of Shelyn 10/Holy Vindicator 8 | HP: 173/173 | AC: 43, Touch: 23, FF: 43| CMD 43 | Fort: +20, Reflex: +12, Will: +25 (+2 vs. enchantment; +4 vs. mind-affecting effects) | Init: +5 | Perception: +20 | Buffs: MoP, LB, MV x2, GMW, WW, Eaglesoul, WotS (Summer), Vindicator's Shield

I imagine that we would purchase it from the various churches (namely, those of the Good deities and the super wealthy Abadar) across the big cities (e.g. Magnimar, Absalom). Additionally, Jeeves can probably tap the resources of Kyonin; the capital city of Iadara is labelled as a metropolis, so I imagine something could be found there.


HP: 155/155; Resevoir 18/19 Permanent Buffs: arcane sight, see invis., freedom of movement (ring) Daily Spells: Current Buffs:
Stats:
AC 35, T 15, FF 29; 50% miss chance Fort +15, Ref +16, Will +17; CMD 26; Perception +17

Presumably the Dwarves of the relatively nearby Five Kings' Mountains would have plenty of gem-dust for sale as well.


HP: 155/155; Resevoir 18/19 Permanent Buffs: arcane sight, see invis., freedom of movement (ring) Daily Spells: Current Buffs:
Stats:
AC 35, T 15, FF 29; 50% miss chance Fort +15, Ref +16, Will +17; CMD 26; Perception +17

Okay, so preliminary shopping list....

Starting cash: 6699.63+167528.25 = 174227.88

Blessed Book - 12,500
Nymph Simulacrum - 2,000
Cloak of Resistance +3 -> Cloak +5 - 16,000
Belt of Physical Might +4 (Dex, Con) -> Belt +6 - 50,000

Subtotal: 147227.88-80,500 = 66,727.88

I have no idea what to spend the rest on. I kinda want to just buy a small ship, put wheels on it and then build simulacra of some flying creatures big/strong enough to carry it by lifting four chains attached to the hull. You know, it's time the rangers had a flying base of operations.


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Female Elf Cleric (Herald Caller) of Shelyn 10/Holy Vindicator 8 | HP: 173/173 | AC: 43, Touch: 23, FF: 43| CMD 43 | Fort: +20, Reflex: +12, Will: +25 (+2 vs. enchantment; +4 vs. mind-affecting effects) | Init: +5 | Perception: +20 | Buffs: MoP, LB, MV x2, GMW, WW, Eaglesoul, WotS (Summer), Vindicator's Shield

I believe that you also need to buy the Belt of Physical Might +4 (Dex, Con) from our inventory for 20,000 gp (half price); that's the amount of money we would get for selling it, and since you're taking ownership, you would take the 20,000 gp out of your share to compensate. That leaves you with 46,727.88 gp.


A great wyrm gold dragon’s light load is 76,800 lbs.


Female Elf Cleric (Herald Caller) of Shelyn 10/Holy Vindicator 8 | HP: 173/173 | AC: 43, Touch: 23, FF: 43| CMD 43 | Fort: +20, Reflex: +12, Will: +25 (+2 vs. enchantment; +4 vs. mind-affecting effects) | Init: +5 | Perception: +20 | Buffs: MoP, LB, MV x2, GMW, WW, Eaglesoul, WotS (Summer), Vindicator's Shield

One thing I can recommend for everyone is a nice Cracked Pale Green Prism for Saves. A +1 competence bonus to all saves for a dirt cheap 4,000 gp? I know I'm getting one.


Female Elf Cleric (Herald Caller) of Shelyn 10/Holy Vindicator 8 | HP: 173/173 | AC: 43, Touch: 23, FF: 43| CMD 43 | Fort: +20, Reflex: +12, Will: +25 (+2 vs. enchantment; +4 vs. mind-affecting effects) | Init: +5 | Perception: +20 | Buffs: MoP, LB, MV x2, GMW, WW, Eaglesoul, WotS (Summer), Vindicator's Shield

@Thron: Are we good to move on to the next day?


Sure.


Female Centaur Reincarnated Druid | HP 157/157 | AC: 32 (18 Tch, 27 Ff) | CMB: +23, CMD: 45 | F: +16, R: +17, W: +22| Init: +10 | Perc: +35 Buffs:

Question about some of the available magical horseshoes: will they work for me? If yes, will all of them or just some? If just some, which ones? If they work, what happens when I wild shape? Or use my Thousand Faces ability?


Female Centaur Reincarnated Druid | HP 157/157 | AC: 32 (18 Tch, 27 Ff) | CMB: +23, CMD: 45 | F: +16, R: +17, W: +22| Init: +10 | Perc: +35 Buffs:

Current shopping list:

Restoration ...... 5,000
Headband +4 to +6.20,000
Rod of Quicken ...75,500
+4 Belt St & Co...24,000 (O)
Barding +2 to +4..12,000 (O)

Total remaining: 43,522


Female Centaur Reincarnated Druid | HP 157/157 | AC: 32 (18 Tch, 27 Ff) | CMB: +23, CMD: 45 | F: +16, R: +17, W: +22| Init: +10 | Perc: +35 Buffs:

One more question: can you let me know when I've read my time of understanding and can add my +1 to Wisdom? It probably hasn't been 6 days, and there was a pretty big break -- dying and all. Should I restart?


Keep in mind that any items you guys intend to upgrade will take a significant amount of time. So you might want to coordinate those as best you can, alongside things like scribing spells, reading stat tomes, etc.

Eugeni: the best place to buy a large ship is likely Absalom, though any heavily traveled port city on the ocean likely has larger ships to buy. Even to have one made (which is likely what you’ll have to do, as I don’t see shipmaking being something done in bulk, but on a case by case basis).


HP: 155/155; Resevoir 18/19 Permanent Buffs: arcane sight, see invis., freedom of movement (ring) Daily Spells: Current Buffs:
Stats:
AC 35, T 15, FF 29; 50% miss chance Fort +15, Ref +16, Will +17; CMD 26; Perception +17

Okay, here are a list of spells I need to copy into my blessed book.

1st - Blood Money

2nd - Prot. Evil (communal), resist energy, create pit, detect thoughts, locate object, see invis., hideous laughter, scorching ray, blur, blindness/deafness, ant haul (communal)

3rd - Nondetection, vampiric touch, fractions of heal and harm

4th - dimensional anchor, dream shield, nondetection (communal), protection from energy (communal), black tentacles, locate creature, scrying, detonate, telekinetic charge, bestow curse, enervation, stone shape

5th - break enchantment, cloudkill, trace teleport, dominate person, hold monster, fire snake, icy prison, sending, wall of force, polymorph, telekinesis, transmute rock to mud, permanancy

6th - dispel magic (greater), repulsion, chains of light, legend lore, mage's decree, permanent image, curse (major), disintegrate, stone to flesh

7th - banishment, spell turning, mage's magnificent mansion, teleport (greater), walk through space, scrying (greater), vision, power word (blind), simulacrum, ethereal jaunt, legendary proportions, polymorph (greater)

8th - create demiplane, irresistable dance, power word (stun), polar ray, shout (greater), stormbolts, clone, iron body, polymorph any object, temporal stasis

If anyone knows of something good from level 1-8 that I missed above, please let me know.


HP: 155/155; Resevoir 18/19 Permanent Buffs: arcane sight, see invis., freedom of movement (ring) Daily Spells: Current Buffs:
Stats:
AC 35, T 15, FF 29; 50% miss chance Fort +15, Ref +16, Will +17; CMD 26; Perception +17
DM Thron wrote:

Keep in mind that any items you guys intend to upgrade will take a significant amount of time. So you might want to coordinate those as best you can, alongside things like scribing spells, reading stat tomes, etc.

Eugeni: the best place to buy a large ship is likely Absalom, though any heavily traveled port city on the ocean likely has larger ships to buy. Even to have one made (which is likely what you’ll have to do, as I don’t see shipmaking being something done in bulk, but on a case by case basis).

Well, a brig or caravel are among the smallest of ships (the smallest with two masts anyway). If I have to have one built from scratch, it's going to take months and be completely pointless.

There has to be some merchant down on his luck who needs to sell a ship...I guess I'll have to go check.

Edit: Or perhaps the authorities have siezed a smuggling ship and are auctioning it. There might not be a huge secondary market for ships, but there is certainly something.


Female Centaur Reincarnated Druid | HP 157/157 | AC: 32 (18 Tch, 27 Ff) | CMB: +23, CMD: 45 | F: +16, R: +17, W: +22| Init: +10 | Perc: +35 Buffs:
DM Thron wrote:

Keep in mind that any items you guys intend to upgrade will take a significant amount of time. So you might want to coordinate those as best you can, alongside things like scribing spells, reading stat tomes, etc.

Well then, looks like I'm spoken for for 24 days at the minimum. Anyone object to that? I have money left over, though, so I could probably do the sell-back-and-buy-new, though that seems kind of wasteful.


I’m not saying it’s impossible, especially for smaller ships. But larger vessels are highly unlikely up for resale.


Female Elf Cleric (Herald Caller) of Shelyn 10/Holy Vindicator 8 | HP: 173/173 | AC: 43, Touch: 23, FF: 43| CMD 43 | Fort: +20, Reflex: +12, Will: +25 (+2 vs. enchantment; +4 vs. mind-affecting effects) | Init: +5 | Perception: +20 | Buffs: MoP, LB, MV x2, GMW, WW, Eaglesoul, WotS (Summer), Vindicator's Shield

@Eugeni: I recommend adding Mind Blank, Fabricate, Shapechanger’s Gift, and Shapechanger’s Gift (Greater), while replacing Stone to Flesh with Flesh to Stone.

There's no real reason to take Stone to Flesh; Break Enchantment can undo Flesh to Stone for a lower level spell slot, and it won't accidentally kill the person you're trying to revert back to normal.

Also be sure to review your spells for any expensive focuses and materials that you need to buy. For example, Mage's Magnificent Mansion has 15 gp worth of focuses. I can't tell you how often I forget them.

@Thron: I'm gonna use the time to finish some side quests then.


Female Centaur Reincarnated Druid | HP 157/157 | AC: 32 (18 Tch, 27 Ff) | CMB: +23, CMD: 45 | F: +16, R: +17, W: +22| Init: +10 | Perc: +35 Buffs:

Are you kidding?!? Stone to flesh is a great way (if disgusting) to get through pesky stone doors!


HP: 155/155; Resevoir 18/19 Permanent Buffs: arcane sight, see invis., freedom of movement (ring) Daily Spells: Current Buffs:
Stats:
AC 35, T 15, FF 29; 50% miss chance Fort +15, Ref +16, Will +17; CMD 26; Perception +17

Stone to flesh is for the abundance of stone golems, since it's free to scribe, why not?

Those others sound good.


Female Elf Cleric (Herald Caller) of Shelyn 10/Holy Vindicator 8 | HP: 173/173 | AC: 43, Touch: 23, FF: 43| CMD 43 | Fort: +20, Reflex: +12, Will: +25 (+2 vs. enchantment; +4 vs. mind-affecting effects) | Init: +5 | Perception: +20 | Buffs: MoP, LB, MV x2, GMW, WW, Eaglesoul, WotS (Summer), Vindicator's Shield

I see. That is a good reason to have it.


HP 148, Luck 20, Panache 6, AC 48 (T 28, F 34) CMD 40 | F+18 R+28 W+19 (+5 6/day charmed life, +2 vs fear)| evasion, improved + uncanny dodge, reroll (save 1/day + any 1/scene) | Per+27 | Init+12

Funny that Stone to Flesh is most useful offensively.

What do you all think about spending a day in Magnimar and then going to Absolom.

Thron, are you OK with assuming full trade value for a strict upgrade, e.g. can I just pay the 16K difference to trade in a +3 cloak for a +5 one? Or do I need to wait crafting time to get it upgraded?

If the former works, we may not need a ton of downtime. Personally, I'd just need 7 days in Absolom. If not, I'd want 18 days, which seems kind of long. How long do yall need?

Who knows what happens if we give Karzoug too much time? ;-)


Female Elf Cleric (Herald Caller) of Shelyn 10/Holy Vindicator 8 | HP: 173/173 | AC: 43, Touch: 23, FF: 43| CMD 43 | Fort: +20, Reflex: +12, Will: +25 (+2 vs. enchantment; +4 vs. mind-affecting effects) | Init: +5 | Perception: +20 | Buffs: MoP, LB, MV x2, GMW, WW, Eaglesoul, WotS (Summer), Vindicator's Shield

I'm fine with going to Absalom after a day or two. That was how I saw things playing out.

Zoli Tileani wrote:
Who knows what happens if we give Karzoug too much time? ;-)

I don't wanna toot our own horn here, but I think that if all Karzoug had to do was wait a few more days/weeks/months, well, that's what he would've done. Instead, he needed several Greedy souls sacrificed to him to make cover the final stretch. Meanwhile, the Rangers have stopped Xanesha's murders, prevented Lucretia's masterstroke, and halted Mokmurian's Giant invasion. Karzoug was counting on all three to provide him with dozens of souls to fuel his return. Now those plans, which likely took months to get going, are all dead and buried.

Let's look at it this way. For all his arrogance, Karzoug is likely super intelligent with a decent Wisdom stat. If all he needed to do was wait, why risk sending out his minions and attracting any attention? I imagine that he knows that he is the only Runelord even close to returning; Vraxeris was able to figure that out. He's waited all eternity to return; what's a few more months?

(From a meta perspective, I don't think Thron would screw us over that badly without a warning. Logically speaking, he would also have to toss out the final book and write a new campaign.)

I was planning for Jeeves to also use the time to track down Xin-Shalast using multiple castings of Wind Walk and Find the Path. I will have her buy some art supplies and, upon arrival, draw several pictures for Eugeni to use as a reference for Greater Teleport.


Female Centaur Reincarnated Druid | HP 157/157 | AC: 32 (18 Tch, 27 Ff) | CMB: +23, CMD: 45 | F: +16, R: +17, W: +22| Init: +10 | Perc: +35 Buffs:

If it weren't for Shrodinger's plots, the world would have ended many times over.

(Not my quote, but it has a bit of truth -- especially for sandbox games and things like APs that assume your characters are the only movers and shakers in the world. It's also lampooned pretty well in this Epic NPC Man skit.)


Female Elf Cleric (Herald Caller) of Shelyn 10/Holy Vindicator 8 | HP: 173/173 | AC: 43, Touch: 23, FF: 43| CMD 43 | Fort: +20, Reflex: +12, Will: +25 (+2 vs. enchantment; +4 vs. mind-affecting effects) | Init: +5 | Perception: +20 | Buffs: MoP, LB, MV x2, GMW, WW, Eaglesoul, WotS (Summer), Vindicator's Shield

@Eugeni: I've got another couple of cool spells for you: Minor and Major Creation.


Female Elf Cleric (Herald Caller) of Shelyn 10/Holy Vindicator 8 | HP: 173/173 | AC: 43, Touch: 23, FF: 43| CMD 43 | Fort: +20, Reflex: +12, Will: +25 (+2 vs. enchantment; +4 vs. mind-affecting effects) | Init: +5 | Perception: +20 | Buffs: MoP, LB, MV x2, GMW, WW, Eaglesoul, WotS (Summer), Vindicator's Shield

@Eugeni: I would also consider putting Sending in your book. It has proven to be a very useful spell.


HP: 155/155; Resevoir 18/19 Permanent Buffs: arcane sight, see invis., freedom of movement (ring) Daily Spells: Current Buffs:
Stats:
AC 35, T 15, FF 29; 50% miss chance Fort +15, Ref +16, Will +17; CMD 26; Perception +17

I did have sending in there, must have overlooked that one. They aren't in alphabetical order.

Updated list:

1st - Blood Money

2nd - Prot. Evil (communal), resist energy, create pit, detect thoughts, locate object, see invis., hideous laughter, scorching ray, blur, blindness/deafness, ant haul (communal)

3rd - Nondetection, vampiric touch, fractions of heal and harm

4th - dimensional anchor, dream shield, nondetection (communal), protection from energy (communal), black tentacles, locate creature, scrying, detonate, telekinetic charge, bestow curse, enervation, stone shape, minor creation

5th - break enchantment, cloudkill, trace teleport, dominate person, hold monster, fire snake, icy prison, sending, wall of force, polymorph, telekinesis, transmute rock to mud, permanancy, major creation, shapechanger's gift

6th - dispel magic (greater), repulsion, chains of light, legend lore, mage's decree, permanent image, curse (major), disintegrate, stone to flesh

7th - banishment, spell turning, mage's magnificent mansion, teleport (greater), walk through space, scrying (greater), vision, power word (blind), simulacrum, ethereal jaunt, legendary proportions, polymorph (greater), shapechanger's gift (greater)

8th - create demiplane, irresistable dance, power word (stun), polar ray, shout (greater), stormbolts, clone, iron body, polymorph any object, temporal stasis, mind blank


Below is the time investment (book only negates material cost):

Level 1 - 1 Hour/Page

Level 2 - 22 Hours/Pages

Level 3 - 9 Hours/Pages

Level 4 - 52 Hours/Pages

Level 5 - 75 Hours/Pages

Level 6 - 54 Hours/Pages

Level 7 - 91 Hours/Pages

Level 8 - 88 Hours/Pages

Total - 392 Hours/Pages
Days (Assuming 8 Hours/Day) - 49


Female Elf Cleric (Herald Caller) of Shelyn 10/Holy Vindicator 8 | HP: 173/173 | AC: 43, Touch: 23, FF: 43| CMD 43 | Fort: +20, Reflex: +12, Will: +25 (+2 vs. enchantment; +4 vs. mind-affecting effects) | Init: +5 | Perception: +20 | Buffs: MoP, LB, MV x2, GMW, WW, Eaglesoul, WotS (Summer), Vindicator's Shield

@Thron: Did you see my post regarding the wording of Word of Recall?

@Eugeni:

CDL's Recommended Revised List

(Bold is recommended additions; Strike Through is recommended removals.)

1st - Blood Money, Protection from Evil

(Protection from Evil is a very good spell for its level.)

2nd - Prot. Evil (communal), resist energy, create pit, detect thoughts, locate object, see invis., hideous laughter, scorching ray, blur, blindness/deafness, ant haul (communal)

(Create Pit won't do much against the massive or flying enemies that we will encounter most often at this level. Ryli and Jeevika can prepare Ant Haul (Communal).)

3rd - Nondetection, vampiric touch, fractions of heal and harm

4th - dimensional anchor, dream shield, nondetection (communal), protection from energy (communal), black tentacles, locate creature, scrying, detonate, telekinetic charge, bestow curse, enervation, stone shape, minor creation

(Jeevika and Ryli can cover Protection from Energy (Communal). Greater Scrying is much better than the regular version; if you gotta scry, use that one. Detonate is too situational. Bestow Curse requires a touch attack, and I don't think Eugeni wants to get into melee. Upon a second reading, Major Creation covers anything Minor Creation can do.)

5th - break enchantment, cloudkill, trace teleport, dominate person, hold monster, fire snake, icy prison, sending, wall of force, polymorph, telekinesis, transmute rock to mud, permanency, major creation, shapechanger's gift, fabricate

(You have too many melee allies to reliably make good use of Cloudkill. Trace Teleport is too situation for an arcanist who can't swap his spells like Argor. Hold Monster and Fire Snake are inferior to Battering Blast; if we need to disable an enemy, Zoli can just switch to nonlethal strikes. I don't see Eugeni getting much mileage out of Polymorph. Fabricate is a handy spell for downtime shenanigans.)

6th - dispel magic (greater), repulsion, chains of light, legend lore, mage's decree, permanent image, curse (major), disintegrate, stone to flesh, Flesh to Stone

(Vision is better than Legend Lore. For Stone Golems, Zoli and Jeevika have adamantine weapons. Ethariel has clustered shots. Ryli can summon power attacking giants. Meanwhile, I've ended entire battles with Flesh to Stone; it's a great anti-wizard spell.)

7th - banishment, spell turning, mage's magnificent mansion, teleport (greater), walk through space, scrying (greater), vision, power word (blind), simulacrum, ethereal jaunt, legendary proportions, polymorph (greater), shapechanger's gift (greater)

(I find Spell Turning too untrustworthy. Walk through Space is too situational. If we need Legendary Proportions, Ryli can cast it. I don't see Eugeni getting much mileage out of Polymorph (Greater).)

8th - create demiplane, irresistable dance, power word (stun), polar ray, shout (greater), stormbolts, clone, iron body, polymorph any object, temporal stasis, mind blank

(Irresistable Dance requires Eugeni to get in melee to touch someone. Same with Temporal Stasis. You could just PAO them into stone or a newt instead. I've never used Polar Ray, Shout, and Stormbolts, and cutting them would save you three days. I don't see Eugeni getting much mileage out of Iron Body.)


Word of Recall: I suppose. But I still think it a cheap work around, especially for a character that was created at high level. Not that bringing in a high level character is bad, but without having played the character from Level 1, you can always just say “I have a location in (INSERT LOCATION HERE) from doing a diplomatic mission there back when (INSERT RANDOM REASON HERE).” You could literally claim familiarity with basically anywhere because their backstory is basically not entirely defined and worded so broadly you could justify literally anywhere being a suitable location.

So, Magnimar, Absalom, and Kyonin I’m fine with I suppose. Beyond that, it’s gonna be stretching it.


Female Elf Cleric (Herald Caller) of Shelyn 10/Holy Vindicator 8 | HP: 173/173 | AC: 43, Touch: 23, FF: 43| CMD 43 | Fort: +20, Reflex: +12, Will: +25 (+2 vs. enchantment; +4 vs. mind-affecting effects) | Init: +5 | Perception: +20 | Buffs: MoP, LB, MV x2, GMW, WW, Eaglesoul, WotS (Summer), Vindicator's Shield

I actually said that Jeevika has never been to Absalom, so WoR could not take her there. She plans to return to Magnimar tomorrow to hitch a ride with Eugeni.

I'm fine with just Magnimar and Kyonin, and I'll accept that compromise. Those will be the only ones; it was never my intention to push the spell too far, and I apologize for coming across as such.

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