| DM Variel |
S LOT feet CL 10th
AURA moderate transmutation
PRICE
20,000 G P
WEIGHT 2 lbs.
Crafted of stout, wax-treated leather
and wrapped with warm fur reminiscent
of a frost giant's beard, these boots are
sometimes given as gifts by the frost
giant tribes of the north to their smaller
allies. In addition to functioning as boots
of the winter/ands, the boots of the winter
Jori enable their wearer to take the form of a frost giant once
per day, as with the giant form I spell. While in giant form,
the wearer gains a +6 size bonus to Strength, a -2 penalty to
Dexterity, a +4 size bonus to Constitution, a +4 natural armor
bonus, low-light vision, rock catching, rock throwing, and resist
cold 20, but also gains vulnerability to fire. The wearer can
remain in giant form for up to 10 minutes.
pass without trace
PRICE
21,500 GP
WEIGHT 5 lbs.
This book is bound in dyed
goatskin, and its coarse, thick
pages are stained in a variety of
colors and covered in wavering
script; rough sketches; and
diagrams of various plants,
mystic symbols, and animal parts. A crude wooden spoon
serves a bookmark. A cookbook of arcane augmentation
contains recipes that allow an arcane spellcaster who prepares
spells to augment her spells with specific metamagic effects
th rough ritual preparation. A cookbook of a rcane augmentation
contains recipes for Ectoplasmic Spe11APG, Persistent Spe11APG,
Rime SpelluM, and Sickening Spe11APG, and can be used to
augment spells of 6th level or lower.
Once per day, the spellcaster can augment a spell by
following a recipe as part of her normal spell preparation. To
prepare an augmented spell, the spellcaster must succeed
at a Craft (alchemy) check (DC 15 + spell level) while mixing
the recipe's ingredients in a cauldron. (The cost of these
ingredients is negligible, and they are assumed to be readily
available in a spell component pouch.) If the check succeeds,
the spell is augmented with the recipe's metamagic feat. This
doesn't change the spell slot of the augmented spell. On a
failed check, that spell can't be augmented that day, but the
caster can attempt to augment another spell.
A spellcaster can prepare only a single augmented spell each
time she prepares spells, and apply only one augmentation
from the cookbook to any given spell, but can combine an
augmentation with metamagic feats she possesses. In this
case, only the feats possessed by the caster adjust the spell slot
of the spell being cast. The book doesn't confer the associated
metamagic feat on the owner, only the ability to use the given
feat when spells are prepared.
Craft Wondrous Item, control weather
AURA moderate evocation
PRICE
15,100 GP
WEIGHT 20 lbs.
Carved from a single block of ice
birthed from the breath of the great
white wyrm Sjohvor, the ice-carved
rings of this exquisite suit of +2
chainmail never thaw. If grappled,
the wearer can command the armor
to release an icy blast against the
grappler. The armor then glows with a
pale blue radiance, deals 4d6 points of
cold damage to the target, and causes
the target to be staggered for i round.
Once the armor discharges, this ability can't be used until the
armor recharges 1 hour later.
Ice/ink chain mail is considered light armor and has an arcane
spell failure chance of 20%, a maximum Dexterity bonus of +4,
and an armor check penalty of -3. The armor weighs half as
much as standard chainmail and floats in water.
Here are 3 of the big ticket items you just should have gotten. I think no one made the spellcraft to identify whish is why no one has them. Have fun dividing them up. Also remember that you have the raven from the trader when ever you wish to purchase items.
| Duardlara Frostborn |
The boots sound good for a melee warrior. I cannot use the armor, so selling it is fine with me. I don't recall either item being mentioned or trying to spellcraft them, but I could have forgotten.
I do indeed have the cookbook - I kept it in favor of buying a bunch of other items.
| Helgash |
The boots sound good for a melee warrior. I cannot use the armor, so selling it is fine with me. I don't recall either item being mentioned or trying to spellcraft them, but I could have forgotten.
Same :P
I do indeed have the cookbook - I kept it in favor of buying a bunch of other items.
You are the one who can make the best use of it - makes perfect sense you keep it ;)
Baub the Great
|
We popping in over here or waiting for the promised PM?
| Duardlara Frostborn |
@Baub, Variel’s work schedule can wreak havoc on his posting opportunities, so don’t be alarmed if his PM takes a bit to arrive. In the meantime, welcome!
So, for the rest of the team, should I be prepared to spam flight and invisibility spells? Or just invisibility?
| Duardlara Frostborn |
Well, because Cynehelm is providing flight for the entire team, but OK. I have three fly spells available and a variety of "you can't see me" options. I figure a greater invisibility on Jetro when it's time to fight rather than flee would be the most effective.
As an evoker, I have to have a few damaging spells in the queue, so I have a persistent fireball prepared using the cookbook. Otherwise, message and ghost sound are intended to provide some trickery and communication options.
My thought is that we can avoid the frost drakes by having most of the party briefly invisible and going one direction while one or two get the faster flight option and lead them away before circling back to meet the others, likely invisible. As such, Duardlara will need to be among the bait group.
I don't have a plan for the second encounter - I presume there will be combat to get through - maybe my fireball can soften up that group before we have to engage. Maybe greater invisibility on one of the rogues would be a better choice for sneak attacking.
Rumors of a third encounter just frighten me a bit. Hope Baub's got some good tricks up his/her/its sleeves.
Baub the Great
|
What are base HPs supposed to be, I believe I undersold mine. Or was I supposed to roll. I did half even though I assumed half plus 1 but didn't do it.
Baub the Great
|
You mentioned 3rd encounter, I will be a member of the watch. Am I part of the Skyfire Mandate? I was trying to read to find it but thought it might be quicker to just a ask.
Baub the Great
|
Sorry, I was on a long drive. I was unaware you were a fire based evoker. I can modify some items to use another element (thinking acid) or if it would be preferred I could go with a totally different branch of magic (researching enchantment and necromancy). Either option of course based on DM approval.
Baub the Great
|
I’ll trick out a necromancy version, post it here, and see what everyone thinks. Finishing taxes tonight so it will probably be thursday before I post changes.
Baub the Great
|
How is this? I think I made all appropriate changes. Since I am no longer a fire evoker I dropped dragon blooded and went with arcane. Necromancy is his main focus. I have haste for the group and several I can use to debuff the enemy. I get a slew of spells next round, if there is something the group needs, please let me know.
Baub the Great
-----------------------
Male Triaxian Crossblooded (Arcane/Orc) Sorcerer 10
Age 25; Descriptive Trait (Black Eyes, Gray Skin, 5'4", 120 lbs)
NG Medium Humanoid (Triaxian)
Init +3; Senses Lowlight vision, Darkvision 60', keen senses (+2 hearing); Perception +9 (+11 hearing)
AC 24 (+4 mage armor, +3 Dex, +2 nat armor, +1 Def, +4 shield spell), touch 18, flat-footed 21
HP 60 (40 level, 10 con, 10 FCB); DR -; SR -
Fort +4, Ref +5, Will +8
Speed 30
Melee: Staff +5 (1d6/20 x2) or by spell
Ranged: by spell; ranged touch +8; spectral hand +10
Str 11 (+0), Dex 16* (+3), Con 12 (+1), Int 12 (+1), Wis 12 (+1), Cha 22* (+6)
*magic item boost
Initial Stats
Str 11 (+0), Dex 14 (+2), Con 12 (+1), Int 12 (+1), Wis 12 (+1), Cha 16 (+3)
Cost 3+5+0+2+0+10=20
+1 CHA 4th lvl, +1 CHA 8th lvl, +2 CHA to 1 stat build rules
Base Atk 5; CMB +5; CMD 17
Magical Lineage: Pick one spell (boneshaker) when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.
Low-Light Vision: In dim light, Triaxians can see twice as far as humans.
Keen Senses: Triaxians’ unique ear construction grants them a +2 bonus on Perception checks.
Bonus Feat: Triaxians select one extra feat at 1st level.
Seasoned: Triaxians suffer no harm when in extreme cold down to -20 degrees
1-Spell Focus Evocation: necromancy
1-Piercing spell
3-Empower spell
5-Weapon Finesse (touch)
7-Greater spell focus Evocation: necromancy
BL-combat Casting
9-Iron will
11-
Arcane bloodline: 3 identify 5 invisibility, 7 dispel magic, 9 dimension door,
Class skill: Knowledge (Planes)
Bonus feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.
Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell’s DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Powers:
1st (mutation) Blood Havoc
3rd Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
15th School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.
Orc bloodline: 1 burning hands, 2 bull's strength, 3 rage, 4 wall of fire
Class skill: survival
Bonus feats: diehard, endurance, great fortitude, intimidating prowess, improved overrun, power attack, toughness, widen spell
Bloodline Arcana: orc subtype, darkvision 60 feet, light sensitivity. When cast a dmg causing spell it deals +1 point of dmg per die
Powers
9th Fearless gain +4 vs fear and +1 natural armor. 9th level lose light sensitivity, immune to fear, and natural armor to +2.
(30 ranks = (20 (Class) + 10 (Int))
Acrobatics 3 (1 rank, 2 Dex)
*Bluff 11 (2 rank, 3 class, 6 CHA)
Climb 6 (1 rank, 3 class, 3 Str, -2 armor)
Diplomacy 7 (1 rank, 6 Cha)
Disguise 0 (untrained)
Fly 0
Heal 0 (untrained)
*Intimidate 14 (4 ranks, 3 class, 6 Cha)
*Knowledge (Arcana) 5 (1 rank, 3 class, 1 Int)
*Knowledge (Planes) 5 (1 rank, 3 class, 1 Int)
Perception 9 (8 ranks, 1 Wis)
*Profession
Ride 2 (2 Dex)
Sense Motive 1 (1 Wis)
*Spellcraft 14 (10 rank, 3 class, Int 1)
Stealth 2 (2 Dex)
*Survival 5 (1 rank, 3 class, 1 Wis)
Swim 0 (0 STR)
*Use Magic Device 10 (1 rank, 3 class, 6 CHA)
Background
Appraise 5 (1 rank, 1 INT, 3 CLASS)
Perform 7 (1 rank, 6 CHA)
Favored Class Bonuses
+10 Hit Points
Languages
Common, Triaxian, Draconic
Belt Pouch (Caltrops, chalk x10, small steel mirror, whetstone, flint and steel)
Heward's Handy Haversack (candles x5, rations x3, silk rope 50', pitons x3, 5 fish hooks, ioun torch, string 50', sewing kit, water skin)
Lesser rod of empower
Headband of Charisma +2
Ring of Protection +1
Belt of Dexterity +2
Cloak of resistance +2
Staff of minor arcana (magic missile, shield) 10 charges
Current Load 8.25 lbs (light up to 38 lbs)
Wealth
189 pp 8 gp 4 sp 2 cp
Cantrips
1 Acid Splash
2 Read Magic
3 Detect Magic
4 Mage Hand
5 Spark
6 Prestidigitation
7 Mending
8 Touch of Fatigue
1st (6 per day + 2)
1 Mage Armor
2 Shield
3 Ray of enfeeblement
4 Magic Missile
BL Burning Hands
2nd (6 per day +2)
1 Glitter dust
2 Boneshaker
3 Spectral Hand
BL Invisibility
3rd (6 per day +1)
1 Haste
2 Vampiric Touch
BL Dispel Magic
4th (5 per day +1)
1 Flaming sphere greater
BL Dimension Door
5th (3 per day +1)
Cross-blooded Sorcerer 10 | HP 50/50 | AC22 T14 FF19 (+4 to all w/ shield spell) | F+4 R+5 W+8 | CMD17 | Init+2 Percep+12, lowlight vision, darkvision 60' | Current effects: none
Baub the Great
|
With the DM’s approval I will move forward with this build starting in round 2.
Baub the Great
|
It would seem to me parlay is in order since they did just fend off a dragon kin rider. But, should I know this Biscaylie?
| Helgash |
Apologies for my delays in posting everyone - this week is turning out waaaaaaaay more complicated than I anticipated - my parents are visiting until Friday, and in the meantime I am having a couple unexpected job interviews and whatnot. So yeah...
That being the case, and if I don't post with the desired frequency, please feel free to bot me as needed.