
Bjorkus |

In other news, Opal’s on hiatus for the foreseeable future. She’s been feeling kind of burned out with PBP. Hopefully she comes back before the end.
In the meantime, does someone want to handle leveling her up and buying her some gear? Kal maybe?

Sawbones Zirul |

Been dealing with a sick kitten all day, so I may not be available for the next day or so. Upgrade as is appropriate. Definitely sell off the old armor. Sorry for the delay, guys. Just hard for me to think straight with the little guy sick.

Kal Aldhemark |

Went with contagious flame. If there're strong objections we can change it.
Opal level 12
HP: 62
BAB: +6/+1
Melee: +6/+1
Ranged: +9/+4
AC: 13
Touch: 13
Flat-Footed: 10
CMB: +6
CMD: 19
Saving Throws
Fortitude: +7
Reflex: +10
Will: +11
Diplomacy +19 [10rank+6cha+3feat]
Profession Cook +7 [4rank+3inclass]
Profession Sailor +6 [2rank+3inclass+1trait]
Profession Fisherman +4 [1rank+3inclass]
Profession Shipbuilder +5 [2rank+3inclass]
Knowledge Arcana +12 [6rank+3inclass+3int]
Knowledge Planes +12 [6rank+3inclass+3int]
Knowledge Geography +5 [2rank+3int]
Knowledge Local +5 [2rank+3int]
Spellcraft +11 [5rank+3inclass+3int]
Use Magic Device +14 [5rank+3inclass+6cha]
Sense Motive +4 [4rank]
Perform +12 [6ranks+6cha]
(60 ranks)
Cantrips
Breeze
Detect Magic
Read Magic
Jolt
Prestidigitation
Disrupt Undead
Message
Mage Hand
Mending
1st Level (8/8)
Grease
Mage Armor
Magic Missile
Lightning Hands
Disguise Self
Summon Monster I
2nd Level (8/8)
False Life
Glitterdust
Electrifying Ray aka: Scorching Ray: Ranged touch attack deals 4d6 electric damage, + 1 ray/four levels (max 3).
Summon Monster II
Seducer’s Eyes
Unnatural Lust
3rd Level (7/7)
Haste
Fireball
Protection from Energy
Dispel Magic
Reckless Infatuation
4th Level (7/7)
Remove Curse
Scry
Elemental Body I
Shout
5th Level (6/6)
Teleport
Elemental Body II
Summon Monster V
6th Level (4/4)
contagious flame
Bloodline and Archetype
Primal
Your powers are attuned to the concentrated core of the elemental plane.
Associated Bloodline: Elemental.
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your elemental bloodline's energy type, that spell deals +1 point of damage per die rolled.
Bloodline Powers: You can infuse raw energy into your summoned minions.
Elementalist Summoning (Su): At 9th level, whenever you summon a creature, it gains energy resistance 10 against the energy type that matches your elemental bloodline (if it already has such resistance, its resistance increases by +5), and its natural attacks deal an additional 1d6 points of damage of the same energy type. This bloodline power replaces elemental blast.
Elemental
The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.
Class Skill: Knowledge (planes).
Bonus Spells: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th).
*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element.
Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted below.
Element Energy Type Elemental Movement
Air Electricity Fly 60 feet (average)
Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Elemental Resistance (Ex): At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.
Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on the above chart.
Elemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type.
Eschew Materials (Bonus Feat)
Skill Focus (Diplomacy)
Point Blank Shot
Precise Shot
Improved Initiative
Combat Casting: +4 bonus on concentration checks for defensive casting
Uncanny Concentration: Don't make concentration checks for violent movement, gain a +2 bonus on all other concentration checks
Traits
Buccaneer’s Blood:
One of your ancestors was an infamous Free Captain of the Shackles, whose very name struck fear in the hearts of those who sailed the seas in search of an honest living. Piracy is in your blood, and you’ve always longed to follow in your forebear’s footsteps and plunder the shipping lanes. You gain a +1 trait bonus on Intimidate and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores (see “The Life of a Pirate” in Pathfinder Adventure Path #55 for details on the Infamy system). You went to a tavern called the Formidably Maid, a notorious pirate hangout in Port Peril, eager to start your career as a buccaneer. While you were there, however, a dashing and flirtatious corsair caught your eye, and after a whirlwind night of booze and romance, you found yourself beaten senseless and stuffed in a sack, carried off to who knows where.
Charming:
Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Edited to adjust for equipment purchases: cloak of resistance +3, headband of alluring charisma +4

Sawbones Zirul |

Finally back. Zirul would have wanted to buy 2 poisons (Dragon Bile Poison & Purple Worm Poison), 1 CSW potion (level 10), and one Stoneskin potion of the same level, as well as sold his Mithral shirt. I'll update his amount totals, in just a minute. He also will have learned several spells, which I'll note in his profile. His Sipping Jacket will have a the CSW, for an emergency.
As far as prepared, I'll update on the profile for today. His first round of pre-buff would have been Stoneskin with the Alchemical Allocation. The 2nd round would have been activating Touch Injection with Purple Worm Poison. I'm perfectly fine with the Displacement! *thumbs up for using his favorite*
Also, bought a +3 cloak of resistance.

Kal Aldhemark |

I'm thinking about making one or two scrolls of communal stoneskin; it's significantly cheaper than the individual spell with almost no drawbacks. The main question at this point is "what duration do we need?"
For perspective, we can do:
Targets: 5
Duration: 22 minutes per person
Total Damage absorption per person: 110
Cost per scroll: 1325gp
OR
Targets: 2
Duration: 55 minutes per person
Total Damage absorption per person: 110
Cost per scroll: 1025gp
(and)
Targets: 3
Duration: 36 minutes per person
Total Damage absorption per person: 110
Cost per scroll: 1125gp
Compare single stoneskin scrolls:
Target: 1
Duration: 90 minutes
Total Damage absorption per person: 90
Cost per scroll: 812.5gp
Any thoughts?

Sawbones Zirul |

I'm also looking at making out Kinetic Reverberation potions for Bjorkus & Luthor. Still gotta calculate costs.
I'm thinking Displacement or Blur for the group might be good, but that's also one to calculate.
As far as extracts, does anyone want anything in particular? I know Bjorkus and Luthor probably want some Enlarge (and in Bjorkus's case, mixed with Shield)? I can make Enlarge for Luthor as just a plain potion too.

Sawbones Zirul |

Ok, so we'll probably need Shield x3, Kinetic Reverberation x2 or x3 (so that folks likely to get hit can break the enemy's weapons). Displacement for the whole group? Or Displacement for the front liners & Blur for the casters?
As far as extracts, I'll list them behind spoiler, and if you want 'em, just tell me.
1st Level: Blend, Deathwatch, Disguise Self, Enlarge Person, Identify, Reduce Person, Shield, True Strike, Touch of the Sea
2nd Level: Aid, Alchemical Allocation, Anthropomorphic Animal (surgery), Aram Zey's Focus, Barkskin, Blur, Bullet Shield, Cure Moderate Wounds, Darkvision, Defensive Shock, Elemental Touch, False Life, Fire Breath, Kinetic Reverberation, Touch Injection, See Invisible
3rd Level: Amplify Elixir, Awaken (surgery), Baleful Polymorph (surgery), Burst of Speed, Cure Serious Wounds, Displacement, Draconic Reserves, Fly, Monstrous Physique I, Protection From Energy, Thorn Body
4th Level: Universal Formula, Stoneskin, Detonate, Fluid Form, Greater Invisibility, Dragon's Breath
I'd be willing to learn Blistering Invective, since we've got some good Intimidation in the group, if that'd help.

Sawbones Zirul |

Kal wants to be a fly boy? :P
See Invisible is great. Ok, so x5 See Invisible and maybe x2 Fly?
Edit: I also have the Infusion discovery, so for the ones that can't be a potion, I can make an extract instead (which will only be good for that day).

Sawbones Zirul |

Don't worry about potion fund. :) This is something that I'm more looking at as usefulness, cause I'd rather spend some of Zirul's gold, if it means we have less damage to us. Or I can make a fly extract or two, if we want a short term use.

Kal Aldhemark |

Next scroll batch (2737.5gp):
spider climb x2 (CL3: 150gp)
stoneskin (CL9: 812.5gp)
stoneskin, communal (CL11: 1325gp)
neutralize poison (CL12: 450gp)
Funds left: 399.985gp
I'm holding off on another FoM scroll for now... if you guys think we should have another, let me know and we can make one for 350gp.

![]() |

checking in to make sure you guys don't think i've forgotten you. Even though I am not reading the gameplay thread, mostly to keep from being spoiled. Also, your posting amount is legendary. Sadly I think one of my campaigns lost the DM to a black hole and another lost 2 players to a similar space anomaly. ...oh well.

![]() |

Well one of the games, Kingmaker, had two groups going at the same time. I am not sure if the other players are working on anything. I am happy with what I have, the RotRL one is moving, which is the one I am going to GM with my friends, so I'll have at least one run through in it before I start to GM.
I'd think Kingmaker would be fun with the right group and there's been talk that my friend would DM a S&S once he's finished it with another group. I have enough going on right now, I am being extremely selective with my games.
that said, if you guys do something after this, I'd definitely apply. Wish I had jumped at the opening, but it looks like you got a great replacement.

DM Feral |

Preliminary loot totals are up. The party is literally rolling in money. I went ahead and cashed out the stuff that we obviously weren't going to hold on to (like 20 suits of +2 studded leather armor). Say something if you want one of the remaining items.
Get leveled and do your shopping. I'm going to move things along tomorrow.

DM Amazing Red |

7th-prismatic spray, summon monster vii
6th—chain lightning, repulsion, teleport, contingency
5th—cone of cold, telekinesis, teleport, overland flight
4th—bestow curse, dimension door, ice storm, phantasmal killer, shout, wall of fire
3rd—dispel magic, fireball, heroism, vampiric touch
2nd—arcane lock, flaming sphere, ghoul touch, gust of wind, invisibility, mirror image
1st—burning hands, mage armor, magic missile, shocking grasp

Kal Aldhemark |

Opal, level 13
Gold spent (by Feral): 68,000 (Headband upgraded from +4 to +6, +2 con belt upgraded to +4 dex/con)
HP: 80
BAB: +6/+1
Melee: +6/+1
Ranged: +11/+6
AC: 15
Touch: 15
Flat-Footed: 10
CMB: +8
CMD: 19
Saving Throws
Fortitude: +8
Reflex: +12
Will: +11
Diplomacy +20 [10rank+7cha+3feat]
Profession Cook +7 [4rank+3inclass]
Profession Sailor +6 [2rank+3inclass+1trait]
Profession Fisherman +4 [1rank+3inclass]
Profession Shipbuilder +5 [2rank+3inclass]
Knowledge Arcana +12 [6rank+3inclass+3int]
Knowledge Planes +12 [6rank+3inclass+3int]
Knowledge Geography +5 [2rank+3int]
Knowledge Local +5 [2rank+3int]
Spellcraft +11 [5rank+3inclass+3int]
Use Magic Device +15 [5rank+3inclass+7cha]
Sense Motive +4 [4rank]
Perform +13 [6ranks+7cha]
(60 ranks)
Cantrips
Breeze
Detect Magic
Read Magic
Jolt
Prestidigitation
Disrupt Undead
Message
Mage Hand
Mending
1st Level (8/8)
Grease
Mage Armor
Magic Missile
Lightning Hands
Disguise Self
Summon Monster I
2nd Level (8/8)
False Life
Glitterdust
Electrifying Ray aka: Scorching Ray: Ranged touch attack deals 4d6 electric damage, + 1 ray/four levels (max 3).
Summon Monster II
Seducer’s Eyes
Unnatural Lust
3rd Level (8/8)
Haste
Fireball
Protection from Energy
Dispel Magic
Reckless Infatuation
4th Level (7/7)
Remove Curse
Scry
Elemental Body I
Shout
Boneshatter
5th Level (7/7)
Teleport
Elemental Body II
Summon Monster V
Feeblemind
6th Level (5/5)
contagious flame
Elemental Body III
Disintegrate
Bloodline and Archetype
Primal
Your powers are attuned to the concentrated core of the elemental plane.
Associated Bloodline: Elemental.
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your elemental bloodline's energy type, that spell deals +1 point of damage per die rolled.
Bloodline Powers: You can infuse raw energy into your summoned minions.
Elementalist Summoning (Su): At 9th level, whenever you summon a creature, it gains energy resistance 10 against the energy type that matches your elemental bloodline (if it already has such resistance, its resistance increases by +5), and its natural attacks deal an additional 1d6 points of damage of the same energy type. This bloodline power replaces elemental blast.
Elemental
The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.
Class Skill: Knowledge (planes).
Bonus Spells: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th).
*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element.
Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted below.
Element Energy Type Elemental Movement
Air Electricity Fly 60 feet (average)
Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Elemental Resistance (Ex): At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.
Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on the above chart.
Elemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type.
Eschew Materials (Bonus Feat)
Skill Focus (Diplomacy)
Point Blank Shot
Precise Shot
Improved Initiative
Combat Casting: +4 bonus on concentration checks for defensive casting
Uncanny Concentration: Don't make concentration checks for violent movement, gain a +2 bonus on all other concentration checks
Empower Spell (Bonus Feat)
Spell Penetration
Traits
Buccaneer’s Blood:
One of your ancestors was an infamous Free Captain of the Shackles, whose very name struck fear in the hearts of those who sailed the seas in search of an honest living. Piracy is in your blood, and you’ve always longed to follow in your forebear’s footsteps and plunder the shipping lanes. You gain a +1 trait bonus on Intimidate and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores (see “The Life of a Pirate” in Pathfinder Adventure Path #55 for details on the Infamy system). You went to a tavern called the Formidably Maid, a notorious pirate hangout in Port Peril, eager to start your career as a buccaneer. While you were there, however, a dashing and flirtatious corsair caught your eye, and after a whirlwind night of booze and romance, you found yourself beaten senseless and stuffed in a sack, carried off to who knows where.
Charming:
Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.