
Ixrul Morcrom |

Hmm. Can I use false focus (for the potion, since it specifies "that", or an individual component) + blood money (which cannot create the potion or any other magic item, and creates "one material component of your choice required by that second spell") + tattoo potion for a CL 2 potion tattoo on my chest slot?
Not even sure what I'd use it for, but I guess it'd be a neat trick.

Ixrul Morcrom |

Ah, okay. I'll explain further, then. And it's fine if you say 'no' - it's semi-pseudo-almost cheese, but I can't even think of anything that would make it super strong.
Blood Money
False Focus
Tattoo Potion
So, both blood money transforms your blood "into one material component of your choice required by" the spell you're trying to cast. False Focus allows you to use a divine focus (in Ixrul's case, a 100 GP tattooed holy symbol) to ignore "a material component costing the value of that divine focus (maximum 100 gp) or less without needing that component".
Therefore, blood money allows you to eschew the "special inks worth 500 gp" and False Focus allows you to ignore the cost of the "potion to be tattooed", so long as it costs 100 GP or less - in other words, is either a CL 4 cantrip or a CL 2 first-level spell.
I don't even know what I'd do with it - there aren't many first-level potionable spells that are any good (at this level) when they're cast at CL 2, at least as far as I can remember. I'd probably just stick an in-case-of-emergencies CLW in there or something. IDK.

Jrahk Lacertus |

I thought False Focus lets you cast a spell without the required component, it doesn't "poof" the component into existence. Tattoo Potion is useless if you don't have a potion to cast it on.

Ixrul Morcrom |

Presumably, he'd just take a bottle of some sort of liquid like water, and it would make it act like the potion. If it were a focus component, you'd be correct - the bottle is not consumed, but the potion is, so it would make sense for a bottle to be necessary.

Ixrul Morcrom |

Fair enough.
We're short on cash, so we've got nothing to do in our downtime, short of me retraining my familiar into a Figment, and I'm not sure how long that would take or how much that would cost. Or would that fall within your new-content retraining rules?

Ixrul Morcrom |

Suddenly, Ixrul's familiar was a figment of his imagination. Unless otherwise stated, assume it has Tremorsense and keeps an feel out in the area around Ixrul.

Ixrul Morcrom |

"Well, Jrahk, I think it's high time we go looking for trouble. We're not going to make an honest fortune sitting around on this island."
So, guys: Other Ships or Bigger Towns? I'm leaning towards Bigger Towns right now.

Ixrul Morcrom |

"Don't think of it as an army. Think of it as many individual units who will each individually enter buildings, so that in the event where they are commanded, only one is commanded."

Ixrul Morcrom |

"Understandable, of course."
We go and seek out a more appropriate town to raid.
Also, we could say Smythee mentioned Freecaptaining, so it could now be our goal, maybe? As the explanation for the sudden decision?

Rynjin |

Actually, I believe she mentioned it when you were first here, and you briefly MET one who seemed to be doing well for himself when you were at Rickety's Squibs, so plenty of motivation thrown around for one to stick.

Ixrul Morcrom |

Oh, right. Forgot that.
Anywhoo, on to adventure! And money! And murder!

Rynjin |

You set sail again, rested and fed, and your crew content with the new entertainments to be found in the floating quarter of your improved base.
You dock and head for Warmhollow, a town a bit further inland from the coast that deals mostly in trade goods sent up the river from the coast and apples.
Who do you bring with you? There's a bit of a trade-off here: Bring too many more people than your base crew of you four and Sandra, and maybe one or two others and the town will know you're coming long before you get there, and have time to fortify (though will get the women and children to safety beforehand, if you care). Or you can bring just a few, and have a better chance of sneaking, but potentially have a rough time fighting.

Ixrul Morcrom |

So by my research, each skeleton should have a volume of about .3 cubic feet, assuming their skeleton is pretty similar in volume to a human skeleton. Each should - assuming they're as fat as north americans - weigh about 13 pounds. Rounding those up to, say, .5 cubic feet and 20 pounds (they're wearing haramakis), since fish aquatic creatures have different skeletal density, Ixruls should be able to fit three or four skeletons in the main compartment of his handy haversack. Sound fair?
Other than that, maybe Aaron, the Ghast?

Arron Ivy, Ghast Pirate |

Nice try, but we use creature rules for creatures, so a skeleton takes up 5 cubic feet. Besides, they have pointy claws and would rupture your Haversack.
Though it holds merit as an idea for cramming a bunch of actual, nonliving skeletons and then dumping them out and reanimating them.
Arron would be glad to come along, however, with his Alchemical abilities.
I think I said he was a Magus at some point, but Alchemist just makes more sense.

Ixrul Morcrom |

We will attack at twilight.
An hour before they reach the town, Ixrul casts False Life and Mage Armor on himself.
False Life: 1d10 + 7 ⇒ (10) + 7 = 17 Sweet.
What kind of defenses does the town have? Walls, towers, etc.
Also, is Arron an augmented humanoid, or just undead?

Rynjin |

Arron is a Ghast. They do not have the Augmented subtype.
The town has a wall around it, about 6 feet high. There is one sentry tower, manned by three men with muskets. You can't see inside teh wall very well, so can't see much else.

TheGuyKnownAsAce |

"Well, if you could invisible-ize yourself and fly up there, maybe you can take the blokes out with one of your fancy potions."

Ixrul Morcrom |

"I think it would be best if you were to do that. I'll fly in and start summoning creatures, fight them from the rooftops and all that."
Ixrul casts Extended Fly, Mirror Image, and Invisibility on himself.
MIs: 1d4 + 2 ⇒ (3) + 2 = 5
"I'll move around and open the gate."

Jrahk Lacertus |

Jrahk moves up to the gate (or as close as possible without being seen) and casts Long Arm.

Ixrul Morcrom |

Ixrul flies (invisibly) over the wall, and slinks behind an object to to start casting spells while he waits for Arron to deal with the guards.
Basically, as soon as Arron reaches the guards/they notice him, Ixrul will cast SM IV. Once he finishes, he'll open the gate.

Arron Ivy, Ghast Pirate |

Arron drinks a Mutagen, undead muscles bulging, and then downs a few more Extracts. On the final one, he disappears entirely from sight.
A minute or so later, he reappears on the tower top.
Arron Init: 1d20 + 9 ⇒ (8) + 9 = 17
Everyone else Init: 3d20 ⇒ (17, 12, 14) = 43
Surprise round:
Claw Guard 1: 1d20 + 12 ⇒ (20) + 12 = 32
Damage: 1d6 + 8 + 3d6 ⇒ (3) + 8 + (1, 2, 5) = 19
Claw Guard 2: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 1d6 + 8 + 3d6 ⇒ (1) + 8 + (5, 6, 2) = 22
Claw Guard 3: 1d20 + 12 ⇒ (8) + 12 = 20
Damage: 1d6 + 8 + 3d6 ⇒ (3) + 8 + (4, 4, 3) = 22
Forts: 3d20 ⇒ (4, 2, 17) = 23
Confirm?: 1d20 + 12 ⇒ (20) + 12 = 32
Damage: 1d6 + 8 ⇒ (2) + 8 = 10
Intimdate Guard 3: 1d20 + 14 ⇒ (6) + 14 = 20
Hurtful: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 1d6 + 8 + 3d6 ⇒ (1) + 8 + (3, 2, 2) = 16
Fort: 1d20 + 5 ⇒ (16) + 5 = 21
Edit: Forgot something.
Stench Forts: 3d20 ⇒ (12, 8, 12) = 32
Two of the guards drop to the ground, Paralyzed in the first assault, one spurting blood from a severed artery, likely dead already. The 3rd resists...only to have his throattorn out by Arron's backswing a second later.
Arron dispatches the two Paralyzed guards with a single claw swipe each, and the tower is left undefended without a single sound being uttered by any of the three.
Arron gestures an all clear to you.

Ixrul Morcrom |

Ixrul summons a fiendish augmented Tiger and takes to the skies, still invisible. He will direct his tiger to maul any guards or other such individuals he spots from the sky.
Darkvision 60 ft
HP 57
Attacks 2 claws +12 (1d8+8 plus grab), bite +11 (2d6+8 plus grab)
Fort +10
Resist Cold/Fire 10
DR 5/good
SR 10
Init, Presumably: 1d20 + 12 ⇒ (15) + 12 = 27
Note: if someone dispels Ixrul's invisibility / flight, he has a snap leaf and feather fall.

Ixrul Morcrom |

Oh, right. Forgot that.
And that depends. Can Ixrul see any people?

Ixrul Morcrom |

Oh, if there's NOBODY out then Ixrul wouldn't summon the tiger, as it only lasts 10 rounds.
Ixrul hisses just loud enough to be heard by Jrahk. "There's nobody out. I say we find the temple and rob that - Arron, you'll stay back for that - and do the same at particularly well-to-do businesses and the town hall."

Jrahk Lacertus |

I'll hold off on casting as well.
Jrahk tries to open the gate quietly.
Stealth: 1d20 + 2 ⇒ (18) + 2 = 20

Rynjin |

You're in luck. There is a temple, and it is a temple to Abadar (as opposed to the more common worship of Gozreh and Besmara, who eschew temples).
Most of the town's valuables is likely in the vaults of this temple, with what remains being the more personal belongings and finer pieces of furniture in people's houses.
The main downside being that the temple is likely guarded, and has a secure vault as well.
Jrahk is able to open the gate silently, by the by.

Jrahk Lacertus |

Arron and Ixrul, sneak in to the temple all invisible-like. Meanwhile, the rest of us will burst in the front door, creating a loud and messy diversion while you head for the vault. Aaron can take out any guards at the vault, while Ix teleports in and fills his Haversack with loot. I can also give him mine for twice the loot capacity.

Ixrul Morcrom |

Ixrul (who is flying, and could therefore reach it rather quickly, thereby conserving his invisibility) begins casting detect magic to look for abjurations or other such magical protections.

Ixrul Morcrom |

Spending three rounds. Take 10 on KnArcana for 26.

Ixrul Morcrom |

"Alarm and arcane lock. We can go around them, I believe."

Ixrul Morcrom |

Ixrul flies up and looks for a window or some other way of entering past the alarm.

Jrahk Lacertus |

Wait a minute, WAIT A MINUTE!
"Lucy. You can sunder magic, yes? Destroy alarm spell."

Ixrul Morcrom |

Probably against a CMD of 25, tops. Also, Lucy's still level 6, should be level 7. It's an attack roll, so I think it can be aided.

Jrahk Lacertus |

G+*#~%mit, I told Corv he needed to level up.