Destiny's Call (Inactive)

Game Master Nightfiend

Character Tracker
Inner Sea Map.
Caliphas City Map
The Quarterfaux Archives
Flanagan’s Grain and Grog
Downtime Options
Contacts
Starting a Business


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Elf (Snowcaster) Male HP 8 | AC 17 (13 Tch., 14 Fl.) CMB +3, CMD 16 | Init: +3 | Perc: +6 | Diplo: +2 | Speed: 30 | mwk Composite Longbow +4 (1d8+3/x3) | Point-Blank +5 (1d8+4/x3) 30ft.

43 days of downtime in Caliphas:

7/43 days, week 1
Ileum will search for knowledgeable individuals over gossip or rumor, spending the minimum time required to determine places of interest and common knowledge regarding the following.

0. Recommend places to eat and sleep.
1. Buildings of interest: libraries, museum, guard towers or barracks, graveyards, holy places and/or temples for services of (healing, resurrection, restorations, etc.) … and perhaps anything I can dig up on underground activity stuff like a black market.
2. Places to trade for: weapons, armor, spells, potions and magical gear.
3. Places to go for a list of help wants.
4. Places to go for bounties for good and bad reasons.
List of most wanted criminals.
5. Laws the citizens of Caliphas are expected to abide by.
6. Ways people go about getting around the laws.
7. Famous/infamous people of the region: nobles, royal families, etc.
8. Popular/unpopular: places people highly recommend or judge poorly.

Diplomacy: 1d20 + 4 ⇒ (10) + 4 = 14
Diplomacy: 1d20 + 4 ⇒ (1) + 4 = 5
Diplomacy: 1d20 + 4 ⇒ (5) + 4 = 9

21/43 days, week 2 and 3
Ileum will spend his second week using his profession historian skill as a knowledge history check to research facts and lore delving deeper into the lore and history of Caliphas and Ustalav. With the intention of uncovering a to date historical record of events, and/or a timeline of information about the areas past-to-present, focusing on any key points he may already have general knowledge of from the previous gather information and the two books he read on the way to Caliphas.

Caliphas

Profession Historian: 1d20 + 4 ⇒ (1) + 4 = 5
Profession Historian: 1d20 + 4 ⇒ (11) + 4 = 15
Profession Historian: 1d20 + 4 ⇒ (16) + 4 = 20

Ustalav

Profession Historian: 1d20 + 4 ⇒ (14) + 4 = 18
Profession Historian: 1d20 + 4 ⇒ (7) + 4 = 11
Profession Historian: 1d20 + 4 ⇒ (13) + 4 = 17

43/43 days, the remaining 3 weeks.

Ileum will use his remaining 3 weeks hard at work spreading the word of what he has learned to anyone willing to pay for the information, using his profession to make some coin.

Profession Historian: 1d20 + 4 ⇒ (20) + 4 = 24
Profession Historian: 1d20 + 4 ⇒ (15) + 4 = 19
Profession Historian: 1d20 + 4 ⇒ (6) + 4 = 10

profit = 26G, 5S


Male Elf Wizard 1 | HP 8/8 | AC 14, T 13, FF 11 | CMD 12 (+2 vs grapple) | Fort +1, Ref +3, Will +3 | Init +5 | Perc +1 (+2 with familiar)

Oh dear. It seems I have 40+ days of spending 5 sp on lodging, and no profession skills in sight with which to keep myself from becoming homeless.

At the moment I fear that my only use of downtime is crafting scrolls. Perhaps I may work on commission for a local magic shop, crafting scrolls for them?


True Neutral Female Human Alchemist (Vivisectionist) 1 | HP 13/13 | AC 14 (T11/FF13) | Init +1 | Perception +5 | Speed 30' | CMB +3 | CMD 14 | F+3 R+3 W+1 | M: Dagger +3 (1d4+3) 19/20x2; Longspear +3 (1d8+4) 20/x3 | R: Dagger +1 (1d4+3) 19/20x2 | Extract Slots Remaining 1/2 | Extracts Prepared: None | Mutagen (+4STR/-2INT/+2NA) 1/1
Tiasar Soseshtian wrote:

Oh dear. It seems I have 40+ days of spending 5 sp on lodging, and no profession skills in sight with which to keep myself from becoming homeless.

At the moment I fear that my only use of downtime is crafting scrolls. Perhaps I may work on commission for a local magic shop, crafting scrolls for them?

Maybe Appraise + Spellcraft could help him to work in a pawnshop with a reduced bonus since it's non-standard? Just a thought looking at his skills


Male Elf Wizard 1 | HP 8/8 | AC 14, T 13, FF 11 | CMD 12 (+2 vs grapple) | Fort +1, Ref +3, Will +3 | Init +5 | Perc +1 (+2 with familiar)

Of course the real question is: Why does it take Tiasar 40 bloody days to find a museum? :P

Perhaps he could even set up a makeshift stand selling scrolls.


True Neutral Female Human Alchemist (Vivisectionist) 1 | HP 13/13 | AC 14 (T11/FF13) | Init +1 | Perception +5 | Speed 30' | CMB +3 | CMD 14 | F+3 R+3 W+1 | M: Dagger +3 (1d4+3) 19/20x2; Longspear +3 (1d8+4) 20/x3 | R: Dagger +1 (1d4+3) 19/20x2 | Extract Slots Remaining 1/2 | Extracts Prepared: None | Mutagen (+4STR/-2INT/+2NA) 1/1

I'd hire you as an employee and teach you alchemy, but I'd expect you to stay behind and man the shop when we adventure out of town :P


Tiasar Soseshtian wrote:

Oh dear. It seems I have 40+ days of spending 5 sp on lodging, and no profession skills in sight with which to keep myself from becoming homeless.

At the moment I fear that my only use of downtime is crafting scrolls. Perhaps I may work on commission for a local magic shop, crafting scrolls for them?

As fare as making a living goes, the ability to craft scrolls shouldn't be any less effective than crafting alchemy in my opinion. That being said, I suppose they need to separate the craft item from profession so people will find value in the profession skill.

Tiasar wrote:
course the real question is: Why does it take Tiasar 40 bloody days to find a museum? :P

It takes (40) days because you have pointy ears and look like a vampire, so no one will talk to you. J/K

Truthfully, I assumed you and Ileum would have hit the museum right away. I'm guessing that will probably reflect your day (1) of the downtime.


Male Elf Wizard 1 | HP 8/8 | AC 14, T 13, FF 11 | CMD 12 (+2 vs grapple) | Fort +1, Ref +3, Will +3 | Init +5 | Perc +1 (+2 with familiar)

Well, I think there should be a distinction drawn between the craft skill and item creation feats. Although the free scribe scroll feat for wizards may be an exception, I feel there is a significant difference between spending some skill points versus spending feats. My character likely won't have any feats BUT item creation feats until the mid levels, around 10 or so.


You may use the craft scroll feat in conjunction with the spellcraft skill to make an alternative profession roll using 1/2 of the spellcraft skill modifier as your profession modifier. This midway option should allow the craft scroll feat to be used as a profession and still promote the profession skill as being superior seeing it retains its full bonus.


Male Elf Wizard 1 | HP 8/8 | AC 14, T 13, FF 11 | CMD 12 (+2 vs grapple) | Fort +1, Ref +3, Will +3 | Init +5 | Perc +1 (+2 with familiar)

I think that's fair. We can talk about other item creation feats when I pick them up.

So that means I should have...six weeks to work with, correct?


True Neutral Female Human Alchemist (Vivisectionist) 1 | HP 13/13 | AC 14 (T11/FF13) | Init +1 | Perception +5 | Speed 30' | CMB +3 | CMD 14 | F+3 R+3 W+1 | M: Dagger +3 (1d4+3) 19/20x2; Longspear +3 (1d8+4) 20/x3 | R: Dagger +1 (1d4+3) 19/20x2 | Extract Slots Remaining 1/2 | Extracts Prepared: None | Mutagen (+4STR/-2INT/+2NA) 1/1

Is it weird that I'm really looking forward to seeing how we end up grouping up? It seems like it will be interesting to see how Nightfiend pulls off getting all these separate people colocated along with a reason to want to meet each other.

Liberty's Edge

Dwarf Barbarian (invulnerable rager) 2 / Oracle (lunar) 1
Combat Statistics:
[HP 39/39] [AC 19 | T 13 | FF 16] [Init +0 | Per +0 | Spd 30] [BAB +2 | CMB +4 | CMD 14] [F +5 | R +3 | W +2] [Active Conditions: None]
Abilities and Spell Slots:
[0-lvl (DC 13): ~/Day | 1st lvl (DC 14): 4/Day] [Rage Rounds 8/8]
Primary Weapons:
[Melee Adamantine Earthbreaker +5 |2d6+3 B | 20/x3] [Melee Longsword +4 | 1d8+4 S | 19-20/x2] [Melee Earthbreaker P.A. +4 | 2d6+6 B | 20/x3] [Melee/Ranged MW Starknife +5/+3 | 1d4+2 P | Rg 20 | 20/x3]

Okay, Berta will buy masterwork artisan's tools on her first day, then use her Craft (woodworking) to Practice a Trade. I assume I can't practice a trade during travel, correct?

Rolls:
Week 1: 1d20 + 6 ⇒ (6) + 6 = 12
Week 2: 1d20 + 6 ⇒ (2) + 6 = 8
Week 3: 1d20 + 6 ⇒ (7) + 6 = 13

Crafting earnings: 16.5gp
Expenses plus purchase: 69.5gp
Total Costs: 53gp
Total remaining GP: 216gp

Gotta love those rolls. >_<


True Neutral Female Human Alchemist (Vivisectionist) 1 | HP 13/13 | AC 14 (T11/FF13) | Init +1 | Perception +5 | Speed 30' | CMB +3 | CMD 14 | F+3 R+3 W+1 | M: Dagger +3 (1d4+3) 19/20x2; Longspear +3 (1d8+4) 20/x3 | R: Dagger +1 (1d4+3) 19/20x2 | Extract Slots Remaining 1/2 | Extracts Prepared: None | Mutagen (+4STR/-2INT/+2NA) 1/1

Whether or not GM allows trade while traveling, you still have a week left on location (you only used 22 days of your 29) to hope for a 26!

Liberty's Edge

Dwarf Barbarian (invulnerable rager) 2 / Oracle (lunar) 1
Combat Statistics:
[HP 39/39] [AC 19 | T 13 | FF 16] [Init +0 | Per +0 | Spd 30] [BAB +2 | CMB +4 | CMD 14] [F +5 | R +3 | W +2] [Active Conditions: None]
Abilities and Spell Slots:
[0-lvl (DC 13): ~/Day | 1st lvl (DC 14): 4/Day] [Rage Rounds 8/8]
Primary Weapons:
[Melee Adamantine Earthbreaker +5 |2d6+3 B | 20/x3] [Melee Longsword +4 | 1d8+4 S | 19-20/x2] [Melee Earthbreaker P.A. +4 | 2d6+6 B | 20/x3] [Melee/Ranged MW Starknife +5/+3 | 1d4+2 P | Rg 20 | 20/x3]

Crikey! You're absolutely right. I even did the math and KNEW I had 4 weeks. Herp derp derp.

Week 4: 1d20 + 6 ⇒ (19) + 6 = 25

AW YISS.

So I ran into a bit of a snag. While I have Craft (woodworking) listed under my skills in Hero Lab, I went to add masterwork artisan tools and Craft (woodworking) is not listed under the available tools. There's not even an "other" option under the artisan tools like there is on the skill list, which is super annoying.

So I'm changing it in HL to Carpentry, simply for the sake of making it work with the system. A small annoyance, but an annoyance nonetheless. I wonder if LW knows their artisan tool list is incomplete?

Also, I can't seem to find anywhere in the Gear or "Mounts and Hirelings" tabs for expenses, like room and board. Is it somewhere I'm not seeing?


I have been doing a little thinking about item creation and the ability to sell your item and make a profit. I realize that most Gm’s tend to frown on such prospect do to game balance and not wanting the feat to become a distraction. On the other hand, a lot of players are interested in pursuing this seldom explored game play and in my opinion, should be allowed to do so as long as it doesn’t break the game.

Hello sandbox: Because this game is set up as a sandbox, I believe that a player should be allowed to explore whatever style of game-play they so choose. Remove the railroad so to speak. Keeping this in mind, I am considering the following mechanic for creating an item and trying to sell it.

1. Create the item while investing 50% of its value in raw material. (Seems to be a general base line.)
2. Attempt to sell the item to a store vendor. Vendors start off neutral unless you have done something to influence this. Like selling alchemical stuff in front of the alchemy store (LoL). (Diplomacy check to increase or decrease the value of the sold item.) After making the Diplomacy check, I will assign modifiers to the roll for things like your personal standing with the merchant, the availability of the item being sold etc.… (I.e. selling a magic missile scroll in a city that has five magic shops. (Thumbs down.) This could also influence the sale of found items as well.

Another way to sell the item, assuming you are not in a hurry, would be to sell it on consignment. The store would then take a flat 33% of the sale amount. This option will take 1d100 days to process.

The third and final option would be to sale the item in your own store, which would net you 100% of the item’s value in 1d100 days. Note: In this last option, the item must reflect the stores merchandise. Any items being sold outside the shops normal type of merchandise will take twice as long to sell. (I.e. Selling a sword out of a scroll shop. Selling a wand out of a clothing store etc...)

Vendor base DC for buying items.
1. (DC 1-5) Vendor doesn’t want the item unless it’s free.
2. (DC 11-15) Vendor is willing the buy the item at 25% of its base value.
3. (DC 16-20) Vendor is willing the buy the item at 50% of its base value.
4. (DC 21-25) Vendor is willing the buy the item at 75% of its base value.
5. (DC 25-30) Vendor is willing the buy the item at 100% of its base value.

Any feedback on this is welcome.


Berta:

Berta Lighthammer / Far-Spear wrote:
Okay, Berta will buy masterwork artisan's tools on her first day, then use her Craft (woodworking) to Practice a Trade.

You may add the tools and subtract the 55 gold on your profile.

Berta Lighthammer / Far-Spear wrote:
i assume I can't practice a trade during travel, correct?

Incorrect, even though it doesn't necessarily make sense, I'm allowing you to make profession checks while traveling. I'm allowing this because of the extensive travel time that some players will have to endure. Chalk it up to the idea that caravans and boats will stop from time to time in order to trade for food and supplies. This will give you the opportunity to utilize your profession.

As it stands, Berta has now used 20/36 days of travel downtime. She can still use 16 days. She also has 20 days of downtime in Caliphas. Those days will cost her 5 silver a night x 20 night = 100 silver (or Simply 10 gold).

You can consult the Down Time Tracker at any time.

Berta Lighthammer / Far-Spear wrote:
So I ran into a bit of a snag. While I have Craft (woodworking) listed under my skills in Hero Lab, I went to add masterwork artisan tools and Craft (woodworking) is not listed under the available tools. There's not even an "other" option under the artisan tools like there is on the skill list, which is super annoying.

I selected craft carpentry and then clicked on the red hammer under skills. That should, for the most part, apply the tools bonus to the skill.

Berta Lighthammer / Far-Spear wrote:
Also, I can't seem to find anywhere in the Gear or "Mounts and Hirelings" tabs for expenses, like room and board. Is it somewhere I'm not seeing?

Stated above, room and board once you get to Caliphas will be 5 silver a night. You will be assumed to be residing at Flanagan’s Grain and Grog (Tavern Inn). As fare as expenses while in rout to Caliphas, Berta agreed to work as a guard, so her expenses will be covered until she reaches Caliphas.


Male Half Elf | HP 9/9 | AC 16 FF 13 T 13 | Initiative 5 | Perception 6 (7 for traps) | Speed 20 | CMB +0 | CMD 13 | Fort +1, Will +2, Ref +5
Weapons:
Short Sword: +0, 1d6, 19-20/x2 | Short Bow: +3, 1d6, x3, range 60ft
Extracts:
1st: Shield, Cure Light Wounds
Inspiration 3/4

Sorry I haven't posted in a few days, I've been sick. I'll try to get a post up later today.

Liberty's Edge

Dwarf Barbarian (invulnerable rager) 2 / Oracle (lunar) 1
Combat Statistics:
[HP 39/39] [AC 19 | T 13 | FF 16] [Init +0 | Per +0 | Spd 30] [BAB +2 | CMB +4 | CMD 14] [F +5 | R +3 | W +2] [Active Conditions: None]
Abilities and Spell Slots:
[0-lvl (DC 13): ~/Day | 1st lvl (DC 14): 4/Day] [Rage Rounds 8/8]
Primary Weapons:
[Melee Adamantine Earthbreaker +5 |2d6+3 B | 20/x3] [Melee Longsword +4 | 1d8+4 S | 19-20/x2] [Melee Earthbreaker P.A. +4 | 2d6+6 B | 20/x3] [Melee/Ranged MW Starknife +5/+3 | 1d4+2 P | Rg 20 | 20/x3]

GM:
I actually used 4 weeks total, so I'll have to look at the Downtime Tracker and see where that puts me. I assumed those weeks were in Caliphas, so I'll leave those as my Caliphas downtime weeks and roll for my time traveling below.

As for the room and board, I know it costs 5sp a night. I was trying to find where I can mark that expenditure on Hero Labs, because it has no ability, so far as I can tell, to remove gp for things like room and board, gifts, etc. I thought maybe it was in there somewhere and I just missed it. I have her current GP marked in the post above, and as far as I know the math is correct (starting GP was 269, if that helps) but I was hoping to be able to subtract that same amount on Hero Lab and apparently there is no option to do this.

I changed her Craft skill to carpentry in HL so that I could add MW tools, but will leave it as the appropriate Woodworking on her forum character sheet. :)

EDIT: There is an ability in the "Gear" tab of HL to make custom gear, so I just made custom gear called "Room & Board," bought it, then sold it back for 0gp. Kind of a stupid workaround, but it works.

EDIT 2: I don't have permission to edit the downtime tracker, so if you could adjust the numbers for me that would be great. Thanks!

OK since I have a couple more weeks to work with, here goes. Since I didn't buy the masterwork tools until Caliphas, I'll roll these with +4 instead of +6.

Rolls:

Ship- and Caravan-board Travel Downtime:
Week 1: 1d20 + 4 ⇒ (11) + 4 = 15
Week 2: 1d20 + 4 ⇒ (14) + 4 = 18
Week 3: 1d20 + 4 ⇒ (10) + 4 = 14
Week 4: 1d20 + 4 ⇒ (12) + 4 = 16
Week 5: 1d20 + 4 ⇒ (16) + 4 = 20

Additional 41.5gp

Assuming HL is correct, that puts me at 255gp, 9 sp, 10cp. Almost forgot the 2gp I gave to the bartender in Janderhoff!


True Neutral Female Human Alchemist (Vivisectionist) 1 | HP 13/13 | AC 14 (T11/FF13) | Init +1 | Perception +5 | Speed 30' | CMB +3 | CMD 14 | F+3 R+3 W+1 | M: Dagger +3 (1d4+3) 19/20x2; Longspear +3 (1d8+4) 20/x3 | R: Dagger +1 (1d4+3) 19/20x2 | Extract Slots Remaining 1/2 | Extracts Prepared: None | Mutagen (+4STR/-2INT/+2NA) 1/1

I'm gonna have to hire some goons to mug some of you guys when you all arrive. Somehow I'm still only sitting at 74g when we got folks at over 200 and at least one who is owed another 800 when he gets here. (Don't worry, I'll share it with the poor elves who are also poor)

:D

(JK, I'm fine with it, a lot of my downtime was used for crafting instead of earning. I try to make sure I post in every game at least once a day, so while we're on downtime I'm just gonna be joking around in the discussion tab)


Haddek Balmont wrote:
Sorry I haven't posted in a few days, I've been sick. I'll try to get a post up later today.

This was no trouble at all. It gave me a little time to complete everyone's intro.

With everyone's introductions now complete, I will be awarding everyone 500 XP for the amazing roleplaying that took place. This XP is in addition to any that was gained during the intro.

I also wanted everyone to know that I will be away tomorrow in recognition of the holiday. I should be back sometime tomorrow evening.

Once everyone is finished with their downtime. We will pick back up in Caliphas. If for some reason you don't intend to use some or all of your downtime, please indicate that you are ready to go. I have added a map with a couple dockside locations at the top of the thread. This map is specifically for Caliphas. As the city becomes more explored, I will add newly discovered locations to the map.

Caro wrote:
Is it weird that I'm really looking forward to seeing how we end up grouping up? It seems like it will be interesting to see how Nightfiend pulls off getting all these separate people colocated along with a reason to want to meet each other.

In reflection of this. I would say that I am looking forward to see if you decide to join or assemble a group. Sandbox to me means that you fully have the option to adventure alone...That being said, single adventuring could be quite dangerous. I am simply the narrator. I will provide adventure hooks, the opportunity for players to get together, and descriptions / Reactions of the environment, but your character's choices and actions belong entirely to you. You can choose pursue an adventure in part or in full or possibly not at all. You can join a group, kick someone out of the group, or leave a group. Its all up to you. Its one of the perks of a sandbox, which I am more than happy to accommodate for. )


Male Elf Wizard 1 | HP 8/8 | AC 14, T 13, FF 11 | CMD 12 (+2 vs grapple) | Fort +1, Ref +3, Will +3 | Init +5 | Perc +1 (+2 with familiar)

So I have 6 weeks of downtime if I understand correctly, using half my Spellcraft modifier.

Spellcraft: 1d20 + 4 ⇒ (8) + 4 = 12
Spellcraft: 1d20 + 4 ⇒ (17) + 4 = 21
Spellcraft: 1d20 + 4 ⇒ (9) + 4 = 13
Spellcraft: 1d20 + 4 ⇒ (12) + 4 = 16
Spellcraft: 1d20 + 4 ⇒ (17) + 4 = 21
Spellcraft: 1d20 + 4 ⇒ (9) + 4 = 13

I'm busy at the moment and can't do the math to figure out the results, I'll try to get back to it tonight or tomorrow.


True Neutral Female Human Alchemist (Vivisectionist) 1 | HP 13/13 | AC 14 (T11/FF13) | Init +1 | Perception +5 | Speed 30' | CMB +3 | CMD 14 | F+3 R+3 W+1 | M: Dagger +3 (1d4+3) 19/20x2; Longspear +3 (1d8+4) 20/x3 | R: Dagger +1 (1d4+3) 19/20x2 | Extract Slots Remaining 1/2 | Extracts Prepared: None | Mutagen (+4STR/-2INT/+2NA) 1/1
Tiasar Soseshtian wrote:
I'm busy at the moment and can't do the math to figure out the results, I'll try to get back to it tonight or tomorrow.

Add it up, divide by 2 and you get that much gold.

So...you get 48g


True Neutral Female Human Alchemist (Vivisectionist) 1 | HP 13/13 | AC 14 (T11/FF13) | Init +1 | Perception +5 | Speed 30' | CMB +3 | CMD 14 | F+3 R+3 W+1 | M: Dagger +3 (1d4+3) 19/20x2; Longspear +3 (1d8+4) 20/x3 | R: Dagger +1 (1d4+3) 19/20x2 | Extract Slots Remaining 1/2 | Extracts Prepared: None | Mutagen (+4STR/-2INT/+2NA) 1/1
Berta Lighthammer / Far-Spear wrote:
As for the room and board, I know it costs 5sp a night. I was trying to find where I can mark that expenditure on Hero Labs, because it has no ability, so far as I can tell, to remove gp for things like room and board, gifts, etc.

On the Journal tab you can make an entry for Room and Board and then put a negative number in the gold amount. When you click "earn" it will subtract it instead of adding it for ya. Additionally, once you click earn it doesn't close the entry, so you can keep going back and adding more gold (or negative gold) to an entry to continue updating it as opposed to making a new entry for every time you earn money, work, pay for lodging, etc.


True Neutral Female Human Alchemist (Vivisectionist) 1 | HP 13/13 | AC 14 (T11/FF13) | Init +1 | Perception +5 | Speed 30' | CMB +3 | CMD 14 | F+3 R+3 W+1 | M: Dagger +3 (1d4+3) 19/20x2; Longspear +3 (1d8+4) 20/x3 | R: Dagger +1 (1d4+3) 19/20x2 | Extract Slots Remaining 1/2 | Extracts Prepared: None | Mutagen (+4STR/-2INT/+2NA) 1/1
GM Nightfiend wrote:
In reflection of this. I would say that I am looking forward to see if you decide to join or assemble a group

Fair warning, I've decided to try out poison in this game since...why not?

Anyone who does not want to join a group risks being robbed by my Caliphas gang since I just priced a toxic injecting dagger and the minimum price is 32k gold.
Or we could group up to help each other and you can keep your gold (unless you want to donate it to the dagger fund)

OK I think I'm done blowing up the discussion thread now. Just kidding by the way, I don't plan on robbing anyone...yet.

Liberty's Edge

Dwarf Barbarian (invulnerable rager) 2 / Oracle (lunar) 1
Combat Statistics:
[HP 39/39] [AC 19 | T 13 | FF 16] [Init +0 | Per +0 | Spd 30] [BAB +2 | CMB +4 | CMD 14] [F +5 | R +3 | W +2] [Active Conditions: None]
Abilities and Spell Slots:
[0-lvl (DC 13): ~/Day | 1st lvl (DC 14): 4/Day] [Rage Rounds 8/8]
Primary Weapons:
[Melee Adamantine Earthbreaker +5 |2d6+3 B | 20/x3] [Melee Longsword +4 | 1d8+4 S | 19-20/x2] [Melee Earthbreaker P.A. +4 | 2d6+6 B | 20/x3] [Melee/Ranged MW Starknife +5/+3 | 1d4+2 P | Rg 20 | 20/x3]

Oh snap! I didn't know you could do that. Thanks Caro! Very handy.

I am ready when everyone else is. As far as I'm concerned, I fully intend for Berta to work with other people. The build I have in mind for her works best with other people, particularly ranged characters. Even outside her build, I see her as someone who is something of a caretaker. Not a face per se, but very personable.


True Neutral Female Human Alchemist (Vivisectionist) 1 | HP 13/13 | AC 14 (T11/FF13) | Init +1 | Perception +5 | Speed 30' | CMB +3 | CMD 14 | F+3 R+3 W+1 | M: Dagger +3 (1d4+3) 19/20x2; Longspear +3 (1d8+4) 20/x3 | R: Dagger +1 (1d4+3) 19/20x2 | Extract Slots Remaining 1/2 | Extracts Prepared: None | Mutagen (+4STR/-2INT/+2NA) 1/1

Yeah i could solo play but I'm definitely built to play with a group. We'll just have to find a good in game reason to group. Role play is more important than roll play to me so hopefully Caro finds reason to make friends.


Male Oread | HP 11/11| AC:20 T:10 FF:20 | Initiative 0| Perception +3| Speed 20ft| CMB +2| CMD 12|Fort +6, Ref 0, Will +5| 1 Cleric, Crusader | Melee Mace +2|Ranged 0|Spells 0lvl:1/2, 1st: 1/1|

Okay, so traveling by land I would be keeping a map of my travels when necessary. I would be doing this when I set down for camp. I would also offer any maps I have for sale and try to keep nautical maps if I can (not familiar with this in or out of game). If there isn't much role playing to do while traveling I'm all for getting the game going for the other players sake. I'll be happy to eat any extra cost of traveling, like rations etc...

I know it's taken a while but I'm pretty happy with where we are at regarding my characters involvement. I will note that Sustos will keep his commune with Torag every night and also attempt to commune with the earth itself in an effort to connect with his ancestors through meditation.

Let me know if there is anything you'd like to add or if you have any questions!


Sustos the Guardian wrote:

Okay, so traveling by land I would be keeping a map of my travels when necessary. I would be doing this when I set down for camp. I would also offer any maps I have for sale and try to keep nautical maps if I can (not familiar with this in or out of game). If there isn't much role playing to do while traveling I'm all for getting the game going for the other players sake. I'll be happy to eat any extra cost of traveling, like rations etc...

I know it's taken a while but I'm pretty happy with where we are at regarding my characters involvement. I will note that Sustos will keep his commune with Torag every night and also attempt to commune with the earth itself in an effort to connect with his ancestors through meditation.

Let me know if there is anything you'd like to add or if you have any questions!

You have 65 days of map making travels. During this time you are able to utilize your profession, which would be a maximum of (13) profession rolls. That's assuming you wish to work the entire trip. For each profession roll, you divide the result by 2 and that indicates how much gold you earned in that 5 day week. This mechanic happens on a weekly bases, during downtime, so their generally isn't any role play associated with it.

Your expense for room and board is covered with the understanding that you are providing security for the transport in exchane.


I just realized I messed up the vender DC's. This should be as follows.

Vendor base DC for buying items.
1. (DC 1-5) Vendor doesn’t want the item unless it’s free.
2. (DC 6-10) Vendor is willing the buy the item at 25% of its base value.
3. (DC 11-15) Vendor is willing the buy the item at 50% of its base value.
4. (DC 16-20) Vendor is willing the buy the item at 75% of its base value.
5. (DC 21-25) Vendor is willing the buy the item at 100% of its base value.


Male Oread | HP 11/11| AC:20 T:10 FF:20 | Initiative 0| Perception +3| Speed 20ft| CMB +2| CMD 12|Fort +6, Ref 0, Will +5| 1 Cleric, Crusader | Melee Mace +2|Ranged 0|Spells 0lvl:1/2, 1st: 1/1|

Sounds Good:

Cartography: 1d20 + 3 ⇒ (1) + 3 = 4
Cartography: 1d20 + 3 ⇒ (2) + 3 = 5
Cartography: 1d20 + 3 ⇒ (10) + 3 = 13
Cartography: 1d20 + 3 ⇒ (1) + 3 = 4
Cartography: 1d20 + 3 ⇒ (17) + 3 = 20
Cartography: 1d20 + 3 ⇒ (17) + 3 = 20
Cartography: 1d20 + 3 ⇒ (19) + 3 = 22
Cartography: 1d20 + 3 ⇒ (20) + 3 = 23
Cartography: 1d20 + 3 ⇒ (5) + 3 = 8
Cartography: 1d20 + 3 ⇒ (8) + 3 = 11
Cartography: 1d20 + 3 ⇒ (7) + 3 = 10
Cartography: 1d20 + 3 ⇒ (5) + 3 = 8
Cartography: 1d20 + 3 ⇒ (5) + 3 = 8

+76g, correct?


@ Sustos: 78


True Neutral Female Human Alchemist (Vivisectionist) 1 | HP 13/13 | AC 14 (T11/FF13) | Init +1 | Perception +5 | Speed 30' | CMB +3 | CMD 14 | F+3 R+3 W+1 | M: Dagger +3 (1d4+3) 19/20x2; Longspear +3 (1d8+4) 20/x3 | R: Dagger +1 (1d4+3) 19/20x2 | Extract Slots Remaining 1/2 | Extracts Prepared: None | Mutagen (+4STR/-2INT/+2NA) 1/1

@GM: I sent you a bunch of PMs today as I was bored and going through all the notes/slides/etc. The first two were sent as I was thinking things through, really only the third one pertains to right now in the game.

Feel free to ignore the first two if you want. I copied the important questions into the third so that you only have to read one wall of text. I would just delete them but can't delete or edit sent messages.


True Neutral Female Human Alchemist (Vivisectionist) 1 | HP 13/13 | AC 14 (T11/FF13) | Init +1 | Perception +5 | Speed 30' | CMB +3 | CMD 14 | F+3 R+3 W+1 | M: Dagger +3 (1d4+3) 19/20x2; Longspear +3 (1d8+4) 20/x3 | R: Dagger +1 (1d4+3) 19/20x2 | Extract Slots Remaining 1/2 | Extracts Prepared: None | Mutagen (+4STR/-2INT/+2NA) 1/1

Heads up for everyone. I just realized bandoliers are a trap. As per the rules retrieving a weapon/scroll/potion from a bandolier is the "retrieve a stored item" move action. Retrieving something from your backpack or pouch is the exact same action.

So buying a bandolier is a complete waste of 5s. No benefit at all other than fluff and maybe looks cool.


As it stands Tiasar still has 13 days of downtime in Caliphas available and 20 days of travel time available. Are you good where your at, or would you like to assign that downtime before we pick back up?

Also, Haddek has 27 days of travel time available and 7 days of downtime in Caliphas. Are you good where your at, or would you like to assign additional downtime before we pick back up?


Male Elf Wizard 1 | HP 8/8 | AC 14, T 13, FF 11 | CMD 12 (+2 vs grapple) | Fort +1, Ref +3, Will +3 | Init +5 | Perc +1 (+2 with familiar)

Ah almost 2 more weeks. I'll continue to try to make money during that time, I'll roll for 2 weeks (since there's 13 days), let me know if you just want to use 1.

Spellcraft: 1d20 + 4 ⇒ (3) + 4 = 7
Spellcraft: 1d20 + 4 ⇒ (14) + 4 = 18

I believe during travel time I am busy helping with ship duties, correct? I also think it would be unlikely for me to be able to craft and make money while on board.


True Neutral Female Human Alchemist (Vivisectionist) 1 | HP 13/13 | AC 14 (T11/FF13) | Init +1 | Perception +5 | Speed 30' | CMB +3 | CMD 14 | F+3 R+3 W+1 | M: Dagger +3 (1d4+3) 19/20x2; Longspear +3 (1d8+4) 20/x3 | R: Dagger +1 (1d4+3) 19/20x2 | Extract Slots Remaining 1/2 | Extracts Prepared: None | Mutagen (+4STR/-2INT/+2NA) 1/1

I'm pretty sure he was letting people craft while on board ships. If you think about it, an 8 hour shift followed by 8 hours crafting and 8 hours sleeping is feasible, unless you want to relax and enjoy the view.


Tiasar Soseshtian wrote:
Ah almost 2 more weeks. I'll continue to try to make money during that time, I'll roll for 2 weeks (since there's 13 days), let me know if you just want to use 1.

This is more than fine.

Tiasar Soseshtian wrote:
I believe during travel time I am busy helping with ship duties, correct? I also think it would be unlikely for me to be able to craft and make money while on board.

I am allowing players to craft while in travel. Reason for this is because I have some players coming from a very long distance. If I don’t allow crafting while in transit, they virtually have zero productive downtime. The fluff for this is that ships, caravans, and riverboats generally stop from time to time for supplies. This allows the character to buy sell etc. Now if you decide to assign your profession checks to travel time, then that opens up other things you can do in Caliphas, like gathering information either with diplomacy or knowledge etc. Extra Options are listed in the downtime options tab. That being said, it's not mandatory to use all or any of your downtime if don't want to. It's entirely up to you.

P.S. Another option I should point out is that you can choose to devote a week developing a new contact. Once you establish what kind of contact you want, i'll let you know if there is any additional cost or requirement to recruit that type of contact.


Male Elf Wizard 1 | HP 8/8 | AC 14, T 13, FF 11 | CMD 12 (+2 vs grapple) | Fort +1, Ref +3, Will +3 | Init +5 | Perc +1 (+2 with familiar)

Tiasar will use 14 days of his travel time. The other 6 days will be used on getting used to traveling on a ship, taking notes, working on his studies, and generally doing other intellectual activities.

Spellcraft: 1d20 + 4 ⇒ (9) + 4 = 131d20 + 4 ⇒ (2) + 4 = 6

Alright I should be all updated and ready to go!


Male Half Elf | HP 9/9 | AC 16 FF 13 T 13 | Initiative 5 | Perception 6 (7 for traps) | Speed 20 | CMB +0 | CMD 13 | Fort +1, Will +2, Ref +5
Weapons:
Short Sword: +0, 1d6, 19-20/x2 | Short Bow: +3, 1d6, x3, range 60ft
Extracts:
1st: Shield, Cure Light Wounds
Inspiration 3/4

Finally back, and not dead even though I wanted to be at times this week. Worst flu ever lol.

Haddek will spend the rest of his downtime attempting to make contacts. I'll spend the week in Caliphas trying to get in with the local criminal underworld, either developing a network of informants or dealing with someone who has a ready-to-go network already. The time in transit will be spent developing a useful relationship with the captain of whatever boat he's traveling on up the river. It might be useful knowing someone who can smuggle a few people or an important item later on in his career :).


Haddek: Crafted (5) acid flasks spent a large portion of his travels getting to know the river boat captain. After arriving in Caliphas he spent (7) days perusing the city to see if he could make an underworld contact. I will PM you with contact information.

Tiasar: Gained 63 gp 5 sp. Crafting scrolls for (9) weeks. If this amount doesn't sound correct let me know.

Room and board costs in case you haven’t already deducted the amount are as follows.

Berta: spent 29 days in Caliphas @ 5 sp. a night = 14 gp, 5 sp.
Caro: spent 65 days in Caliphas @ 5 sp. a night = 32 gp. 5 sp. (Amount waved for working at spuds.)
Haddek: Spent 7 days in Caliphas @ 5 sp. A night = 3 gp, 5 sp.
Ileum: Spent 43 days in Caliphas @ 5 sp. A night= 21 gp, 5 sp.
Sustos: Spent 0 days in Caliphas @ 5 sp. A night – NOTHING!
Tiasar: Spent 43 days in Caliphas @ 5 sp. A night= 21 gp, 5 sp.

If you haven’t already deducted the listed amount for room and board, please do so now.

I will be working on the Caliphas Introduction today and should have something up this evening.


Male Elf Wizard 1 | HP 8/8 | AC 14, T 13, FF 11 | CMD 12 (+2 vs grapple) | Fort +1, Ref +3, Will +3 | Init +5 | Perc +1 (+2 with familiar)

Looks solid to me!


True Neutral Female Human Alchemist (Vivisectionist) 1 | HP 13/13 | AC 14 (T11/FF13) | Init +1 | Perception +5 | Speed 30' | CMB +3 | CMD 14 | F+3 R+3 W+1 | M: Dagger +3 (1d4+3) 19/20x2; Longspear +3 (1d8+4) 20/x3 | R: Dagger +1 (1d4+3) 19/20x2 | Extract Slots Remaining 1/2 | Extracts Prepared: None | Mutagen (+4STR/-2INT/+2NA) 1/1

I already removed the room and board. Am I to understand that it was waived for working at Flanagan's? If so I need to add it back in.


Caro Martisova wrote:
I already removed the room and board. Am I to understand that it was waived for working at Flanagan's? If so I need to add it back in.

It would have been waved for days that you worked at the tavern. If you chose to use profession and just pay for it, you would remove it.


I wanted to note that I have added cultivate a contact and increase the standing of a contact to the downtime options link. Also note that you may attempt to cultivate a contact in game by role playing and (or) completing specific goals for them. The downtime option just adds in another way to pick up a contact.


Male Oread | HP 11/11| AC:20 T:10 FF:20 | Initiative 0| Perception +3| Speed 20ft| CMB +2| CMD 12|Fort +6, Ref 0, Will +5| 1 Cleric, Crusader | Melee Mace +2|Ranged 0|Spells 0lvl:1/2, 1st: 1/1|

Woo! Busy busy, I'm catching up now!


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True Neutral Female Human Alchemist (Vivisectionist) 1 | HP 13/13 | AC 14 (T11/FF13) | Init +1 | Perception +5 | Speed 30' | CMB +3 | CMD 14 | F+3 R+3 W+1 | M: Dagger +3 (1d4+3) 19/20x2; Longspear +3 (1d8+4) 20/x3 | R: Dagger +1 (1d4+3) 19/20x2 | Extract Slots Remaining 1/2 | Extracts Prepared: None | Mutagen (+4STR/-2INT/+2NA) 1/1

Sustos, I just re-read your description after you arrived and Caro thinks you are absolutely fascinating. I hope you won't be offended if after you get to know each other she asks for a sample of your blood to study.


True Neutral Female Human Alchemist (Vivisectionist) 1 | HP 13/13 | AC 14 (T11/FF13) | Init +1 | Perception +5 | Speed 30' | CMB +3 | CMD 14 | F+3 R+3 W+1 | M: Dagger +3 (1d4+3) 19/20x2; Longspear +3 (1d8+4) 20/x3 | R: Dagger +1 (1d4+3) 19/20x2 | Extract Slots Remaining 1/2 | Extracts Prepared: None | Mutagen (+4STR/-2INT/+2NA) 1/1

Been a really slow holiday weekend, as I wasn't able to travel and spent most of the time researching random things. Pathfinder is making me kind of sad right now lol.

Really trying to find good ways to RP Caro's obsession with improving on existing biological forms and all of the really good RP options are mechanically awful...

Fleshwarping would be good for augmenting myself and maybe experimenting on animals and monsters, but requires that I be evil alignment

The Monstrous Graft discovery has combat options that are less effective than a feral mutagen which is free at level 2, and just getting swim, climb, or additional move speed isn't worth a permanent loss of 2 WIS per graft

Taking the Promethean Disciple discovery to get craft construct without prerequisites looks good at first but requires skills and abilities that I won't be taking or don't have available (spells I can get scrolls or help for but they also need things like craft(carpentry), craft(leather), craft(sculpture) etc. ..I guess I could hire a craftsman if needed) What sucks for this is it will be extremely expensive for something that is really only for RP purposes.

I guess I'll keep looking but seems like I'll just have to RP things that have no real in-game effect unless someone has an interesting idea I might have missed.


Male Elf Wizard 1 | HP 8/8 | AC 14, T 13, FF 11 | CMD 12 (+2 vs grapple) | Fort +1, Ref +3, Will +3 | Init +5 | Perc +1 (+2 with familiar)

The only other thing I can think of is templates. There are tons of templates out there to augment creatures.

Liberty's Edge

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Dwarf Barbarian (invulnerable rager) 2 / Oracle (lunar) 1
Combat Statistics:
[HP 39/39] [AC 19 | T 13 | FF 16] [Init +0 | Per +0 | Spd 30] [BAB +2 | CMB +4 | CMD 14] [F +5 | R +3 | W +2] [Active Conditions: None]
Abilities and Spell Slots:
[0-lvl (DC 13): ~/Day | 1st lvl (DC 14): 4/Day] [Rage Rounds 8/8]
Primary Weapons:
[Melee Adamantine Earthbreaker +5 |2d6+3 B | 20/x3] [Melee Longsword +4 | 1d8+4 S | 19-20/x2] [Melee Earthbreaker P.A. +4 | 2d6+6 B | 20/x3] [Melee/Ranged MW Starknife +5/+3 | 1d4+2 P | Rg 20 | 20/x3]

Another option is to simply give a roleplaying purpose to discoveries that fit your theme.

For example, you could take the Spontaneous Healing discovery, and state that Caro found microbes that could be quickly injected to heal minor injuries. Or, if a (non-vivisectionist) alchemist took the Precise Bombs discovery, they could say they made surgical improvements that increased hand-eye coordination, allowing for extremely accurate bomb throwing.

Then there's more obvious choices, like Vestigial Limb (more limbs = more efficiency!) or Preserve Organs (My body don't work like that no more!).

It can even give a role-playing purpose to feats. By taking Weapon Finesse, you found the most efficient form of physical combat to be minimal pressure with piercing weapons dealing maximum damage. Or Great Fortitude could be a bonus to Fortitude Saves thanks to microbiological experimentation.

Now, more conspicuous options like fleshwarping and grafts are certainly viable choices as well (assuming you are okay with the drawbacks, which isn't the case here), but it's important to remember you don't always need mechanical alterations to your build to tell the personal story you're looking for. Hope that helps! :)


True Neutral Female Human Alchemist (Vivisectionist) 1 | HP 13/13 | AC 14 (T11/FF13) | Init +1 | Perception +5 | Speed 30' | CMB +3 | CMD 14 | F+3 R+3 W+1 | M: Dagger +3 (1d4+3) 19/20x2; Longspear +3 (1d8+4) 20/x3 | R: Dagger +1 (1d4+3) 19/20x2 | Extract Slots Remaining 1/2 | Extracts Prepared: None | Mutagen (+4STR/-2INT/+2NA) 1/1

I do agree with your thoughts on story, but I've already written her up as someone whose personal quest is the physical improvement of creatures through surgery to create the ideal form. In her background she already has worked on "combining man and beast in ways that most would consider blasphemous" with her now dead teacher, so she does lean towards mechanical alterations :P

I think I'm going to end up going the crafting route with poppets, homonculi, and maybe even flesh golems if we hit a high enough level. That fits her story, can be of some use to her and maybe the party, and is still a logical branch-off from her previous research just moving towards creation instead of alteration. I could make some pretty good use of the simulacrum discovery tree as well.

The other personal part of her journey is finding a place to establish a lab to continue research. If she manages that or if we as a group move into someplace that we clear out I could end up creating guards and household staff that don't require food or pay for us eventually :D

I could also just mummify myself eventually too lol

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