Super Crime Fighter II (Inactive)

Game Master Legendary Sidekick

A superheroic RPG with "Round Tabletop" GM'ing!


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Female Half-Elf lv.6 gunslinger/warpriest
stats:
|HP:72/72|Grit:1|AC:21 (T:18 F13) | CMB:8 CMD:23 |F:7 R:10 W:6| Init:+6 | Perc:+14 | SM:+10 | Speed: 30 FT | Active conditions- None|
other abilities:
|Grit: 1/1=deeds & dares|Fervor or channel 2d6 4/4|Sacred weapon +1 6/6 1d8|spells: 0-5 1-4/4 2-3/3 spell list

Yup
Starts soon for me too


Male half-orc

Hey guys, in turning a new leaf as to how I approach my RPG PbP, I wanted to let you know I will be dropping out of this game... The pace at which the story and plot develop, as well as the long interruptions unfortunately do not work for me.

It is not a matter of mechanically being able to post - that part is easy. But with so many gaps, I simply feel detached from the story itself.

I can only apologize for letting you guys 'hanging', but games should be about having fun... Wish you all the best. Cheers!


Female Half-Elf lv.6 gunslinger/warpriest
stats:
|HP:72/72|Grit:1|AC:21 (T:18 F13) | CMB:8 CMD:23 |F:7 R:10 W:6| Init:+6 | Perc:+14 | SM:+10 | Speed: 30 FT | Active conditions- None|
other abilities:
|Grit: 1/1=deeds & dares|Fervor or channel 2d6 4/4|Sacred weapon +1 6/6 1d8|spells: 0-5 1-4/4 2-3/3 spell list

Cheers mate
Hope you find what you want


Well I'm sorry to see you and Rorx go and I would like to sincerely apologize about my speed and the pacing. The last thing I want is for this game to die.

Good luck on your future adventures!


Will post later today


Female Human Vigilante Brawler

Cool. I'll check in, but since I have guests coming (for the weekend), my reply may be delayed.


Female Human Vigilante Brawler

In real life, I was diagnosed with ADD at 15, so I can relate to Wendy Amp (though it may be either more severe in her case, or even something unnatural). VV has two social talents that are perfect for getting attention:

Mockingbird lets her make sound effects, impersonate voices and throw her voice.

Bellflower Innuendo allows her to convey a secret message that is immediately understood by the target audience (one person) if the Bluff Check is successful. DC15 for a simple message; DC20 for complex.

VV's goal is to get Wendy to understand her. Hopefully, rolling a 30 with a charisma skill implies VV is interesting enough to hold Amp's attention. I did notice the hyperfocusing on the potatoes, which seemed like ADD + OCD. I know from experience, ADD means you focus on what is interesting and you tune out pretty much everything else. It actually can be a boon. (Knowing this has helped me as a teacher!)


Female Half-Elf lv.6 gunslinger/warpriest
stats:
|HP:72/72|Grit:1|AC:21 (T:18 F13) | CMB:8 CMD:23 |F:7 R:10 W:6| Init:+6 | Perc:+14 | SM:+10 | Speed: 30 FT | Active conditions- None|
other abilities:
|Grit: 1/1=deeds & dares|Fervor or channel 2d6 4/4|Sacred weapon +1 6/6 1d8|spells: 0-5 1-4/4 2-3/3 spell list

hey guys
life has thrown some roadblocks in my way
so I may be extremely slow to post.
thanks for understanding though.


Female Human Vigilante Brawler

Between a new job and school, I'm not surprised. Real life first, WW! Totally understandable!


Cashara Aivion wrote:

hey guys

life has thrown some roadblocks in my way
so I may be extremely slow to post.
thanks for understanding though.

That's fine! Like VV said you doing a lot!

Sorry if it seems like I'm ignoring Cash but I just want to give you a chance to choose what to do or who to talk with!


Female Human Vigilante Brawler

@WW,

You're not on the wrong timeline. VV went with Dr. Amp to show off her outfit's Evolving feature. (Fashion Bug's thoughts reveal the motive.)

In case it's unclear, VV's armor is actually skin-tight spider silk and would look fleshy and almost alive (and gross) if not for the glamered feature. When I say she is "seemingly nude," I mean in a PG way, like Mystique from the X-Men movies.

As for Fashion Bug's claim that VV can outswim a dolphin, VV is not swimming as fast as a dolphin at the moment. Her swim speed is 30 ft with "swim" and "gills" evolutions.

If I picked "swim" twice, then she could swim 50 ft, which is PF's dolphin speed. And using Alter Self, I could change VV's base swim to 30 ft, which can be "evolved" to 50 or 70 ft. (But she'd be a lousy mermaid without gills or the Underwater Breathing spell.)


Female Human Vigilante Brawler

For anyone who wants to see:
• sketch drawn yesterday
• and finished today


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Sorry for the hiatus! I've been a bit busy but I will be able to post tomorrow!
Cool pictures by the way, VV!


Hi. I lied. BUT!!!! I WILL POST TOMORROW!!!!!! If I don't kill me. I've been rather busy lately because I'm starting a D&D campaign in real life and I've never done that before so.... Yeah. I didn't forget about Cash and VV!


THE GREAT HIATUS IS OVER!!!!!!!!!!!!!!!!!!!!!!


Do you know what happened to WW, VV?


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Female Human Vigilante Brawler

I think school is keeping WW super-busy, but as I said via PM last week, I'm
still around and will continue to post as long as you keep going. If you'd rather not, I can respect that as I know from experience it can be disheartening to plan original content, then lose players.


Well I do plan to keep posting (next post tomorrow) but its just a bit odd with only one other player...


Female Human Vigilante Brawler

Well, yeah. But I'll RP my characters with heart as long as the game's going. If later you decide it's not worth the effort, please let me know.

There are solo games on this site, so the upside for me is the opportunity to try playing solo.


Alrighty then!


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Male LG Human (Taldan) Wizard 5 | HP: 72/72 | AC: 15 | CMB: +6/+1, CMD: 21 | F: +7, R: +10, W: +7 | Init: +5 | Perc: +13/+15, SM: +2/+4 | Speed 30ft | Acid Dart: 9/9 | Spells: 1st 5/5 2nd 4/4 3rd 2/2 | Mage Armor - Shield

I've been lurking and I hope the game keeps going. I can re-introduce Caledon if it helps.


Female Human Vigilante Brawler

You're certainly welcome, as far as I'm concerned.


Male LG Human (Taldan) Wizard 5 | HP: 72/72 | AC: 15 | CMB: +6/+1, CMD: 21 | F: +7, R: +10, W: +7 | Init: +5 | Perc: +13/+15, SM: +2/+4 | Speed 30ft | Acid Dart: 9/9 | Spells: 1st 5/5 2nd 4/4 3rd 2/2 | Mage Armor - Shield

How does Caledon arriving by a separate boat because he was not in Rooftopolise when he received the invitation sound to you guys? My head cannon for Caledon is that he is the nephew of a baron. Perhaps he was visiting the family estate.

I'm thinking after getting into fist fight with the avatar of an ice god he needed just go home and visit the family for a while.


Female Human Vigilante Brawler

Not sure if Turlin's working this out via PM, but it makes sense to me. If there's an issue with the location being known by an outsider, or us having to escape the island, the ship could either be sent by Henry, or Cal could have a summoner friend/relative who's at least a level ahead of us and can cast Summon Ship.

@Johnny, if you're back, will you GM the next episode? VV won't summon a ship, but her spells are a lot of fun next level.


Male LG Human (Taldan) Wizard 5 | HP: 72/72 | AC: 15 | CMB: +6/+1, CMD: 21 | F: +7, R: +10, W: +7 | Init: +5 | Perc: +13/+15, SM: +2/+4 | Speed 30ft | Acid Dart: 9/9 | Spells: 1st 5/5 2nd 4/4 3rd 2/2 | Mage Armor - Shield

I can GM the next one, but it won't be fancy. Maybe a small dungeon crawl? Maybe an expedition to explore the island to the north with a volcano dungeon?


Female Human Vigilante Brawler

Fancy isn’t necessary. Sometimes simple just works because it’s accessible.

Sounds good to me!


Hi I'm back. Glad to see you back!
If Cal arrives on a small boat by himself their shouldn't be a problem. And a dungeon crawl of a simple story is just fine!


Male LG Human (Taldan) Wizard 5 | HP: 72/72 | AC: 15 | CMB: +6/+1, CMD: 21 | F: +7, R: +10, W: +7 | Init: +5 | Perc: +13/+15, SM: +2/+4 | Speed 30ft | Acid Dart: 9/9 | Spells: 1st 5/5 2nd 4/4 3rd 2/2 | Mage Armor - Shield

I'm posting this here since it's more OOC than IC.

After the discovery of Aurddolen’s note six months ago Caledon has spent much of his free time investigating Splorer, Amp and Patchwork Island. Since Caledon has had 6 months to investigate at his leisure, I’m assuming I can take 20 on a lot of these knowledge checks. Please correct me if this is not the case. Taking 20 Rule for reference: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20.

Since many of the Henry’s early hunts were covered extensively by the newspapers of Rooftopolis Caledon has consulted the archives of said newspapers looking for every scrap of information available. He complied a list of every person who has been invited to the island and tried to interview as many of them as possible about their experiences on the island. He paid one or more journalists that would have covered the Patchwork hunting trips to aide him in his research.

Mechanically I’m hiring the journalist(s) to preform the aide another action on my knowledge history check using the chronicler price from the hirelings table of the SRD. I’m paying for 3 days(24-30hours) of help from this researcher.

Afterward, Caledon made a trip to the local docks interviewing local sailors about patchwork island. Since patchwork is close to the Rooftopolis coast many ships probably sail near it. He’s looking for anyone who has been on the island whether that’s sailors delivering supplies or just poachers sneaking on to the island. However, he’ll gladly take any information from sailors who just sailed the nearby waters and might know about the comings and goings of the island, the weather, sailing conditions, actual sailing charts, etc. He takes every opportunity to ask about the frequency of storms on or near the island.

Caledon’s diplomacy trait does not apply to gather information and he knows it’s a weak area for him. He’s going to hire the dominatrix Maude and two other call girls from the Fu Bar to aide him in plying information from the local sailors. (companions from the hirelings table of the SRD)
If the sailors lead him to any merchants who supply the island, Caledon will make a diplomacy check to persuade them to allow him to look at their ledgers.

From the SRD: You can use Diplomacy to gather information about a specific topic or individual. To do this, you must spend at least 1d4 hours canvassing people at local taverns, markets, and gathering places. The DC of this check depends on the obscurity of the information sought, but for most commonly known facts or rumors it is 10. For obscure or secret knowledge, the DC might increase to 20 or higher. The GM might rule that some topics are simply unknown to common folk.

He will also make a personal visit to the major rooftoplis universities that Wendy Amp has lectured at. While at the universities he will speak with the professor or f actuality member in charge of setting up Wendy’s lectures. He will ask for a summary of every lecture she’s ever done, then he will use every public and private library (including brother Seamus and Black’s gentlemen’ club) available to him to educate himself on those topics.

While leveling up to 6 I put skill another skill rank into knowledge nature, knowledge geography and knowledge local. RP wise, I’m explaining the skill rank ups this way but it also intend it to function as knowledge nature, knowledge geography and knowledge local checks on patchwork island. For each these areas of research I’m casting a separate instance of the divination spell page bound epiphany: https://www.d20pfsrd.com/magic/all-spells/p/page-bound-epiphany/

Spell Description: You magically scour the world’s libraries for information that might refresh your memory about a topic. Upon casting this spell, the focus book’s pages fill with snippets and selections from countless books. You can spend up to 1 round per caster level (maximum 10) reading these notes. You may cease reading at any time, and when you do you can immediately attempt one Knowledge check with a +1 circumstance bonus for each round you spent studying the book (maximum +10). The writing disappears when the spell ends, and if you fail to succeed at a Knowledge check on the round you stop reading the notes, you don’t gain the benefits of this spell

With alchemical power components Caledon can boost his caster level to 7 for each of these spells resulting in a + 7 to each knowledge check. I’d also like to note that if Wendy or Splorer has a personal library that isn’t protected by the magic damper – this spell would take knowledge from them.

Caledon will spend 10 days ( 100 hours) consulting with various professors at the universities concerning these topics. I’m paying for the aide action for the three skills checks using the Sage from the hirelings table of the SRD – 15GP/day. Also taking 20 on each of these checks.

For knowledge Geography and Nature I’d like to know about the different biomes, specifically what hazards they present and how they might be dealt with. I’d like to know about the flora and fauna and the abilities and weaknesses of the creatures that live on the island. Caledon is also interested in how often storms happen on the island.

For knowledge local I’m looking into Xploer and his staff.

I think we mentioned that Caledon had attended at least one of Wendy Amp’s lectures – I’d like to include determining her accent and origins in the geology check and possible make a second history check on that nation.
Summary of Research Checks

Knowledge history: whereabouts of former patchwork hunters, if possible, interviews with participants, aided by hired journalist. Taking 20 + 10 Skill +2 aide another = 32
Diplomacy (Gather Info)Rumors about the waters around patchwork island. Weather? Departures, Arrivals, supply shipments etc. +6Ranks, +0Cha, +6 from 3x Aide another Diplomacy Gather info: 1d20 + 12 ⇒ (11) + 12 = 23
Possible Diplomacy check to look at supply ledgers.
Knowledge Local( personalities, staff) 20+11+7+2 = 40
Knowledge Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin) 20+11+7+2 = 40
Knowledge Geography: Biomes of Patchwork island. Lands, terrain, climate. 20+11+7+2 = 40


Male LG Human (Taldan) Wizard 5 | HP: 72/72 | AC: 15 | CMB: +6/+1, CMD: 21 | F: +7, R: +10, W: +7 | Init: +5 | Perc: +13/+15, SM: +2/+4 | Speed 30ft | Acid Dart: 9/9 | Spells: 1st 5/5 2nd 4/4 3rd 2/2 | Mage Armor - Shield

Fifteen Years ago..

Searing hot pain woke the boy from a fitful sleep. Something was on him – it was biting, scratching, clawing and shrieking with animal fury. He shoved at it, pushed at it, kicked at it to try to force it off. It moved for his jugular, but he blocked it with his forearm. With his other hand he fumbled for the dagger he kept under his pillow – but it wasn’t there.

He screamed and shoved hard so that he and the thing rolled off his cot. Now on top of his attacker, he grabbed the only object at hand. He raised it above his head and brought it down on the creature. He struck again and again, his hoarse screams as feral as the thing that squirmed underneath him.

Eventually it stopped moving. He tired to stand up, but it took several tries. His shaking legs kept collapsing like a newborn foal. He was hurt. Badly. It was too dark to see the wounds, but he didn’t want to look at them anyway. He stood there for several seconds clutching his make shift club to his chest while he willed himself not to pass out.

Then he smelled it.

Sulfur.

Cold rage fueled his waning will. He flicked one hand in an ancient Thassilonian gesture growling “Dal’Lumos!” Four blindingly bright balls of light manifested from his will and spun around the room as if hunting for his prey on their own accord. A corner of his mind noted that he’d never managed more than one dancing light – and then never even as bright as a candle.

A low glutaral chuckle from behind him caused him to turn - but slowly to keep his composure. Perched on the foot of his cot, was the Imp.

It cocked its head to one side grinning that stupid imp grin.

“Don’t let the specimen die” it intoned in their mutual master’s voice.

The boy looked down at creature at his feet. A goblin. The make shift club he’d used to bludgeon it, and which his still clutch to his chest was his chamber pot. He was covered in his own feces and urine, and the goblin had completely savaged his left hand. The pinky seemed to dangle by just a bit of sinew. He would die of blood loss soon. He almost puked but held it back by force of will.

“Don’t let the specimen die” the imp mimicked again, and tossed a pair of worn parchments at his feet before flapping out through the open doorway of his room.

The boy recognized the infernal scrip. Two scrolls of infernal healing written in the Imp’s own blood. Yesterday he been instructed to use one to heal Jenny after a beating left her unconscious – but he’d failed to activate it. The spell was too complicated.

He understood what the imp was doing. It liked to twist things, make you confused. Was the order meant for him to keep the goblin alive or was the order for the Imp to keep the apprentice alive? Goblin’s weren’t easy to procure in this region, but ‘specimen’ was a word that master Aurddolen would apply to his apprentices as easily as the monsters he used for experimentation.

The imp wanted him to worry over using both scrolls to heal himself completely or use one on a goblin that would probably try to kill him again once it was awake. He wrapped his hand in the hem of if shirt to stem the bleeding, a dropped to his knees next to the pair of scrolls.

This time the scrolls worked, in fact they activated simultaneously.
Had yesterday’s feelings of pity and concern for Jenny fouled his infernal pronunciation while his current rage made the words sharper? The blood ink of each scroll coalesced into a bead which he quickly anointed himself with before following the imp to his master’s study.

Three of the master’s other apprentices had beat him to the morning lecture. Each one of them stood quietly on the their designed chalk X – but one X mark was empty of its apprentice.
“Caledon Whitetree, you will recite Grom’s ‘Ecology of Goblins’, page 33 to 45.”

“Were is Jenny” The boy replied

The wizard Aurddolen, looked confused for a moment – then looked at the empty chalk mark reserved for Jenny Thatcher. He waved his hand and the chalk lines disappeared from the floor.

“You will will recite Grom’s ‘Ecology of Goblins’, page 33 to 45 – translated into sylvan or your will sleep in the goblin kennels ”


Male LG Human (Taldan) Wizard 5 | HP: 72/72 | AC: 15 | CMB: +6/+1, CMD: 21 | F: +7, R: +10, W: +7 | Init: +5 | Perc: +13/+15, SM: +2/+4 | Speed 30ft | Acid Dart: 9/9 | Spells: 1st 5/5 2nd 4/4 3rd 2/2 | Mage Armor - Shield

Six months ago...

The old carriage came to a stop where the road ended and wilderness began. Within a few moments the driver opened the door - is rusty hinges groaned in protest and an embarrassed flush reddened the wizened peasant’s weather-worn features.

“We’ve, um, arrived M’lord”

Caledon stepped from the carriage, giving a reassuring smile. “Thank you, Mr. Hutchens.”

“M’lord, you seem like a decent sort – and I know it aint my place or my business– but the only thing here M’lord is the old trail head that leads to that demon conjurer’s tower.”

He paused for a second looking even more embarrassed but mustered his courage and continued. “I know it aint my business M’lord but you aint from around here and might not know. M’lord the things they say he did to children…I just wouldn’t feel right not warning ya.”

Caledon took a small but full coin pouch from his belt and offered it to his hired driver. “You seem like a decent sort as well my friend. This is yours if promise to meet me here this time tomorrow.”

When a brief flash of suspicion flickered across the old peasant’s face, Caledon added, “Considered the extra recompense for all the apples Jenni Thatcher and I stole from your tree in the summer of ’58.”

“Jenni Th..” confusion and suspicion suddenly became understanding and pity “…Oh you poor boy”

“I made out well enough in the end. Take your coin Mr. Hutchens.”

The old man mutely accepted the offered gold and watched with a heavy heart as the only surviving apprentice of Aurddolen the Wild returned to the lair of his former Master.

....

Caledon Whitetree pushed open the door of the tower study, his third eye open to any magic auras "I'm here old man, give me what you promised or I'll beat you worse than last...time His threat fumbled when he caught sight of the bloated corpse of his former master slumped over his work table.

He stood for a long moment, staring numbly before approaching the corpse. He studied it carefully, looking for arcane triggers or traps. The man had died days ago, but there was no obvious cause of death and clutched in the fist was an envelope.

Caledon stood there for another long moment before opening the envelope.

The letter:

Caledon Whitetree,

I bequeath my full set of alchemial texts, their ciphers and my entire alchemical tool set to you.

If you still care to know Jenny Thatcher's fate - learn Henry E.X Sploer's secrets

P.S kill the Imp.

Then he smelt it.

Sulfur.


Female Human Vigilante Brawler

Wow... thanks for the backstory! I enjoyed that.

__________

I want to share a thought I've had for a while, since my character hasn't seen combat yet.

As I've been on these boards, I've learned what familiar high-powered and low-powered houserules exist, and my finding is that there is a better way to use PF to create superhero characters than what we're doing:

Elephant in the Room - this eliminates a lot of feats that do nothing at all, but are prerequisites
Gestalt Classes - it's like dual classing, but better: you choose to classes, but level both at once, taking the better hit die, the better save, bonus feats from both classes, etc.
Automatic Bonus Progression (ABP) - this makes players more powerful, as opposed to being dependent on items

What I would like to do, unless you both vote this down:
• Impliment Gestalt - in other words, keep your current class and find one more class that suits your character.
(No Prestige Classes. You pick two classes and level them both to 20; both are Lv.6 now.)
(Gestalt is PC-only. No need to rebuild NPCs.)
• Implement Elephant in the Room - this will allow fighter-mages to ignore stupid feats like Combat Expertise so we can afford metamagic feats and such.
• Remove Lv.2/6/10/14/18 Bonus Feats - with the above, you don't need them.
• Steer Clear of ABP - I don't want to mess with purchased items. The salary allows us to buy items that do everything ABP does.
• Leave Stats As-Are - I don't want to re-stat my character. If you guys want to, because the Gestalt changes a need or two, that's allowed under the original char-gen rule.

(Note that you may have better saves and/or higher HP from Gestalt.)

__________

My own test run:

I tried a few rebuilds of VV. With Gestalt implemented and Lv.2/6/10/14/18 bonuses removed, I found VV was basically the same. Brawler class covered feats I wanted anyway.

Elephant in the room removed the "noise" of some of the unnecessary feats, like Dirty Fighting. The result is that when VV is in her teens, she will have both combat feats and metamagic feats appropriate for her level.

I'm not unhappy with the current build. But given what I've learned in the past year, I know there's a better way to make a superhero with PF rules.

I suggest before voting, look at a second class and consider whether that would give your character something you were already trying to work in anyway.


Male LG Human (Taldan) Wizard 5 | HP: 72/72 | AC: 15 | CMB: +6/+1, CMD: 21 | F: +7, R: +10, W: +7 | Init: +5 | Perc: +13/+15, SM: +2/+4 | Speed 30ft | Acid Dart: 9/9 | Spells: 1st 5/5 2nd 4/4 3rd 2/2 | Mage Armor - Shield

Elephant in the Room doesn't cover the feat tax for superior summons,
but if you guys gain from it I'm on board.

If I go Gestalt Wizard/Ranger I would go from

1. Spell Focus: Conjuration 1b. Augment Summoning
2b. Additional Traits
3. Superior Summons
5. Craft Wand 5b. Craft Wondrous Item
6. Craft Rod

To

1. Spell Focus: Conjuration 1b. Augment Summoning
2. Point Blank Shot
3. Superior Summons
5. Precise Shot
6. Focused Shot

I lose use magic device (form additional traits), craft wand, craft wondrous Item and Craft Rod which hurts. I pretty much won't have any of the magic items that made up the core of my previous strategy. However, I gain a lot from the ranger features around which new strategies could be built.

When we go back to an urban setting some of the ranger features are a little less useful though.


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Male LG Human (Taldan) Wizard 5 | HP: 72/72 | AC: 15 | CMB: +6/+1, CMD: 21 | F: +7, R: +10, W: +7 | Init: +5 | Perc: +13/+15, SM: +2/+4 | Speed 30ft | Acid Dart: 9/9 | Spells: 1st 5/5 2nd 4/4 3rd 2/2 | Mage Armor - Shield

If I combine Wizard/Ranger my saves are all 5 across the board. That might just be dipping a toe into OP range.

My BAB becomes high enough at level six so that I get a second attack. That is worth the loss of magic items alone.

A human ranger with an Intelligence of 6 gets 16 skill points per level when favored class is factored in. That’s extremely useful. **Skill Monkey Intensifies**

If the Student of Philosophy works with Wild Empathy that could have some interesting uses. I would imagine it as using an understanding of animal science instead of innate empathy to influence the animal’s attitude.

Hunter’s bond can be useful – I can go with the party buff since the ranger version of animal companion isn’t as good as Familiar. Or I could get a companion in addition to the Familiar. Hunter and Huntress?

Let's see what feature is next...

OMG RANGER SPELLS!!!
Yes. I vote Yes.


Female Human Vigilante Brawler

I believe you can have both Hunter and Huntress.

(In another game, I had a falcon named Huntress. She was the companion for a Druid after she became a fairy via Wish magic. The funny part was I had the Spirited Charge feat, and was actually pretty effective with a Flameblade. My fairy did fall off her mount a lot rolling 1s for Ride checks. The wings helped prevent those falls from having a consequence other than humiliation.)

Admittedly, this does run the risk of crazy OP. As long as party members aren't too far off from each other, I think it's worth a shot.

I'll edit the Char Gen rules accordingly.


Female Human Vigilante Brawler

Edited!

I also included the corny houserule that allows Alter Self and Enlarge/Reduce to stack. It was approved while I was GM'ing, but never written down.


Male LG Human (Taldan) Wizard 5 | HP: 72/72 | AC: 15 | CMB: +6/+1, CMD: 21 | F: +7, R: +10, W: +7 | Init: +5 | Perc: +13/+15, SM: +2/+4 | Speed 30ft | Acid Dart: 9/9 | Spells: 1st 5/5 2nd 4/4 3rd 2/2 | Mage Armor - Shield

Still needs work, but this is mostly the new crunch

Combat:

Initiative: +5 (+5 from dex)
CMB: 2
CMD: +15 0+0+5

Defenses
Armor Class: 15[19 with mage armor]
Flat Footed AC: 10 [14 with mage armor]
Touch AC: 15 [19 with mage armor]
Hit Points: 72/72 6D10 Maxed (60) +2x6con(12)

Offense
Base Attack Bonus (BAB): +6/+1
Melee: 2 (0+1)
Ranged: +11/6 (5dex+6/1BAB)

+1 Heavy Repeating Crossbow
Damage 1d10 (medium) Critical 19-20/x2 Type piercing
Range Increment 120 ft. (projectile)

CMB: 2
CMD: +15 0+0+4

Saving Throws
Fortitude: +7 (+2Con +5lvl6Gestalt)
Reflex: +10 (+5dex +5lvl6Gestalt)
Will: +7 (+2Wis +5lvl6Gestalt)

Ability Scores:

Stats: 19–19—15–15—11–11, +2 Int (Human)
Ability Scores
Strength: 11
Dexterity: 20
Constitution: 15
Intelligence: 22 (19+2Human)
Wisdom 15
Charisma 11

Ability Modifiers
Strength: 0
Dexterity: 5
Constitution: 2
Intelligence: 6
Wisdom: 2
Charisma: 0

Languages:

Celestial, Infernal, Draconic, Sylvan, Abyssal, Aklo, Undercommon, Common (Human), Gnomish, Hafling, Elven, Dwarven, Orc, Goblin, Boggard

Traits, Feats and Class Abilites:
Feats
[-----Feats-----]
1. Spell Focus(Conjuration): Any spells you cast of the Conjuration school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the Conjuration school of magic.

Alertness *Only When in Arms reach of Hunter* Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Augment Summoning
Your summoned creatures are more powerful and robust.
Prerequisite: Spell Focus (conjuration).
Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Superior Summons: You can summon more creatures.
Prerequisites: Augment Summoning, caster level 3rd.
Benefit: Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned

Point Blank Shot: Caledon gets a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Focused Shot (Combat): As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.

Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.You may sleep in light or medium armor without becoming fatigued.

Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

Scribe Scroll:(1st lvl Class Feat) You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels tereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype.(Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Wild Empathy (Ex):
Caledon can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, Caledon and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

Caledon can can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Hunter’s Bond (Ex)Caledon has formed a close bond with an Falcon animal companion named Huntress. Huntress shares shares his favored enemy and favored terrain bonuses. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger’s effective druid level is equal to his ranger level –3.

Familiar (Ex or Sp)
Caledon has formed a powerful bond with with his Familiar Hunter. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

A familiar grants special abilities to its master, In Hunter's case he grants +3 bonus on sight-based and opposed Perception checks in bright light These special abilities apply only when the master and familiar are within 1 mile of each other.

Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.

If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.
Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

-Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
-Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
-Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
-Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
-Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Bonus Feats
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.

A wizard may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these levels.

Traits

Student of Philosophy: You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Cosmopolitan (Local) Living in a trade city has put you in touch with numerous different civilizations, cultures, and races.
Prerequisites: Lived in a trade city
Benefit: You gain two languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.
Languages: Elven, Dwarven
Skills: Diplomacy, Use Magic Device

Skills:

Adventure Ranks: 10 Ranks [+6Class+1Race+6int+1FC]
Background Ranks: 1

Background Skills
Appraise: +10 [1ranks3inclass+6int]
Craft (Calligraphy) +10 [1ranks3inclass+6int]
Craft (Alchemy) +10 [1ranks3inclass+6int]
Profession (Mechant) +6 [1ranks3inclass+2Wis]
Artistry-Philosophy: +11 [2ranks3inclass+6int]

Adventure Skills
Climb +8 [+5Rank+3Inclass +0Str]
Swim +8 [+5Rank+3Inclass +0Str]
Ride +13 [+5Rank+3Inclass +5dex]
Fly +9 [+1Rank+3Inclass +5dex]
Stealth +13 [+5Rank+3Inclass +5dex]
Survival +10 [+5Rank+3Inclass +2Wis]
Heal + 7[+2Rank+3Inclass +2Wis]
Perception +13/+15 [+5 Ranks+3InClass+3Hawk+2Wis+/+2Alterness]
Handle Animal +8 [+5Rank+3Inclass +0Cha]
Use Magical Device +8 [+5Rank+3Inclass +0Cha]
Intimidate +4 [+1Rank+3Inclass +0Cha]
Knowledge Arcane +12 [3ranks+3inclass+6int]
Knowledge Planes +10 [1ranks+3inclass+6int]
Knowledge History +10 [1ranks+3inclass+6int]
Knowledge Local +11 [2ranks+3inclass+6int]
Knowledge Nature +11 [2ranks+3inclass+6int]
Knowledge Engineering +11 [2ranks+3inclass+6int]
Knowledge Dungeoneering +10 [1ranks+3inclass+6int]
Knowledge Nobility +10 [1ranks+3inclass+6int]
Knowledge Religion +11 [2ranks+3inclass+6int]
Knowledge Geography +11 [2ranks+3inclass+6int]

Spellcraft +15 [6ranks+3inclass+6int]
Diplomacy +15 [6ranks+3inClassTrait+6IntTrait]
Linguistics +15 [6ranks+3inclass6int]
Bluff +10 [+1Rank+3Inclass +6IntTrait]

Spell Books and Arcane Schools:

Spells gained at Level 1 At first level A wizard gains Three 1st-level spells plus his intelligence modifier to add to the spellbook. At first Level Caledon’s IntMod was 5, giving him eight level one Spells. Summon Monster I, Grease, Mage Armor, Unseen Servant, Mount, Silent Image, Enlarge Person and Vanish.
Spells Gained at Level 2 At each new wizard level, Caledon gains two new spells of any spell level or levels that he can cast. At level 2, Caledon was only capable of level 1 spells and thus he drew two more spells from that list: Sleep, Color Spray.
Spells Gained at Level 3 At level 3 Caledon gained access to level two spells and chose two spells from that list. These where Summon Monster II and Create Pit.
Spells Gained at Level 4 At level 4, Caledon’s highest-level spells are still level two. He learned Glitterdust and Mirror Image.
Spells Gained at Level 5 At level 5 Caledon gained access to level three spells and chose two spells from that list. These where Summon Monster III and Haste.
Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance.
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, if he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.

Spells Prepared for the Day

Spell Book

Known Wizard Cantrips: All not of Necromancy or Abjuration
8 Lvl1, 2 level 2

Known lvl 1
Summon Monster I (Summoning) Tiny Bag, candle
Grease (Conjuration - Creation) Butter
Mage Armor (Conjuration - Creation) F:Piece of cured leather
Unseen Servant (Conjuration - Creation) M:String and bit of wood
Mount (Conjuration - Summoning) M: Bit of horse hair
Silent Image (Illusion - Figment) F: Bit of Fleece
Enlarge Person (Transmutation) M: Powdered Iron
Vanish (Illusion - Glamer)
Protection From Evil (Abjuration - Good) F:?
Color Spray (Illusion - Pattern)M RYB colored powder
Obscuring Mist (Conjuration - Creation)
Sow Thought (Enchantment - Compulsion)
Crafter's Fortune (Transmutation) F: A tool
Feather Fall (Transmutation)
Charm Person (Enchantment - Charm)
Comprehend Languages (Divination) M: Soot and Salt
Sleep (Enchantment - Compulsion) M: fine sand or rose petals or live cricket.

Known lvl 2
Glitterdust (conjuration - creation) M: ground mica
Summon Monster II
Create Pit (Conjuration - Creation) F: miniature shovel worth 10GP
Levitate (Transmutation) F: loop of leather or golden wire in cup shape.
Invisibility (Illusion - Glamer) M: an eyelash encased in gum arabic
Mirror Image (Illusion - Figment)
Stone Calls (Conjuration - Creation)

Known lvl 3
Summon Monster III (Summoning) Tiny Bag, candle
Haste Transmutation (a shaving of licorice root)

Arcane School
Conjuration Arcane School. Caledon focuses on the study of summoning monsters and magic alike to bend to his will.
Summoner’s Charm (Su) Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Acid Dart (Sp) As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.

Dimensional Steps (Sp)
At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
Opposition School
Necromancy
Abjuration

Equipment:

Background:

Familiar - Falcon: Hunter:

Hunter Whitetree
Combat
Tiny animal
Initiative +4
Senses low-light vision
Perception +18
Racial Modifier +8 Perception

DEFENSE
Armor Class 19 (10+3Nat+4Dex+2Size)
Touch AC 16 ( 10+4Dex+2Size)
Flat-footed AC15 (10+3Nat+2 size)
Hitpoints 50 (5*D8+2Con*5)

OFFENSE
Base Attack +0
CMB +1
CMD +10

Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–1)
Space 2-1/2 ft.; Reach 0 ft.

Saving Throws
Fortitude: +4
Reflex: +6
Will: +3

Attribute Scores
• STR 9 (-1)
• DEX 19 (+4)
• CON 15 (+2)
• INT 8* (-1)
• WIS 17 (+3)
• CHA 11 (+0)

Traits, Feats
Feats Weapon Finesse

All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative.

Natural Armor Adjustment: +3 The number noted here is in addition to the familiar’s existing natural armor bonus.

The familiar’s Intelligence: Intelligence is 9

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Skills
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

Knowledge Arcane +2 [+3ranks-1int]
Knowledge Planes +2 [+3ranks-1int]
Knowledge History +2 [+3ranks-1int]
Knowledge Local +2 [+3ranks-1int]
Knowledge Nature +2 [+3ranks-1int]
Knowledge Engineering +2 [+3ranks-1int]
Knowledge Dungeoneering +2 [+3ranks-1int]
Knowledge Nobility +2 [+3ranks-1int]
Knowledge Religion +2 [+3ranks-1int]
Knowledge Geography +2 [+3ranks-1int]
Spellcraft +4 [5ranks-1Int]
Diplomacy +5 [5ranks+0Cha]
Use Magical Device +5 [5ranks+0Cha]
Handle Animal +5 [+5Rank+0Cha]
Linguistics+2 [+3ranks-1int]
Fly +10 [+3Rank+3Inclass +4dex]
Bluff +1[+1Rank+0Chat]
Acrobatics[+4Dex]
Climb -1 [-1Str]
Perception +15[+1Ranks+3Wis+8Race+3Inclass]
Stealth +4[+4Dex]
Swim -1 [-1Str]

Falconers prize these majestic birds as trained hunting companions if raised from chicks and properly instructed.The master of a hawk familiar gains a +3 bonus on sight-based and opposed Perception checks in bright light. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

ECOLOGY:Temperate forests, solitary or in pairs

Animal Companion - Falcon: Hunteress:


Male LG Human (Taldan) Wizard 5 | HP: 72/72 | AC: 15 | CMB: +6/+1, CMD: 21 | F: +7, R: +10, W: +7 | Init: +5 | Perc: +13/+15, SM: +2/+4 | Speed 30ft | Acid Dart: 9/9 | Spells: 1st 5/5 2nd 4/4 3rd 2/2 | Mage Armor - Shield

Am I right that a weapon with the training enchantment would be the price of the weapon plus + (2000GP for +1 + 2000GP for training)/2 if crafted by VV?

Basically 2000GP + Weapon cost?


Female Human Vigilante Brawler

It would be 4000g.

The way it works:
• You have enhancement bonuses.
• You have weapon/armor qualities.

• Both can total up to +5, but the weapon/armor qualities must be less than or equal to the enhancement bonus.

• In the end, you have a total from +1 to +10.

• So the cost is that number squared...
...x 2000g for weapons.
...x 1000g for armor.

+1 armor: 1000g / weapon: 2000g
+2 armor: 4000g / weapon: 8000g
+3 armor: 9000g / weapon: 18,000g
...
+10 armor: 100,000g / weapon: 200,000g

• And VV can use her feat to halve that cost.

(I played crafters before, though I STILL don't know how crafting mundane items works.)

...

Oh, and to make things more complicated, there are some qualities that just cost a flat fee and have no effect on your total bonus. (Like VV's +1 evolving, glamered, cushioned spider silk. Evolving is a +1 armor quality, but glamered and cushioned are not.)


Male LG Human (Taldan) Wizard 5 | HP: 72/72 | AC: 15 | CMB: +6/+1, CMD: 21 | F: +7, R: +10, W: +7 | Init: +5 | Perc: +13/+15, SM: +2/+4 | Speed 30ft | Acid Dart: 9/9 | Spells: 1st 5/5 2nd 4/4 3rd 2/2 | Mage Armor - Shield

Crafting it yourself doesn't cut the price in half like wondrous items, alchemy and mundane items?

https://www.d20pfsrd.com/feats/item-creation-feats/craft-magic-arms-and-arm or-item-creation/

Benefit: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price.

My understanding is that the price tables for items all assume you are purchasing at full price and not crafting it your self.

Narrativly the difference between mundane crafting and crafting is that mundane crafting is actual crafting while magic crafting is just casting a ritual on an item someone already made.

A master work sword for example take months to craft because you are literally forging it from raw steel.

"Crafting" a +1 sword involves persuading Hattori Hanzō you are worth of wielding his life's work, then taking the sword he crafted up the wizard tower and casting a ritual on it for three days.

The narritive difference between mundane and magical crafting is one of three common misconception on the economy I see a lot. The other three are that 1GP = 1USD. Really it's closer to 1USD = 1 copper. Adventueres are like NBA stars combined with spec ops. A lvl 5 character is a military asset on par with a modern fighter jet or tank. It's why they are paid so much. For reference 15K gold has a value similar to 1 and a half million USD.

The other is how rare character's above lvl 1 are.

This blog:
https://thealexandrian.net/wordpress/587/roleplaying-games/dd-calibrating-y our-expectations-2

Has some interesting thoughts on that, although it's based on an AD&D i think.

Quote:

You’ll see this same fallacy trotted out whenever someone insists that the local blacksmith “must” be at least 10th level in order to be competent in their profession. In reality, the typical village blacksmith is probably only a 1st level character. At 1st level the average blacksmith’s Craft (blacksmithing) skill looks like this:

+4 skill ranks
+1 Intelligence bonus
+3 Skill Focus
+2 from an assistant or apprentice helping them

In the officl pathfinder setting, leaders of nations, factions and gernerals tend to be sub lvl 10. The false god Razmir is level 19.


Female Human Vigilante Brawler

The price is halved. So 2000, 8000, 18,000... is the standard price.

Addy crafting a +1 Training is 4000, and when you later upgrade, it will be an additional 5000 for a total of 9000.

(Honestly, it would be simpler if they scaled the bonuses separately as you thought.)


Male LG Human (Taldan) Wizard 5 | HP: 72/72 | AC: 15 | CMB: +6/+1, CMD: 21 | F: +7, R: +10, W: +7 | Init: +5 | Perc: +13/+15, SM: +2/+4 | Speed 30ft | Acid Dart: 9/9 | Spells: 1st 5/5 2nd 4/4 3rd 2/2 | Mage Armor - Shield

I doubt I'd upgrade, I didn't think magic weapons were worth the price
even when I thought they were 50% cheaper. I don't beven want the +1 or DR by pass Grrrr.

I need exotic weapon proficiency to make this build work and that (Sort of) justified 2000 Gp for the training enchament.

I need the gold for scrolls and material components so I'll have to drop the focus shot feat for exotic weapon proficiency.


Male LG Human (Taldan) Wizard 5 | HP: 72/72 | AC: 15 | CMB: +6/+1, CMD: 21 | F: +7, R: +10, W: +7 | Init: +5 | Perc: +13/+15, SM: +2/+4 | Speed 30ft | Acid Dart: 9/9 | Spells: 1st 5/5 2nd 4/4 3rd 2/2 | Mage Armor - Shield

Eureka!

https://www.d20pfsrd.com/magic-items/wondrous-items/h-l/ioun-stones/opalesc ent-white-pyramid-ioun-stone


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Male LG Human (Taldan) Wizard 5 | HP: 72/72 | AC: 15 | CMB: +6/+1, CMD: 21 | F: +7, R: +10, W: +7 | Init: +5 | Perc: +13/+15, SM: +2/+4 | Speed 30ft | Acid Dart: 9/9 | Spells: 1st 5/5 2nd 4/4 3rd 2/2 | Mage Armor - Shield

Six days ago...

Baron Whitetree sighed in mock exasperation and his entourage made their way toward his bother’s workshop. Pointing to the one of the two young men examining some sort of wooden cog. “I think we’ve finally quarried our prey boys. Caledon! I’ve visited every square inch of the estate looking for your – apparently just a half hour behind you every step of the way! He words were server but his tone jovial.

“Rupert Johnson says this seasons of production of apple brandy will be under five-hundred barrel for the first time in ten generations because you convinced him – or rather his buxom daughter – to change the two hundred year old recipe that put the Whitetree barony on the map! – Mid production!

Caledon started to reply but his uncle cut him off with a wagging finger

“Apparently, according to Cooper brown, barrel production will be down anyway because you’ve hired all his apprentices to work to work on some new contraption for your father’s quarry?

Caledon started to interject again but the wagging finger wagged even more energetically “Tut, tut, tut! I’m not done boy! Apparently, Baron Blackriver is threating to march on Whitree because you poached a journeyman glassblower from his barony. Apparently, the Whitetree barony now produces glass for the first time in its history – AND that glass is the highest quality produced in a six-hundred-mile radius and no one told the BARRON Whitetree. What do you have to say for yourself boy!

”Technically, she’s a journeywoman” Caledon answered.

Baron Whitetree grinned. “If I wasn’t so giddy over the thought of how pissed that uppity Blackriver must be right now I’d have you flogged for insolence”

“I did factor that into my strategy” Caledon deadpanned. “The Blackriver estate uses saltgrass ash from their Blackriver marsh as flux. You couldn’t poach them because they needed the marsh. Lead is a far superior flux.” Pointing to the cog the cooper’s apprentice was holding ” The new treadmill cranes will allow us to mine Galena ore from the quarry – which as you probably surmised has lead.”

The barron just grunted in response.

“Additionally, the treadmills will increase the amount of cargo we can load onto the river boats during the trade season. Which will be needed when we begin exporting lead, glass and the new brandy to Rooftoplis”

The baron grunted again. “Listen son, I need to talk to you in private – show me to that workshop of yours

Caledon seem hesitant for a moment but lead his uncle into the private workshop.

Inside the workshop his uncle let out a low whistle as his eye took in the dozens of glass flasks, tubes and chemical distilling apparatus. His brows furrowed when his gaze landed on a dozen anatomy drawings of some sort of giant tentacled frog creature. One wall was covered in some sort of Boggard family tree and another had hundreds of newspaper clippings about some rich hunter.

He’d received letters from peers in rooftopolis congratulating him on the exploits of his Nephew but he’d assumed they’d been exaggerating. The boy played the fopp, but it was act. The Whitetree line had little magic in it. When the boy had manifested his talent his advisers all said the boy's raw power would kill him and probably take a lot of other people with him if he didn't get proper training. The Barron had thought it a god send when the legendary wizard from afar had offered to take in his nephew. Dark rumors had reached him later but by then his nephew was on the other side of the continent and years into his apprenticeship. , The boy never spoke of it.

“Listen Caledon, it’s not that I mind you underfoot. But clearly your running from something in the city, and I think it’s followed you home. A courier came from Rootopoilis today.”

He handed Caledon a stack of letters he’d been carrying in his coat

“There is a rather large parcel back at the manor from one of the rootopils Aldermen – a mister Cupid O’Myra. One letter from a high-prestest of Sarenrae, a second from high-priestess of Sheyln and a third from a Mister Henry E.X Splorer.

Caledon held up the letter from Henry, inspecting it’s seal – and in a dangerous tone Barron did not expect “I don’t believe I’ll be underfoot very much longer.”


Female Human Vigilante Brawler
Caledon Whitetree wrote:

I doubt I'd upgrade, I didn't think magic weapons were worth the price

even when I thought they were 50% cheaper. I don't beven want the +1 or DR by pass Grrrr.

I need exotic weapon proficiency to make this build work and that (Sort of) justified 2000 Gp for the training enchament.

I need the gold for scrolls and material components so I'll have to drop the focus shot feat for exotic weapon proficiency.

Note that the 4000g will get you the feat with a +1 bonus, whereas 3000g (cracked ioun stone) gets you the exotic weapon with a -2 penalty. If one of us has Craft Wondrous at Lv.12, the stone can be crafted for 5000g.

As for the weapons, for me they are sort of worth it. Technically, I could scrap the boots, get an amulet of mighty fists and cast greater magic fang, but I like her weapons being connected to her interest in ladies' fashion.

Because of the salary, I can afford to craft one weapon and one armor to the best of my ability (+2@Lv.6, +3@Lv.9, +4@Lv.12, +5@Lv.15). But since I'm upgrading two boots, I settled for +1 boots with an ability each. It will cost me a quarter million to fully upgrade everything, which is not an issue. We should each accumulate 250K+ somewhere around Lv.15.

(Oh... but I need to ditch Glamered for now. I just noticed I need to be Lv.10 to craft that.)


Female Human Vigilante Brawler

A correction...!

Item Creation Rules: Magic Weapons

It turns out that, once a weapon is +1, you can spend on special abilities. According to the tables in the above link, you can have +1 with two +1 abilities, +1 with one +3 ability, etc.

This is awesome because I actually want the abilities more than I want +X bonuses!


Male LG Human (Taldan) Wizard 5 | HP: 72/72 | AC: 15 | CMB: +6/+1, CMD: 21 | F: +7, R: +10, W: +7 | Init: +5 | Perc: +13/+15, SM: +2/+4 | Speed 30ft | Acid Dart: 9/9 | Spells: 1st 5/5 2nd 4/4 3rd 2/2 | Mage Armor - Shield

Rangers are already proficient with all Martial weapons, the cracked stone lets me treat it as a Martial weapon for 1500 GP and no penalty.


Female Human Vigilante Brawler

Oh... now I get it. So only classes who can't use martial weapons would need the other versions. Yeah, that is worth the 1500!


Male LG Human (Taldan) Wizard 5 | HP: 72/72 | AC: 15 | CMB: +6/+1, CMD: 21 | F: +7, R: +10, W: +7 | Init: +5 | Perc: +13/+15, SM: +2/+4 | Speed 30ft | Acid Dart: 9/9 | Spells: 1st 5/5 2nd 4/4 3rd 2/2 | Mage Armor - Shield

It took me a second to figure out why the cracked seemed better than the flawed for half the price too.

Do you think Cupid or one of his brothers has craft wonderious Item?

The weapon in question is a heavy repeating cross bow which I'm RPing as purchased from Cupid. I need to justify how the stone is keyed to a new invention.


Female Human Vigilante Brawler

@Caledon, A player should have the feat for half price, but aside from that we can easily justify Cupid being the one who made the weapon.

@Peeved Camel, I just learned that VV is too low-level for glamered armor, so I'll swap that out for Fitting. This means VV's spider silk cannot yet become different styles of clothing. It can still Evolve though.


Male LG Human (Taldan) Wizard 5 | HP: 72/72 | AC: 15 | CMB: +6/+1, CMD: 21 | F: +7, R: +10, W: +7 | Init: +5 | Perc: +13/+15, SM: +2/+4 | Speed 30ft | Acid Dart: 9/9 | Spells: 1st 5/5 2nd 4/4 3rd 2/2 | Mage Armor - Shield

https://www.d20pfsrd.com/magic-items/wondrous-items/r-z/sleeves-of-many-gar ments/

200 GP for the ability to change clothes.

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