Miteke's Legacy of Fire

Game Master miteke

General References
Player's Guide - Knowledge Skill Success Topics - House Rules - PC bonus traits and feats

World and Local Maps
Geographical Maps - Kakishon

Current References
Party Info - NPCs and Handouts

Current Maps
Lower Level - First Level - Second level - Third level - Fourth level


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I can see your character now too.
Sure, you can keep darkvision and loose low-light.

Is it ready for review?


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

Yep, doesn't mean I'll pass but it I think its ready


Wounds (22) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (7/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip) Lesser Extend Rod (1/3) Extend Rod (0/3)

Are we supposed to roll for HP?

HP: 11d8 + 8 ⇒ (2, 6, 6, 6, 6, 7, 4, 7, 8, 5, 8) + 8 = 73


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

the rules said roll and then take the roll or the half+1 whichever is greater. I believe that is per level.


Correct, except for the first level which is max.


Ventrue | Gen 7 | Blood 20/20

Hi there... didn't mean to be MIA.


Ventrue | Gen 7 | Blood 20/20
miteke wrote:
Alessandro Khadaji wrote:

For the cheaper seats...

Could we get a list of Race, Class & Role (loosely)?

We could really use an arcane caster.

Think, think, think...


Ventrue | Gen 7 | Blood 20/20

Let's assume Wizard (mostly)... a particular direction?

That question is open to all. DM & Players.

I'll place my spin/stamp of personality on the character, just curious what folks would like to see synergistically.

It would be total badazz if we had a wizard that could...


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

DM Miteke, if Khadaji does a wizard, I'd like to reinstate my swashbuckler paladin if allowed. Or would a Bard be more beneficial?


Wounds (22) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (7/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip) Lesser Extend Rod (1/3) Extend Rod (0/3)

Whatever you find engaging and fun to play. These games can take years. What is best for the party is someone playing a character that they enjoy.


Ventrue | Gen 7 | Blood 20/20

Don't worry about me, I'll enjoy whatever we come up with!

I'm asking for help, please?


Wounds (22) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (7/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip) Lesser Extend Rod (1/3) Extend Rod (0/3)

Right! Well, here is the party thus far:

Malgrim
Hobgoblin Kineticist. Excellent ranged with switch hitting capabilities, Kineticist utility.
V c
Seif
Samsaran Oracle. Divine casting with an amazing pet that is PC level front line worthy.

Amaimon
Azer Occultist. Full BaB melee with psychic spells and abilities

Marcus
Fetchling Bard/Paladin. Plenty of utility and party goodness.

Just speaking personally: With this lineup, we have a good amount of buffing. Less if the bard is swapped for a melee warrior. But we don’t have much in the way of debuffing the enemy.

A witch would be interesting in this (high level hexes to go with the spells). I could easily see someone getting caught up in this mess due to their patron.

A wizard who can do crowd control and help with map positioning would also be useful. That annd buffing should the bard become a swashbuckler. And at this level, a wizard’s research can certainly get them in over their head (such as stuck in the plane of fire without a clear way out).


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

I can do either as the group would prefer. I am more comfortable with classes that hit things but I am intrigued by the skill points and versatility of the bard.


Ventrue | Gen 7 | Blood 20/20
Marcus Nocturnus wrote:
...I am more comfortable with classes that hit things...

I hear that, friend! Let's do it together!


Wounds (22) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (7/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip) Lesser Extend Rod (1/3) Extend Rod (0/3)

VMC is allowed, so you can have your cake and eat it too.

Bardic Knowledge: At 3rd level, he gains the bardic knowledge class feature, treating his character level as his effective bard level.

Bardic Performance: At 7th level, he gains the ability to inspire courage and inspire competence as a bard of his character level – 4 for a number of rounds per day equal to his Charisma modifier + his character level.

Versatile Performance: At 11th level, he gains versatile performance in one Perform skill of his choice. He can retrain all his ranks in the two associated skills for free.

Virtuous Bravo isn’t a bad archetype for the concept, as it is a Paladin/Swashbuckler. Though, 2 skill points per level does hurt, so I get taking swashbuckler as the core class.


(AC 26/17/20; HP 113/113; Fort +10, Ref +14, Will +11; Init +9, Perception +0, CMD 16) Samsaran Oracle (Dual-Cursed) 12

At the end of the day, play what you want to play, not what you think the party needs, per se.


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

I have plenty of bruisers, I'll give the bard a try.


@Marcus Nocturnus
Since you are starting late in the game, your character would be introduced in a cursed citadel (Bayt al-Bazan) in the Noble District of the City of Brass on the Elemental Plane of Fire.. How did your character get trapped in the cursed.

Please cite the exact source of any bonuses. For example
Initiative +7 (Dex +5, 2 trait)
should be
Initiative +7 (Dex +5, Reactionary trait +2)

AC 29, touch 17, Flat Footed 22 (+5 Dex, +10 armor, +2 natural, +2 deflection)
should cite the sources of the bonuses, not just the type. Remember tha that the ring of the beastonly lasts for 10 minutes So I would not include it in your core stats.

HP 93 (71 class + 12 con + 10 fcb)
should include the rolls you made

Check out one of the other character sheets for an example. You could also look at this one though, frankly, you do not need to go as far as that. Marta has a lot of roll templates in the sheet so I can copy/paste attacks, and a lot of buffs she usually has active.

For languages, cite their source (i.e. race, int, linguistics).

Have you checked the weight on your character? How did you get to 40' movement?

Love how you took advantage of the background skill mechanics!


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

The cursed citadel, were there any high level Ifritt living there?

Added in more description. Hopefully it is enough. I dumped the ring, and retooled some stats, lost a Cha point for my trouble. Wasn't aware it had a 10min usage. Labeled languages. Movement bonus is from boots of striding, labeled that. I have a heavy load belt which gives me a light weight limit of 114 pounds. I also carry a handy haversack and a bag of holding so my weight is 52.5#s well within my light carry capacity. Labeled the belt. Let me know if I need to make further adjustments.


Ventrue | Gen 7 | Blood 20/20

Wizard... considering options. I'm thinking single class. Unless I come up with a really creative 1 level dip.

Universalist, Abjuration or Transmutation?

Opposition usually Necromancy & Enchantment.


Wounds (22) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (7/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip) Lesser Extend Rod (1/3) Extend Rod (0/3)

Just throwing it out there, but…void wizard

A wizard who specializes in the void element gains a number of school powers and one bonus spell slot of each level that the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the void elemental school’s spell list.

Unlike a normal arcane school, the void elemental school requires the wizard to select a single element (air, earth, fire, or water) as his opposition school.

Pretty easy to pick an element you don’t want. Fire would actually be hilarious given the setting. Truly make you trapped.

Void Awareness (Su)

Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five wizard levels you possess.

At 20th level, whenever you would be affected by a spell or spell-like ability that allows a saving throw, you can roll twice to save against the effect and take the better result.

Amazing ability. Currently +4 vs spells

Reveal Weakness (Su)

When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level (minimum –1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence bonus.

A solid Debuff with no save allowed.

Aura of Prescience (Su)

At 8th level, you can emit a 30-foot aura of void energy for a number of rounds per day equal to your wizard level. Allies within this aura gain a +2 insight bonus on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive.

Stacks with bard song.


Marcus Nocturnus wrote:
The cursed citadel, were there any high level Ifritt living there?

YES!

Marcus Nocturnus wrote:
Added in more description. Hopefully it is enough.

That still does not explain how he ended up on the elemental plane of fire stuck in a no-escape cursed citadel. Am I missing something?

Amaimon Emberheart wrote:
Just throwing it out there, but…void wizard

Aura of Prescience is particularly nice.


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

I was workng details of character sheet. Pondering the how and why he got there. Will have a story tonight.


Ventrue | Gen 7 | Blood 20/20

I know I'm the only Wizard... is crafting >>> used on a bonded item (wizard class ability/feature) an exception to the 10% WLB limit (and the tossing into general loot)?

It's an item only usable by the Wizard.

Wizard Bonded Item & Crafting:
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat.

For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat).

If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand.

The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

----------------------------------

Also, can we craft funky stuff or only standard items in the PRD?

Hit Points, Wizard Levels 2-12: 11d6 ⇒ (3, 3, 5, 5, 4, 2, 6, 6, 4, 5, 2) = 45


Alessandro Khadaji wrote:
I know I'm the only Wizard... is crafting >>> used on a bonded item (wizard class ability/feature) an exception to the 10% WLB limit (and the tossing into general loot)?

Even without the crafting feat, a wizard gets his or her bonded item at crafting cost. So it is outside the 10% rule. In fact you must spend your 10% crafting allotment on items other than the bonded item.

Alessandro Khadaji wrote:
Also, can we craft funky stuff or only standard items in the PRD?

I like ingenuity and creativity. I see no reason you cannot propose a unique item/ability.

Alessandro Khadaji wrote:
Hit Points, Wizard Levels 2-12: 11d6 ⇒ (3, 3, 5, 5, 4, 2, 6, 6, 4, 5, 2) = 45

As pointed out earlier, all 1,2,3 rolls are rounded up to 4. Also, it would be helpful to include a link to the character creation rolls in your character sheet.


Ventrue | Gen 7 | Blood 20/20

Thanks, Boss.

Confirming 108,000 gp. Or asking what the number is.

Working the character out in HeroLab (easier for me), once complete or nearly will reformat per requirements.

Void Wizard is from the Dragon Kingdoms, so since I wanted a kusari-gama (kusarigama) figured from Minkai. I guess the weapon could be Chinese and not Japanese analogous.

I'm thinking some event happened that sent her on a planar road trip to hunt down a bad actor.

Somehow will fit...

Exotic Weapon Proficiency
Weapon Finesse
Combat Expertise
Improved Trip
Spell Penetration
Greater Spell Penetration
Toppling Spell
Skill Focus (Spellcraft)
Skill Focus (Know - Planes)
Toughness (?)

And yes, I took Fire as the forbidden element. LOL.

Guessing the bag actor was fire related. Possibly used fire to hurt/kill/destroy and so she couldn't bring herself to use it. Doesn't want to become the monster she is hunting.

Any pointers on AC so she doesn't die, would be great.


Alessandro Khadaji wrote:

Thanks, Boss.

Confirming 108,000 gp. Or asking what the number is.

This is the Wealth By Level Chart so at 12th level that is what you have to spend.

Ifriti are capricious beings and, besides, the City of Brass has plenty of uses for 12th level characters. So, yea, have fun with the story.

Some background to this AP includes a foolish efreeti who plotted against the grand vizier, who in turn cursed the citadel. More information is available if you choose this plot link including a force of Marids caught up in it.


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

So, Marcus is a rather accomplished bard combining song, high chant (oratory), and dance to bring stories alive. It was one of the riveting concerts for which he was hired and invited by a Pasha of Katapesh. The Pasha had very exotic tastes and actually had an ifrit emissary there to talk trade. After seeing Marcus' performance the ifrit emissary decided the bard would make an excellent presentation to his master and would easily seal the trade deal for the pasha. Together they plotted against Marcus, poisoned his food with a powerful sleeping drought and when he was unconscious the emissary took the bard and all of his belongings back to the City of Brass. He was correct, the ifrit did enjoy Marcus' performances. Up until the others from the prime plane showed up Marcus had no means to even assume he could get back to the prime material plane so he was making the best of it. Rather like a good song bird, you can't beat the thing and expect it to sing well, just so, the ifrit were treating Marcus rather well but would not let him leave.

I figure this gives a reason for being there, why he is not in a dungeon somewhere, and why he would be very interested in joining the party. Thoughts? Changes?


Ventrue | Gen 7 | Blood 20/20
miteke wrote:
Some background to this AP includes a foolish efreeti who plotted against the grand vizier, who in turn cursed the citadel. More information is available if you choose this plot link including a force of Marids caught up in it.

As l long as its not too forced. You know better than I.

Not looking to tangle things up, but looks like it kinda works with Marcus's idea, as well? Pasha/Grand Vizier...


Wounds (22) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (7/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip) Lesser Extend Rod (1/3) Extend Rod (0/3)
Marcus Nocturnus wrote:

So, Marcus is a rather accomplished bard combining song, high chant (oratory), and dance to bring stories alive. It was one of the riveting concerts for which he was hired and invited by a Pasha of Katapesh. The Pasha had very exotic tastes and actually had an ifrit emissary there to talk trade. After seeing Marcus' performance the ifrit emissary decided the bard would make an excellent presentation to his master and would easily seal the trade deal for the pasha. Together they plotted against Marcus, poisoned his food with a powerful sleeping drought and when he was unconscious the emissary took the bard and all of his belongings back to the City of Brass. He was correct, the ifrit did enjoy Marcus' performances. Up until the others from the prime plane showed up Marcus had no means to even assume he could get back to the prime material plane so he was making the best of it. Rather like a good song bird, you can't beat the thing and expect it to sing well, just so, the ifrit were treating Marcus rather well but would not let him leave.

I figure this gives a reason for being there, why he is not in a dungeon somewhere, and why he would be very interested in joining the party. Thoughts? Changes?

I like it. It’s a realistic reason for being stuck in the City of Brass, and it leans into how a lvl12 bard would be exactly the type of gift which would go over really well there. And if the Ifrit who is his master is one of the enemies that the party comes across? That would make a great scene.

It could also be a reason for Marcus and Amaimon being found together: both slaves joining together for freedom.

——-

Also a question to our GM for my backstory (see profile, which has had abit added to it explaining his class and VMC powers, as well as why an Azer would rebel): around lvl 14 or 15, if not too much trouble, I’d like to come across a weapon that Amaimon has forged in the past that contains the essence of a salamander. It would help explain him suddenly getting a power spike (lvl 14 he gets another implement and 15 he gets a salamander themed power). I currently have this written as a spear…but if it would make sense to change it to any other item I’d gladly change it.


Wounds (22) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (7/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip) Lesser Extend Rod (1/3) Extend Rod (0/3)
Alessandro Khadaji wrote:

Thanks, Boss.

Confirming 108,000 gp. Or asking what the number is.

Working the character out in HeroLab (easier for me), once complete or nearly will reformat per requirements.

Void Wizard is from the Dragon Kingdoms, so since I wanted a kusari-gama (kusarigama) figured from Minkai. I guess the weapon could be Chinese and not Japanese analogous.

I'm thinking some event happened that sent her on a planar road trip to hunt down a bad actor.

Somehow will fit...

Exotic Weapon Proficiency
Weapon Finesse
Combat Expertise
Improved Trip
Spell Penetration
Greater Spell Penetration
Toppling Spell
Skill Focus (Spellcraft)
Skill Focus (Know - Planes)
Toughness (?)

And yes, I took Fire as the forbidden element. LOL.

Guessing the bag actor was fire related. Possibly used fire to hurt/kill/destroy and so she couldn't bring herself to use it. Doesn't want to become the monster she is hunting.

Any pointers on AC so she doesn't die, would be great.

Chinese themed wizard? Very cool. I’m actually in China right now, touring around. Lots of daoist temples made me think pathfinder wizard. It fits well. Also I look forward to seeing how you tie in your hunt, fire as a forbidden school and the setting. All in all it sounds like a lot of fun.

As for the 10 feats wanted:

* Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
* Skill Focus Spellcraft and Planes
* Most APs end at 16 or 17, so you’ll get the full benefit

Feats at lvls 1, 3, 5, 7, 9, 11 (6 feats)
Wizard bonus feats 5, 10 (2 feats)

Exactly 10 feats

For AC, wizards rarely have good AC. Best bet I could see? Mage Armor is +4 AC. If you wanted to spend, +5 silken ceremonial armor is +6. Also +5 Mithril Buckler is +6 with 0 spell failure.

Assuming +3 amulet and ring and Dex18….
AC: 10 + 6 + 6 + 3 + 3 + 4 = 32

32 AC for a wizard is quite nice. If gold becomes strapped could trade exotic weapon proficiency for craft wondrous items.

And if a martial weapon can cut it, you can save a feat with the trait Heirloom Weapon: You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family. Benefit: When you select this trait, choose one of the following benefits: proficiency with that specific weapon


Ventrue | Gen 7 | Blood 20/20

Thank you all!

Question: As I may be the only one not familiar with the AP... is the game dependent on us not being able to "plane travel" or should a wizard (I) try to acquire the ability to Plane Shift?

As an Arcane Discovery, a wizard can take Improved Plane Shift which makes Plane Shift a 5th level spell for them (instead of 7th).

Given the backstory, could make sense... thoughts?


Marcus Nocturnus wrote:

So, Marcus is a rather accomplished bard combining song, high chant (oratory), and dance to bring stories alive. It was one of the riveting concerts for which he was hired and invited by a Pasha of Katapesh. The Pasha had very exotic tastes and actually had an ifrit emissary there to talk trade. After seeing Marcus' performance the ifrit emissary decided the bard would make an excellent presentation to his master and would easily seal the trade deal for the pasha. Together they plotted against Marcus, poisoned his food with a powerful sleeping drought and when he was unconscious the emissary took the bard and all of his belongings back to the City of Brass. He was correct, the ifrit did enjoy Marcus' performances. Up until the others from the prime plane showed up Marcus had no means to even assume he could get back to the prime material plane so he was making the best of it. Rather like a good song bird, you can't beat the thing and expect it to sing well, just so, the ifrit were treating Marcus rather well but would not let him leave.

I figure this gives a reason for being there, why he is not in a dungeon somewhere, and why he would be very interested in joining the party. Thoughts? Changes?

That means the bard has been there for a VERY long time (centuries). The curse would not allow him to age or die due to natural causes or leave, and his 'patron' would have mysteriously died shortly before the curse occurred.

All hell broke loose in the citadel as factions formed and sections of the citadel were claimed. If you wish we could have your character be trapped in an isolated corner room serving a group of 3 mad efreeti who insist that you play inspirational religious music as they perpetually worship. If this is the case your character is probably partially insane from boredom.


Alessandro Khadaji wrote:

Thank you all!

Question: As I may be the only one not familiar with the AP... is the game dependent on us not being able to "plane travel" or should a wizard (I) try to acquire the ability to Plane Shift?

As an Arcane Discovery, a wizard can take Improved Plane Shift which makes Plane Shift a 5th level spell for them (instead of 7th).

Given the backstory, could make sense... thoughts?

Plane shift will not help you in this book but could be a help in the final book.


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

The whole city is not cursed, correct? So he could have somewhat recently (6 months to a year) been kidnapped and perhaps in a fruitless effort to escape he slipped into the cursed palace to avoid pursuit and to seek a way back to his home plane. Thoughts?


The city is tourist attraction for those with the ability to visit the plane of fire, so you could come up with a number of reasons for being there. They even have Marid visitors. You could have been awarded a free trip to the city as payment or you could go with that whole kidnapping thing. Also, the Citadel is a known death trap so anyone who wanted to get rid of you and thought you might be tempted to go knock on the door could use that fact. We could start your intro scene immediately if that is the case.The city is tourist attraction for those with the ability to visit the plane of fire, so you could come up with a number of reasons for being there. They even have Marid visitors. You could have been awarded a free trip to the city as payment or you could go with that whole kidnapping thing. Also, the Citadel is a known death trap so anyone who wanted to get rid of you and thought you might be tempted to go knock on the door could use that fact. We could start your intro scene immediately if that is the case.

Potion Cure Light wounds x50 2500???
You must miss the 50 charge wands!

+1 Mithral Rapier 3# 3500
A mithral rapier costs an additional 1000 (500 per pound) plus the cost of the rapier (20), so I get 3020 gp, not 3500. Not sure why you thought it weighed 3 pounds and did not add in the weapon cost, but I think I just saved you a few hundred gold. Wana buy more potions of CLW?

Str 11 Dex 20 Con 12 Int 14 Wis 10 Cha 19* (15+4 belt of dexterity)
You meant Headband of Alluring Charisma.

In the stat building section
Total Str 11 Dex 20 Con 12 Int 14 Wis 10 Cha 16
should be
Total Str 11 Dex 20 Con 12 Int 14 Wis 10 Cha 15
But in the end you got the final totals right.

In spells
1st Level (5+2)
should be
1st Level (5+1)
and the line
5. Unseen servant, cure light wounds
needs to be split

Higher level spells are off too. At 10th level you get 6/5,5,4,2 spells base, plus your cha bonus spell.

Regarding background skills...
Performance is not a background skill for a bard, particularly since they have Versatile Performance. I added a note to the house rules for that.

Instead of
Know (Engineering)* 22 (1 rank, 3 class, 2 Int, 11 level bonus, 5 class)
cite the ability and say
Know (Engineering)* 22 (1 rank, 3 class, 2 Int, 11 level bonus, 5 bardic knowledge: 1/2 bard level)


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

I like the kidnap story and as he was trying to get away and the citadel has rep of being a death trap it would give him sufficient reason to believe his pursuers would not follow him there so he could head that direction. Whether he meets team before he gets in or after he gets in is a matter of where the story is at the moment.


@Marcus Nocturnus
Please update your background as it does not mention the kidnapping, or by who, but what you have is enough to at least introduce him. Check the most recent post by me in gameplay.

@Alessandro Khadaji
Your character sheet looks more like a VTES submission. Please update and determine the plot hook I will use to introduce you.

@Amaimon Emberheart
So you have been stuck in the Citadel for centuries and basically want a way out? As a smith, I think I know the perfect way to place you on their floor.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (9179/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

I am back from my trip. Its good to see we are about ready to start rolling again.


Ventrue | Gen 7 | Blood 20/20

It is a Vampire Dark Ages character... my build is still in HeroLab.

Lotta choices when building a wizard.

Can my character catch up at some point? I should be done in a day or two, but don't want to hold you up further.


Sure. Thanks for letting us know you are tied up.

@Amaimon Emberheart
I take it you have been stuck in the Citadel for centuries working as a smith? I can get you moving too if that is the case; otherwise, please clarify.


Wounds (22) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (7/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip) Lesser Extend Rod (1/3) Extend Rod (0/3)

That’s correct. The most Azer thing to possibly be. And ready to jump in whenever.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (9179/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

Are Sief and I waiting for them to run into us?


Ventrue | Gen 7 | Blood 20/20

Looks like I've got 4 spells known per level... 2-6, so.

Not to metagame, but are there specific shenanigans anyone likes? Enlarge, Reduce, etc...


Ventrue | Gen 7 | Blood 20/20

Am I OK purchasing a few spells for Ink Cost? Level 1 10gp, Level 2 40gp, formula is Spell Level^2 (squared) x 10gp.

Guessing they would have "found" some spells during their career, in addition to the base # they get per leveling?


Malgrim Gryh wrote:
Are Sief and I waiting for them to run into us?

That was the plan, but if you would prefer to take these guys on by yourself, that would be fine. Gnasher will be out for the count for some reason not determined as of yet.

Alessandro Khadaji wrote:

Am I OK purchasing a few spells for Ink Cost? Level 1 10gp, Level 2 40gp, formula is Spell Level^2 (squared) x 10gp.

Guessing they would have "found" some spells during their career, in addition to the base # they get per leveling?

You would need the scribe scroll feat which would give you 10% of your WBL to be spent on crafting scrolls.


Ventrue | Gen 7 | Blood 20/20
miteke wrote:
Alessandro Khadaji wrote:

Am I OK purchasing a few spells for Ink Cost? Level 1 10gp, Level 2 40gp, formula is Spell Level^2 (squared) x 10gp.

Guessing they would have "found" some spells during their career, in addition to the base # they get per leveling?

You would need the scribe scroll feat which would give you 10% of your WBL to be spent on crafting scrolls.

I'm just asking for spells known in a spell book. Not scrolls to cast from.

Buying then simulated having found them in scrolls or looted spellbooks, during their career. Paying something is equivalent to cost on non-spellcasters' having gear.

I mean, I do have Scribe Scroll for scrolls.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (9179/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

I am fine with waiting for a bit while you get them to join in.


Alessandro Khadaji wrote:
miteke wrote:
Alessandro Khadaji wrote:

Am I OK purchasing a few spells for Ink Cost? Level 1 10gp, Level 2 40gp, formula is Spell Level^2 (squared) x 10gp.

Guessing they would have "found" some spells during their career, in addition to the base # they get per leveling?

You would need the scribe scroll feat which would give you 10% of your WBL to be spent on crafting scrolls.

I'm just asking for spells known in a spell book. Not scrolls to cast from.

Buying then simulated having found them in scrolls or looted spellbooks, during their career. Paying something is equivalent to cost on non-spellcasters' having gear.

I mean, I do have Scribe Scroll for scrolls.

That makes sense. Spellbook additions would have to cost more than inking price because you need to get a source first. Options:

  • Buy the scroll and use it. This is the most straight-forward what with our WBL rules.
  • Find an NPC and pay them.
  • Find the scroll/spellbook in game and 'buy' it at half price, then use it.

    In any case this would be a permanent expenditure that carries over from level to level unlike most consumables. Can't make loading up a spellbook too cheap :)


  • Ventrue | Gen 7 | Blood 20/20

    Down to picking a few remaining spells and some lesser magic items.

    Then the formatting.

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