GM Ventiine's Ruins of Azlant (Books 1-3)

Game Master Ventiine

Books 1 & 2 | Book 3 | NPCs | Combat Maps | Loot Sheet | Island Map

Location: Pillars of Long Shadow (A5)
Current day: Fireday (Fireday), 7 Erastus (July) 4717
4717 Calendar


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Male Teifling Welcome players! Roll20 Map

Seen that pesky ratfolk a lot yesterday afternoon.


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10
Dorian 'Grey' wrote:
Seen that pesky ratfolk a lot yesterday afternoon.

Same sadly.


I am going to update tomorrow at lunch. Sorry for delay


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
GM Ventiine wrote:
I am going to update tomorrow at lunch. Sorry for delay

It happens when it happens. But I might steal your lunch to hurry things along... ;)


1 person marked this as a favorite.

I'll update late tonight. I hope everyone had a great Superbowl Sunday! :D I ate soooo many wings


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
GM Ventiine wrote:
I'll update late tonight. I hope everyone had a great Superbowl Sunday! :D I ate soooo many wings

Was it so many your tummy flew away???


Story update this evening. I don't want to retcon so roll skills if you're going to, hehe


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

My health is very bad at the moment I'm afraid. Please bot me if I'm taking too long to post. Hopefully the new medication will settle things down.


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List
Crispin Xantrian wrote:
My health is very bad at the moment I'm afraid. Please bot me if I'm taking too long to post. Hopefully the new medication will settle things down.

Here's hoping you get well soon.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
Crispin Xantrian wrote:
My health is very bad at the moment I'm afraid. Please bot me if I'm taking too long to post. Hopefully the new medication will settle things down.

Just worry about getting better and getting plenty of rest.


I'm sorry you're sick! I hope you have a smooth and speedy recovery

I'm going to nudge us forward tonight or tomorrow morning


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

Back home and on medication which seems to be calming things down. Should be back in a couple of days.

Thanks for your patience.


1 person marked this as a favorite.
Male CN Elf UnRogue 8 Initiative +10 Hp 51/59 AC 22 (T17) Fort+5 Ref+14 Will+5(+2 enchantment/illusion) Senses Perception +13(+4 Traps), Trap Spotter, LLV, DV 120' Active: Shades of Gray (Ex), EE, WP, ER

Glad you are feeling better, Crispin.

@GM just as a reminder

Trap Spotter (Ex) :
(Pathfinder Unchained pg. 22): Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
Crispin Xantrian wrote:

Back home and on medication which seems to be calming things down. Should be back in a couple of days.

Thanks for your patience.

Don't forget the chicken noodle soup!


I hope everyone had a great weekend!


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

@GM: Talath cast Fly on Crispin, not himself.


Thanks for the heads-up on the errors. I'll try to fix everything y'all pointed out in the next post!

I think Alchemist's Fire burns out when there is nothing left to burn?


Male CN Elf UnRogue 8 Initiative +10 Hp 51/59 AC 22 (T17) Fort+5 Ref+14 Will+5(+2 enchantment/illusion) Senses Perception +13(+4 Traps), Trap Spotter, LLV, DV 120' Active: Shades of Gray (Ex), EE, WP, ER

Alchemist's fire
Source Alchemy Manual pg. 30, Ultimate Equipment pg. 107, PRPG Core Rulebook pg. 158
Price 20 gp; Weight 1 lb.
Category Alchemical Weapons
Description
Alchemist’s fire is a mix of several volatile liquids that ignite when exposed to air. You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire. Crafting this item is a DC 20 Craft (alchemy) check.
Alchemical Recipe
Recipe (12 magnesium + 22 spirit of wine)/congelation; Craft 20
Time 10 minutes; Tools alchemist's lab; Type alchemical weapon


Is a "direct" hit the specific square in lands in? If so, I believe only the building's square and Asher would be on fire

I'm the only librarian in the building today so I'll have to post tonight


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
GM Ventiine wrote:

Is a "direct" hit the specific square in lands in? If so, I believe only the building's square and Asher would be on fire

I'm the only librarian in the building today so I'll have to post tonight

It depends on what the target is. If the target is the square, yes. If the target is someone in the square (Asher), then no. Here's the section from Archives of Nethys on splash weapons:

[Splash Weapons

This is from the first paragraph:
"A hit deals direct hit damage to the target and splash damage to all creatures within 5 feet of the target."

And this is from the second paragraph:
"You can instead target a specific grid intersection. Treat this as a ranged attack against AC 5. However, if you target a grid intersection, creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to any creature. You can’t target a grid intersection occupied by a creature, such as a Large or larger creature; in this case, you’re aiming at the creature."

P.S.: I'm the one who moved the books around in the library. 8)


Sorry guys but I'm really tired I'll post tomorrow


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

Turns out I was overly optimistic about adjusting to a new regime of medication. It's taken me a week to get it sorted in a way that doesn't leave me a zombie.

I've spent most of last week napping and lacking any energy to do anything.

Happily I'm feeling better and regaining my energy after working out what pills to take with each other, and when to take them. I'll start posting again tomorrow. I have a few things to catch up on.

Thanks for your patience.


No worries Crispin. Honestly just happy you're feeling better! I think a lot of us (me included) underestimate how healing sleep can be, haha

My supervisor is taking a hiatus from work so it's been bonkers at work with only me and the branch manager as the only librarians. I'm going to try my best to keep a regular daily post


I'm pretty sick with an upper respiratory cold. I've had it since Tuesday. Hopefully, I'll be back at posting later this weekend.


Male Teifling Welcome players! Roll20 Map

Please take care of yourself. Health first!


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List

Hope you're feeling better ASAP.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
GM Ventiine wrote:
I'm pretty sick with an upper respiratory cold. I've had it since Tuesday. Hopefully, I'll be back at posting later this weekend.

Ack! Get plenty of rest and eat some chicken noodle soup. :)


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

Hope you feel better soon.


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

Take your time and get better.


I'll try to update tomorrow


I'll try to update tomorrow or early in the morning


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

Sorry, I've been back at the Hospital having a number of tests and it's knocked all the energy out of me.

Please bot me if needed.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
Crispin Xantrian wrote:

Sorry, I've been back at the Hospital having a number of tests and it's knocked all the energy out of me.

Please bot me if needed.

Yikes, sorry to hear that. :( I hope they can find out what's wrong and get it treated.

Not sure when you'll see this but the combat scene is a bit jumbled. Unless Crispin wants to use a Glitterdust on someone he might be better off getting out of the inferno.


I've been AWOL from work so you take all the time you need, Crispin!


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
GM Ventiine wrote:
I've been AWOL from work so you take all the time you need, Crispin!

Were you a slacker???


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

Ok, that's the 3ed ring of protection +2 we have found, and Mauro would like it; he had approximately 2900 gp left after purchases, and with the split from the Carver loot drop, I should be able to afford it...


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

I have updated the loot sheet with the Carver loot drop. There are also a bunch of longswords lying around from deceased faceless stalkers that I haven't added...

I have reserved the bottles of messages as party loot - we need to figure out if those have messages in them. If they do, we want to listen, if not, we can sell them...


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

Some purchase decisions might change depending on if the scrolls of True Seeing are available since they're 950 GP a piece.


Male CN Elf UnRogue 8 Initiative +10 Hp 51/59 AC 22 (T17) Fort+5 Ref+14 Will+5(+2 enchantment/illusion) Senses Perception +13(+4 Traps), Trap Spotter, LLV, DV 120' Active: Shades of Gray (Ex), EE, WP, ER

Cirok will not take anything until we start next Book.


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

Are we level 7 now?


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
Asher 'Cinnis' Regillenus wrote:
Are we level 7 now?

Yes the GM said the PCs reach 7th level at the end of Book 2.


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)
Talath Na'El wrote:
Asher 'Cinnis' Regillenus wrote:
Are we level 7 now?

Yes the GM said the PCs reach 7th level at the end of Book 2.

Perfect. Huntress just got a LOT tougher.


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25
Mauro Ocela wrote:

Available Cash = 1362.9 gp (previous cash) + 24,427.03 (my current split as calculated) = 25789.93

Planned Purchases:
Upgrade Shield to +1, +1000gp
+2 Headband of Vast Intelligence (Sense Motive), 4000 gp
Pearl of the Sirines 11475 gp (.75 price from the Locathah as it is a swimming item), will have to wait 10 days for delivery.
Belt of Physical Might +2 (Dex, Con) 10000 gp
Total: 26475

Planned Sales
Sell Cloak of the Manta Ray (to the ship), -3600 gp
Sell Longsword -8.5 gp
Sell Horsechopper -5 gp
Total: -3613.5

Remaining Cash: 2928.43 gp
(and I reserve the right to spend some more if I think of something).

Updating/Revising this with the new split and claiming the Ring of Protection +2 from Carver...

Available Cash = 1362.9 gp (previous cash) + 21640.23 (my current split as calculated) = 23003.13

Planned Purchases:
Upgrade Shield to +1, +1000gp
+2 Headband of Vast Intelligence (Sense Motive), 4000 gp
Pearl of the Sirines 11475 gp (.75 price from the Locathah as it is a swimming item), will have to wait 10 days for delivery.
Belt of Physical Might +2 (Dex, Con) 10000 gp
Total: 26475

Planned Sales
Sell Cloak of the Manta Ray (to the ship), -3600 gp
Sell Longsword -8.5 gp
Sell Horsechopper -5 gp
Total: -3613.5

Remaining Cash: 141.63 gp
(and I reserve the right to spend some more if I think of something).


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

It looks like you listed the 3rd Ring of Protection +2 at 4,000 instead of 8,000 like the other two.


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25
Talath Na'El wrote:

It looks like you listed the 3rd Ring of Protection +2 at 4,000 instead of 8,000 like the other two.

Fixed... (and edited my post above as well)


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

Mauro Level 7 update (including equipment)

Mechanics:

Mauro Ocella
N Male ½ Elf
Occultist 7 (Haunt Collector)
Init +3 = +3 Dex
Speed 30 ft
Low Light Vision, Darkvision ( 60 ft )
Defense
AC: 26 = 10+6 (armor) +1 Armor Enhancement +2 (shield) +1 Shield focus +1 shield enhancement +3 (dex) +2 Deflection (Ring)
HP 59=8 + 30 (6d8)+ 7*3 (con)
Fort +11 = +5 Occultist +3 Con+1 Trait+2 Resistance
Ref +7 = +2 Occultist +3 Dex+2 Resistance
Will +8 = +5 Occultist + 1 Wis+2 Resistance
CMD 25 = 10+7 Bab +5 Str +3 Dex

Offense
Melee: Longsword , Cestus , Ranseur
Ranged: Chakram , Sling, Underwater Heavy Crossbow
BAB : +7=+5+2 Trappings of the Warrior
CMB : +12 = +7 Bab +5 Str

Spells Known
L0 (DC 12, *) : Touch of Fatigue (Nec), Mending (Tra), Resistance (Abj), Message
L1 (DC 13, 5): Cause Fear (Nec), Enlarge Person (Tra), Shield (Abj), Lead Blades (Tra)
L2 (DC 14, 4): False Life (Nec), Resist Energy (Abj), Make Whole (Tra), Node of Blasting (Abj)
L3 (DC 15, 1): Animate Dead (Nec), Dispel Magic (Abj), Rags to Riches (Tra), Full Pouch (Tra)
Stats
Str 21 = 14 ( 5 pts) + 4 enhancement +2 racial +1 lvl 4
Dex 16 = 14 (5 pts) +2 enhancement
Con 16 = 14 (5 pts) +2 enhancement
Int 16 = 14 (5 pts) +2 enhancement
Wis 12 = 12 ( 2 points)
Cha 8 = 8 (-2 pts)
Feats : Skill Focus: Perception (adaptability),Extra Mental Focus (1st), Shield Focus (3ed), Shield Brace (5th), Combat Reflexes (7th)
Traits : Occult Bargain (drawback, -1 to concentration checks) (drawback), Armor Expert (Combat), Healthy (Campaign), Highlander (Regional)
Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (+16 = 7 rank +3 trained +1 wis +2 racial +3 Skill Focus)
Spellcraft (+13 = 7 ranks +3 trained +3 int)
Disable Device (+13 = 7 ranks +3 trained +3 dex)
Use Magic Device(+12 = 7 ranks +3 trained -1 cha +3 Magic Item Skill)
Stealth (+14 = 7 ranks +3 trained +3 Dex+1 trait)
K Arcana (+13 = 7 ranks +3 trained +3 int)

Sense Motive (Headband) (+11 = 7 rank +3 trained +1 wis)

Background Skills (2+2/lvl) (Ranks, skill roll)
K History (+13 = 7 ranks +3 trained +3 int)
Appraise (+7 = 1 ranks +3 trained +3 int)
Linguistics (+8 = 2 ranks +3 trained +3 int)
C Clockworks (+10 = 4 ranks +3 trained +3 int)
Occult Skill Unlocks (Appraise, Perception)
Languages : Common, Elven, Undercommon, Aklo, Azlanti (linguistics). Aquan (linguistics)
FCB: Occultist, +0.5 points of mental focus /lvl *7 =3.5 pts


Class Abilities:

Focus Powers (Su): At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.

Implements (Su): At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.
Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).
Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.

Mental Focus (Su): An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.
Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.
The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.
The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.
The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.
Magic Item Skill (Ex): At 2nd level, an occultist’s knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device checks equal to 1/2 his occultist level.

Object Reading (Su): At 2nd level, an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock (see page 196), but doesn’t require a skill check and can be used at will.

Possessed Possessions (Su): At 2nd level, and every 4 occultist levels thereafter, when the haunt collector chooses an implement school he doesn’t already know, instead of using implements as normal for that school, he can gain access to a haunted implement—a powerful, spirit-possessed item collected during his travels. When he selects a haunted implement, he forsakes the resonant power from the item’s implement group and instead selects a spirit from the medium’s list of spirits (Pathfinder RPG Occult Adventures 33), gaining that spirit’s seance boon in place of the resonant power. He can also call upon the implement’s haunting entity as a swift action to temporarily gain bonuses on all checks associated with the selected legendary spirit’s spirit bonus for 1 round. This spirit bonus is equal to 1/2 the amount of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels the haunt collector has. He can call upon this spirit bonus a number of times per day equal to the amount of mental focus invested in the implement, though invoking it doesn’t expend any mental focus. Once the spirit type is selected for an implement, it cannot be changed. This ability alters implements.
Shift Focus (Su): At 4th level, an occultist gains the ability to shift his mental focus from one implement to another, though some of the focus is lost along the way. Shifting mental focus removes a number of points of mental focus from one implement and adds the same number – 1 to another implement; this takes 1 minute of quiet contemplation while touching both implements. The occultist can shift his mental focus only from one implement to another implement; he can’t shift generic focus into an implement. Unlike expending focus normally, this shift can reduce the effect of a resonant power in the implement from which the mental focus was taken. It does not, however, add to the resonant power of the implement to which the focus is added.
Hauntist (Su): At 5th level, a haunt collector with at least one haunted implement gains the medium’s haunt channeler class feature (Occult Adventures 31), with an effective medium level equal to his occultist level – 2. This ability replaces aura sight.

Mental Focus : 15 (7 lvl + 3 int + 2 feat +3 FCB),
Necromancy Implement – Funeral Coin (5 Invested) – Necromantic Focus Haunted Implement (Champion Spirit), Mind Fear (1), Necromantic Servant (1), Soulbound Puppet (lvl 3)
Transmutation Implement – Weapon (cestus) (6 invested) - Physical Enhancement (Str), Legacy Weapons (1), Quickness (lvl 5), Mind Over Gravity (lvl 7)
Abjuration Implement - Shield (4 invested) – Warding Talisman, Mind Barrier (1)
Trappings of the Warrior Implement (10 invested from Transmutation and Abjuration) – Martial Skill, Combat Trick (3)


Racial Abilities:

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Blended View: Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of multitalented.

Equipment:

Magic: Potion of Touch of the Sea in a potion sponge, +1 Longsword (glows with light), +1 Mithril Breasplate, Handy Haversack, +1 Ranseur, Darkwood Heavy Wooden Shield +1, Pearl of the Sirines, +2 Headband of Vast Intelligence (Sense Motive), Belt of Physical Might +2 (Dex, Con) 10000 gp

Armor: MW Chain Shirt (100 gp)
Weapons (48 gp): Spiked Gauntlet (5gp), 4 Chakrams (4gp), sling (0 gp ), 20 bullets (1 gp), Do it all knife (Cold Iron Sawback Kunai ) (9 gp),

Gear (188.11 gp): Explorer’s outfit, back, bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Masterwork Thieves Tools (100 gp), psychometrist’s gloves (10 gp), Aura goggles (15 gp), Prismatic Crystal (30 gp), long weapon cord for horsechopper (1 sp) , underwater goggles (5 gp), Swim Fins (1 sp), Artifical Gills (50 gp)
141. gp


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

I'll post my new stats later tonight. In the meantime, Huntress is now a Boon Companion, so will be able to help much more in battle, especially against aberrations since she share's Asher's favored enemy bonuses.

I just need to add a scroll of water breathing to my kit for when we do venture underwater again, to have Talath cast on Huntress.


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

A question, I can't decide to keep taking Arcanist, or to take 1 level in a class that lets Crispin handle the wilds and exploration a little better?

Something like one level in Ranger or Rogue would work best if I do go that way.

Opinions?


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

I would not take any level that doesn't increase your casting.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
Crispin Xantrian wrote:

A question, I can't decide to keep taking Arcanist, or to take 1 level in a class that lets Crispin handle the wilds and exploration a little better?

Something like one level in Ranger or Rogue would work best if I do go that way.

Opinions?

Agreed with Mauro, you never want to impede your caster progression. Crispin would have another 1st, 2nd, and 3rd level spell known plus cast one more 3rd level (Haste, Displacement, Fireball, Invisibility, etc.) spell.

I'm waiting on what the GM says as far as access to scrolls, particularly True Seeing, before finalizing his gear. I'm trying to decide on his feat; Toughness, Iron Will, and Great Fortitude are the leading contenders.

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