Volcano's Land - Beyond the City of Light

Game Master Miner Cotren

Darkness surrounds the land where the peoples of Volcano, River, and Forest live under a Fallen Sky.

Current Battle Map


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Fluid, I also agree that you and Poly make a natural team (and I'd love for you to work on a shared background in Light together!)

I think K3D's idea of a portal-focused character could also be remarkably interesting. If I get a group of 3 or 4 that were all from Light, I might even run a second table for a while before uniting the groups (these are all preliminary thoughts!)


FluidSynchronicity wrote:
Miner Cotren wrote:

Fluid - I'll need to update you - Silver Bringer turned out to be a hidden aspect of Moon within the Temple, and when Moon started attacking the capital city of Hearth, part of those machinations were that ALL the Silver Golems turned against their masters.

I won't say it is flat out impossible, but you would almost need to be a believer in what Silver Bringer USED TO be, rather than the trickster/traitor It is.

What items/feats of crafting were you planning on? I'm open, but details are appreciated.

Oo, that actually could work for the reason that I was thinking to go to the home of the Great Forest.

My thought for that was that I would have come from Light shortly before Moon appear to bring a caravan of armor weapons and supplies to Forge. Moons appearance right after I left and the effect he has on Sylphs led to even more distrust than normal against me. I looked for any opertunity to prove my goodwill against Moon. After he was wounded I heard a call from either the old version of the Silver-Bringer or possibly The Cauldron Lady showing me that I could take vengeance against the pretender Moon as well as prove my resistance to him by aiding those in the home plane of the Great Forest which led me there.

Would that work?

In terms of Item Creation Feats I'm going to have at least Craft Magic Arms and Armor as well as probably Craft Wondrous Item and if it fits possibly Craft Construct though that one is hard from set.

Also if there still is the possibility of taking 2 more (not sure if Natloz counted or not) both Poly and I being crafting Sylph coming from Light to Forge gives a pretty strong connection, we could definitely build that if its possible for both to be accepted and Poly wants to!

I like the overall idea you have for your background. I think you can iron out details with Poly -- I think it's easier to work collaboratively from the beginning, so I'm fine with you two knowing each other.

I'm also fine with the crafting feats --- just like with Poly dedicating a fair number of feats to be an excellent healer, I'm fine with you dedicating your focus toward crafting magic items. I think it's an interesting take on a worshipper of Silver Bringer, who certainly has a strong connection to alchemy and the arcane (which I would also associate with the crafting of magic items)


I think I'm caught up on inquiries for now -- please let me know if I missed anything :)


zephyr amir, since I'm allowing a fair amount of craziness with the other potential PCs here, I wanted to reconsider your previous suggestion.

Druids bug me a bit because there are so many moving pieces. How about a compromise?

Modifying the "Sky Druid" archetype:

--->Let's make your animal companion awesome (like a hunter's)
---->Let's making your flying wild shape awesome (like a shifter?)

And let's lose spellcasting, just to simplify things. I think you would also gain some lightning-themed druid spells 1/day as you level, just not full spellcasting.

Thoughts?


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Miner Cotren wrote:

zephyr amir, since I'm allowing a fair amount of craziness with the other potential PCs here, I wanted to reconsider your previous suggestion.

Druids bug me a bit because there are so many moving pieces. How about a compromise?

Modifying the "Sky Druid" archetype:

--->Let's make your animal companion awesome (like a hunter's)
---->Let's making your flying wild shape awesome (like a shifter?)

And let's lose spellcasting, just to simplify things. I think you would also gain some lightning-themed druid spells 1/day as you level, just not full spellcasting.

Thoughts?

This is some serious goodness. Let's call a thing a thing, Zeph wants a 2X Fly Speed (LVL13). He will pay the feat progression for Wings of Air, AND we could also just trade the spellcasting for the additional 6 hours he would need to always be Wild Shaped (and we could count up the levels lost and replace those with additional Breeze-Kissed & Wind Blast usage). If he can have the Small Elemental as his familiar, he's basically perfect ...

Zephyr:

Zephyr amir
Sylph druid (sky druid) 9 (Pathfinder RPG Advanced Race Guide 158, Pathfinder RPG Bestiary 2 258)
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 57 (9d8+9)
Fort +6, Ref +4, Will +13; +4 vs. [air] or [electricity] spells or effects that control or modify the weather, +4 vs. [air] or [electricity] spells, or electricity damage
Resist electricity 10
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Offense
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Speed 50 ft., fly 50 ft. (good)
Special Attacks wild shape 2/day
Druid (Sky Druid) Spells Prepared (CL 9th; concentration +14)
. . D Domain spell; Domain Air (Wind domain[APG] subdomain)
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Statistics
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Str 8, Dex 12, Con 11, Int 12, Wis 20, Cha 12
Base Atk +6; CMB +5; CMD 16
Feats Airy Step[ARG], Familiar Bond, Fleet, Fleet, Fleet, Improved Familiar, Iron Will, Wings Of Air[ARG]
Traits natural flier, wind-carried voices
Skills Acrobatics +1 (+9 to jump, +2 while flying), Fly +6, Sense Motive +5 (+6 to discern lies), Survival +7
Languages Auran, Common, Druidic, Sylvan
SQ breeze-kissed[ARG], nature bond (Wind domain[APG]), nature sense, resist storm, sky's embrace, skymaster, soaring form, weather savvy[ARG], wild empathy +10, wind blast
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Special Abilities
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Airy Step +2 bonus vs. effects with air or electricity descriptor. Ignore first 30 feet of any fall.
Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Darkvision (60 feet) You can see in the dark (black and white only).
Druid (Sky Druid) Domain (Wind)
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Fly (50 feet, Good) You can fly!
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Resist Storm (Ex) +4 save vs. air or electricity effects, and effects that modify the weather.
Sky's Embrace (Su) You do not take falling damage, and may use your Fly skill for jump checks.
Skymaster (9 minutes/day) (Su) You can use the fly spell on yourself for a number of minutes equal to your druid level.
Soaring Form (Ex) You are no longer affected by altitude sickness or natural or magical wind.
Weather Savvy You can predict the weather for the next 24 hours.
Wild Empathy +10 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (9 hours, 2/day) (Su) Shapeshift into a different creature one or more times per day.
Wind Blast (8/day) (Su) Create a blast of air that can bull rush targets.
Wings of Air +4 bonus vs. effects with air or elctricity descriptor.

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FURY CR –
Small air elemental (Pathfinder RPG Bestiary 120)
N Small outsider (air, elemental, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 22, touch 14, flat-footed 19 (+3 Dex, +8 natural, +1 size)
hp 28 (2d10+2)
Fort +7, Ref +6, Will +6
Defensive Abilities air mastery, improved evasion; Immune elemental traits
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Offense
--------------------
Speed fly 100 ft. (perfect)
Melee slam +10 (1d4+1)
Special Attacks deliver touch spells, whirlwind (10-20 ft. high, 1d4+1 damage, DC 15)
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Statistics
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Str 12, Dex 17, Con 12, Int 10, Wis 11, Cha 11
Base Atk +6; CMB +6; CMD 19
Feats Flyby Attack, Improved Initiative, Weapon Finesse
[b]Skills
Acrobatics +8, Escape Artist +7, Fly +18, Knowledge (planes) +4, Perception +5, Sense Motive +5, Stealth +12
Languages Auran; speak with animal (same kind only), speak with master
SQ empathic link
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Special Abilities
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Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against this creature.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells (Su) Deliever master's touch spells.
Elemental Traits Elementals have many immunities.
Empathic Link (Su) You have an empathic link with your master.
Fly (100 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Whirlwind (10-20 ft. high, 1d4+1 damage, DC 15) (Su) Become a whirlwind which damages foe in same square and may trap them within (Ref part).

Obviously, he would only use Elemental Wild Shape to become an Air Elemental.


and tbh, druids without focus bug me too


Thank you for the answers! I appreciate the yes-and nature of this recruitment!

There is a special material that was introduced in Adventurer's Armory 2 called Sunsilver.

Sunsilver wrote:

An advanced form of alchemical silver, sunsilver is the pride of the Padishah Empire’s war smiths. A weapon made of sunsilver counts as alchemical silver for all purposes. Items not primarily made of metal are not meaningfully affected by being partially made of sunsilver. (For example, a scimitar or breastplate can be made of sunsilver, while a quarterstaff or hide armor cannot.) In addition, items made of sunsilver are immune to rust effects (such as rusting grasp). While in an area of bright light, a shield or suit of armor made of sunsilver shines brightly, allowing the wearer to reflect light at nearby foes as a move action. When she does so, creatures adjacent to the wearer must succeed at a DC 12 Fortitude save or be dazzled for 1 round.

Armor and weapons made of sunsilver are always masterwork. To determine the price of a sunsilver item, add 25 gp per pound to the price of a masterwork version of that item. Sunsilver has 10 hit points per inch of thickness and hardness 8.

Obviously the Golarion-focused lore elements are subject to overhaul, and the abilities could also be changed, but I just wanted to offer an initial precedented option. (It's also very silly to mention that silver doesn't rust since it isn't ferrous, but eh.) This could have been a material (or process) that he was working on due to a potential flaw in the silver golems that Light was sending to the warfront, something unrelated to the eventual corruption.

(Maybe there was something going on with tarnishing, or a weakness discovered while they were in the heat of battle. Silver has a melting point of 1,763°F/961.8°C, so it's probably not at major risk of melting outside of insanely extreme heat. It's highly malleable, ductile, resistant to oxidation and other chemical reactions, and has the highest electrical and thermal conductivity of all known metals. So in a world of elements, it is a dang safe bet. That's probably a big part of why you chose it.)

---

I have another question! This time about the "Important" Spells by Effect. You note that the Message, Air Bubble, Commune with Birds, and Whispering Wind as sometimes being an inborn talent in sylphs. Is this a racial trait, spell-like abilities that may be gained, or are they added to the alchemist formulae list as things that can be learned?

---

To assist with the native electricity druid spells, here's a short list:

There are plenty of other lightning- and electricity-themed spells on other spell lists (e.g., chain lightning, lightning arc, lightning bolt, ride the lightning, shocking grasp, etc.), but these are native to druid spellcasting.

Huzzah for sylph goodness!

---

I'll work with Fluid and Zephyr on some potential backstory linkages as well! Fluid and I could have worked together on the armor, working hard to build trust despite their divergent backgrounds and beliefs. If Zephyr is from Light, he might not be an intellectual with the Int of 12. Doesn't seem like too much of an athlete either with the highest physical stat at 12. What is Zephyr's story?


polyfrequencies wrote:

Thank you for the answers! I appreciate the yes-and nature of this recruitment!

There is a special material that was introduced in Adventurer's Armory 2 called Sunsilver.

Sunsilver wrote:

An advanced form of alchemical silver, sunsilver is the pride of the Padishah Empire’s war smiths. A weapon made of sunsilver counts as alchemical silver for all purposes. Items not primarily made of metal are not meaningfully affected by being partially made of sunsilver. (For example, a scimitar or breastplate can be made of sunsilver, while a quarterstaff or hide armor cannot.) In addition, items made of sunsilver are immune to rust effects (such as rusting grasp). While in an area of bright light, a shield or suit of armor made of sunsilver shines brightly, allowing the wearer to reflect light at nearby foes as a move action. When she does so, creatures adjacent to the wearer must succeed at a DC 12 Fortitude save or be dazzled for 1 round.

Armor and weapons made of sunsilver are always masterwork. To determine the price of a sunsilver item, add 25 gp per pound to the price of a masterwork version of that item. Sunsilver has 10 hit points per inch of thickness and hardness 8.

Huzzah for sylph goodness!

---

I'll work with Fluid and Zephyr on some potential backstory linkages as well! Fluid and I could have worked together on the armor, working hard to build trust despite their divergent backgrounds and beliefs. If Zephyr is from Light, he might not be an intellectual with the Int of 12. Doesn't seem like too much of an athlete either with the highest physical stat at 12. What is Zephyr's story?[/ooc]...

Zephyr's story could best be titled, The Passion of the Sky and while it's unlikely to be produced by Mel Gibson, it's a good story.

Zeph doesn't believe Fallen Sky is dead.

He believes the god of sylphs is disappointed, and withdrew himself until such a time as his children come through their identity crisis and own their power.
The power to connect everything.

Sky is the only element that can touch everything else. Sky sits above each element, and where the other 3 all consume each other, sky does not.
Zephyr is passionate, and while maybe not a zealot per se, he sees the ability of his people to be above everything, and understands that Fallen Sky might be ashamed of their laziness. Zephyr worked HARD to kindle his SkySoul and maintain a constant connection to the Plane of Air. He knows that if all of his people did the same, Fallen Sky would return to them, proud that they had freed themselves to once again soar above the Island.

Zephyr profoundly believes the answer is joy. Even with the backdrop of war looming over everything, he knows that those who fly will always be free. He hopes he can remind as many of his people as possible to reach for the Sky.


polyfrequencies wrote:

Thank you for the answers! I appreciate the yes-and nature of this recruitment!

There is a special material that was introduced in Adventurer's Armory 2 called Sunsilver.

Sunsilver wrote:

An advanced form of alchemical silver, sunsilver is the pride of the Padishah Empire’s war smiths. A weapon made of sunsilver counts as alchemical silver for all purposes. Items not primarily made of metal are not meaningfully affected by being partially made of sunsilver. (For example, a scimitar or breastplate can be made of sunsilver, while a quarterstaff or hide armor cannot.) In addition, items made of sunsilver are immune to rust effects (such as rusting grasp). While in an area of bright light, a shield or suit of armor made of sunsilver shines brightly, allowing the wearer to reflect light at nearby foes as a move action. When she does so, creatures adjacent to the wearer must succeed at a DC 12 Fortitude save or be dazzled for 1 round.

Armor and weapons made of sunsilver are always masterwork. To determine the price of a sunsilver item, add 25 gp per pound to the price of a masterwork version of that item. Sunsilver has 10 hit points per inch of thickness and hardness 8.

Obviously the Golarion-focused lore elements are subject to overhaul, and the abilities could also be changed, but I just wanted to offer an initial precedented option. (It's also very silly to mention that silver doesn't rust since it isn't ferrous, but eh.) This could have been a material (or process) that he was working on due to a potential flaw in the silver golems that Light was sending to the warfront, something unrelated to the eventual corruption.

(Maybe there was something going on with tarnishing, or a weakness discovered while they were in the heat of battle. Silver has a melting point of 1,763°F/961.8°C, so it's probably not at major risk of melting outside of insanely extreme...

He's also about to go on a diet ...

"Doesn't seem like too much of an athlete either"

"Hi, my name is Zephyr. How many gold pieces will it cost me to have my mouth wired shut so that I don't eat anymore and no one (else) will call me fat!?"


I love all of this so far Zephyr, including with the air elemental companion!!

I still honestly need to read into details of everyone's characters/concepts (probably over April 8th weekend), but it seems like we all on the same page in terms of finding creative niches within the system that will tell an interesting story together. I'm also blown away and happy with how much of the source material y'all are engaging with. This is fun!


Albert blinks. "Are you sure you want your mouth sewn shut? I'm told there's a spell for that discussed in esoteric arcana, but I've never known anyone to be able to cast it. A magus might be able to figure it out, though. Anyway, I have needle and threat, but...oh, you thought I was calling you fat? I clearly need to work on my bedside manner. No, no, no, I merely meant that I haven't seen you playing Caith or anything like that. You could, of course."

Then he remembers all those times that Zephyr prattled on about Fallen Sky still being alive and rethinks the proposition. "So about that gold..."

---

Very cool stuff! I'm looking at a few other potential fun feats to diversify my options. I'll probably nail down a draft of character sheet by tomorrow.


Enjoying reading all of it as well!


I'm very excited by all the responses! I have not had a chance to look at details, but everything looks good at first glance.

I feel like the four of you (sky druid, mechanical alchemist, forgepriest, and portaljammer) are a pretty natural team to all come from Light. I'm hoping to still hear more from K3D, but even with the three of you, this is a team that needs its own table for a while. (Introducing so many new characters to the first table would be overwhelming for both groups, I think). We'll meet both tables when the narrative deems it appropriate.

Two takeaways:

1) Keep working on shared back stories. I'm loving what I see so far!

2) I want to start on the night you decided to escape from the city of Light, the night when the mind control auras became too much (It's only been about 3 months since the first night of Moonrise, so we're not starting too far back). That will determine how successful you were at getting your allies / friends away with you, and it will give us the chance to combat-test your characters. :)

Let's keep hammering out details in recruitment -- once we're happy with characters and backstories, I'll make a Gameplay thread!


___

polyfrequencies, regarding the important spells section -- I left it intentionally open, because it could be any one of those items you mentioned :)

In your case, I'd love to hear your take on a "mechanical" version of each of these -- especially whispering wind and message. If you can come up with character-fitting ideas, you can have them for your formula list.

(on a different character, like a paladin of Fallen Sky, I might tell them to take a feat to unlock message, air bubble, and a few other air/protective spells as racial abilities)


All right, I have a draft of Al's character sheet! I haven't changed any of the flavor text to reflect the organo-mechanic-alchemy that Al is trying to do, but I figured I would at least lay down some of the mechanical details to look over. One big thing to look over is the feat instant alchemy from the Alchemy Manual, which uses the spontaneous alchemy optional ruleset. It's basically a way of trading money for speed and versatility, so that if I'm carrying raw ingredients around I can make some things on the fly. If you'd rather not deal with that system, I'd probably replace it with one of three feats: combat reflexes, wanderer's fortune, and flickering step.

(All of those interest me more than stand-bys like shield brace, weapon focus, cleave, step up, and lunge, although those are all good feats. Since I'll already have a method to fly, wings of air doesn't quite appeal either. I was looking at the armor adept and creative armorsmith feats, but they just didn't fit the bill for what I was looking for. I'll probably take Signature Skill at level 11, maybe retraining Incredible Healer because the 10th-level unlock for Heal will outstrip Incredible Healer starting around then.)

As for Message and Whispering Wind, Albert would have developed some finicky prototypes of small portable devices using stored celerity that enables short- to medium-distance two-way communication. The stored celerity is in an object that he tentatively calls a battery, named after the military term for the weapon battery of items functioning together, since the method requires running a copper wire through alternating plates of silver and zinc soaked in salty water. He has been running experiments to release this celerity in incredibly fast alternating vibrations and has recently discovered a way to produce vibrations well outside the range of elen hearing. He has also been toying around with ways to change the signal through its pitch or loudness, and theorizes that it might be possible to layer something else--like speech--in the high-frequency signals through careful amplitude and frequency modulation. The sunmetal has probably been an absolute breakthrough in this, perhaps because it responds more readily to the changes he is trying to implement.

Yes, he's working on batteries and radio.

For now, he has determined an imperfect way of sending a message through a system of taps correlating to sounds--not unlike Morse code. But for Whispering Wind, he has been trying to set up receiving nodes in different locations so that he could use one of his batteries and preserve the signal even where the Celerity Spires do not reach.

It's really fun having an electricity-focused being in a city heavily-focused on metals and chemistry because it's approaching and pointing towards what we have been able to accomplish in the last 250 years in the real world. I'm gonna industrially revolutionize this crazy world come Vulco or dark waters.

I'm, uh...sort of making Lord Iron/Anthony Stark from Neil Gaiman's Marvel 1602 run.

Albert Glazier:
Albert Glazier
Sylph Beastmorph Alchemist 8/Fighter 1
N male medium outsider (native)
Init +2; Senses Darkvision 60 ft; Perception +12

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Defense
--------------------
AC 23, touch 13, flat-footed 21 (+11 armor, +2 Dex, +1 deflection); +2 vs nonmagical ranged attacks; +2 natural w/ mutagen; +3 natural w/ barkskin; +4 w/ shield
hp 72 (8d8+1d10+26)
Fort +12, Ref +10, Will +4
Resist electricity 5
Defensive Abilities poison use

--------------------
Offense
--------------------
Speed: 30 ft. (20 ft. in armor); Climb 20 ft. (15 ft. in armor)
Melee: +1 Falchion +12 (2d4+7/18-20), Gauntlet +11 (1d3+4)
Ranged: Bomb +9 (4d6+4)
Special Abilities: bombs (12/day DC 18; frost, tanglefoot), improved beastform elemental mutagen (+4 Str, +2 AC (natural), -2 Int, fly 30 ft (average), swim 30 ft, resist fire 5, acrobatics +2, 80 minutes), elemental strike (+2), emergency attunement, healer’s hands (9/day), infusion, instant alchemy, throw anything (+4)
Spell-Like Abilities (CL 9th)
1/day—feather fall, gust of wind [bull rush or trip] (DC 15)
Alchemist Extracts Prepared (CL 8th; concentration +12)
3rd—channel vigor, protection from energy, remove curse (DC 17)
2nd—barkskin (x2), lesser restoration, resist energy (x2) (DC 16)
1st—enlarge person, hightened awareness, long arm, shield, tears to wine (DC 15)
0 (at will) message, polypurpose panacea (DC 14)

--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 18, Wis 10, Cha 9
Base Atk +7; CMB +11; CMD 24

Feats: Brew potion, elemental strike, emergency attunement, healer’s hands, heavy armor proficiency, incredible healer, instant alchemy, martial weapon proficiency, power attack, throw anything, tower shield proficiency
Traits: precise treatment, scholar of the great beyond
Skills: climb +12, craft (alchemy) +16 (+24 to craft alchemical items), disable device +16, fly +6, heal +17, knowledge (arcana) +14, knowledge (dungeoneering) +14, knowledge (engineering) +9, knowledge (nature) +14, knowledge (planes) +17, perception +12, spellcraft +16, swim +8, use magic device +11
Languages: common, ifrit, maker script, oread, sylph, undine
SQ: alchemy, bomb (4d6), breeze-kissed, brew potion, discoveries (elemental mutagen, frost bomb, infusion, tanglefoot bomb), improved beastform mutagen, poison use, throw anything
Gear: +1 sunsilver full plate, +1 falchion, +2 cloak of resistance, +1 ring of protection, +2 belt of giant strength, +2 headband of vast intelligence; final remaining gp, formulae book, and miscellaneous items TBD

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Special Abilities
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Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. (See AoNPRD for more.)

Bomb (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Brew Potion (Ex): At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

Beastform Mutagen: At 3rd level, a beastmorph's mutagen causes him to take on animalistic features—whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell, which persists as long as the mutagen. He may select a different ability each time he creates a mutagen. This ability replaces swift alchemy.

Improved Beastform Mutagen: At 6th level, a beastmorph’s mutagen grants him additional abilities and options. The alchemist gains his choice of two of the abilities listed in the beast shape I spell, which persist as long as the mutagen. He may select two different abilities each time he creates a mutagen. This ability replaces swift poisoning.

Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Discoveries (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Elemental Mutagen (Fire): The alchemist chooses an element (air, earth, fire, or water). Whenever the alchemist imbibes a mutagen, he gains resistance 5 to the associated energy type and a +2 competence bonus on an associated skill check. This resistance increases by 5 and the competence bonus by 2 for each of the following discoveries the alchemist possesses: grand mutagen, greater mutagen, and true mutagen. The elements and their associated energies and skills are air (electricity, Fly), earth (acid, Climb), fire (fire, Acrobatics), and water (cold, Swim). An alchemist can select this discovery up to four times, but must choose a different element each time. An alchemist can gain the benefits of only one elemental mutagen at a time, selected when he imbibes the mutagen.

Frost Bomb*: When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.

Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

Tanglefoot Bomb (Su)*: A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.

Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

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Racial Traits
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+2 Dexterity, +2 Intelligence, –2 Constitution: Sylphs are quick and insightful, but slight and delicate.
Native Outsider: Sylphs are outsiders with the native subtype.
Medium: Sylphs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sylphs have a base speed of 30 feet.
Darkvision: Sylphs can see in the dark up to 60 feet.
Spell-Like Ability: Sylphs can use feather fall 1/day as a spell-like ability (with a caster level equal to the sylph’s character level).
Energy Resistance: Sylphs have electricity resistance 5.
Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.
Languages: Sylphs speak Common and Auran. Sylphs with high Intelligence scores can choose from the following languages: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

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Traits & Feats
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Precise Treatment (Magic): You treat others with a clear and calculating intellect. You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.

Scholar of the Great Beyond (Faith): Your greatest interests as a child did not lie with current events or the mundane— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.


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Wow, this brings back memories. :D Fun to see this setting is still going!


Alright, So I'm thinking Edmund Wright as a preliminary name me below is the start of his backstory! I also have changed the build plan slightly to be a switch hitter as if we are taking in more we may have too many tanks since that was what folks were asked for. If that doesn’t work let me know.

Edmund:
He was born in Light in the Lostflow Refineries District to a fairly poor brickmaker father and mother. From a young age Edmund was interested in Mithril and the Silver-Bringer, he learned all he could from the Mithril Makers and by the time he was 45 had begun an apprenticeship under Killian Masters the 3rd in command of the Makers. He learned the trade of smithing and imbuing items with essentia over the next 18 years.

Well he was apprenticed to Killian he also began studying the word of the Silver-Bringer in earnest at the Vulture Perches. He began to combine the two to call small servitors to help with menial tasks he was assigned at the Makers.

(Leaving a blank here as I think this could be a good spot to connect with Albert to get help with alchemy in creating golems and other simple constructs)

Meanwhile he also began training with the weapons and armor he made as he wanted to be able to use the gifts given to him by the Silver-Bringer. This led him to create his own armor and fighting style. He made a bow out of silver (Mechanically either an Orc Hornbow if you’d allow it or a composite longbow that just flavorwise is metal) and learned to use it as a bludgeon as well as a bow. He trained with the merger military of Light for five more years while working at the Makers after graduating his apprenticeship.

He then began escorting monthly Caravans to and from Forge containing the works of the Mithril makers and returning with raw materials for them to refine. This journey, though usually fairly uneventful also gave Edmund the chance to hone his combat skills and learn to channel his divine gifts into combat. He also was able to meet other warriors from Light.

(This is another spot that works for connecting in other characters and leads us up to modern time!)

Now I'm going to start up on mechanics


I have made an alias for Albert and collected the background pieced together so far there.

While I'm at it, I might call barkskin oreadskin.

The beastform mutagen is more Albert's way of mimicking some of the features of the other races (gaining a swim speed or being able to hit things with cold damage like an undine, gaining fire resistance or being able to hit things with fire damage like an ifrit, and eventually being able to burrow like an oread). It also gives him wings (of metal, obviously), so that he can sylph like a better sylph. He's working on methods to improve his own climbing, add propulsion to increase his flying and swimming capabilities, and provide other unique tricks (i.e., grab, pounce, and trip). Two more levels until those realizations! I can describe most of the methods as stemming from his mechanical-chemical expertise.


Just wanted to confirm that I love what I'm see so far. I will take a look

One quick thing Polyfrequences -- I'll say "no" to the spotaneous alchemy. I 'm happy to say "yes" to all the healing feats we discussed earlier, so I think between healing and all the usual Alchemist tricks, you'll have a solid and flexible character.

(on lore level, I would say truly 'spontaneous' magic (that is, magic or abilities made up on the fly) comes from a different source rather than alchemy, a source that the other table has encountered once or twice in their careers :)


Absolutely fine! It's an interesting subsystem and alternative to the finicky RAW mundane crafting rules, but I can absolutely manage without! I do want to clarify because "instant" and "spontaneous" are misnomers there.

Spontaneous Alchemy vs Standard Crafting:
I'll use three examples: the durable arrow, an alchemist's fire, and a tunnel creeper.

Briefly, standard crafting allows you to spend 1/3 of the base cost of the item to create the item, multiplying the result of the check by the DC to determine how long it takes you to make it. At level 9, with a +24 to craft alchemical items, I cannot fail to craft items unless they have a DC higher than 25 (which are infrequent). The crafting rules indicate that the craft check is the result of a week's worth of work but does not clarify beyond that. I assume that this means five 8-hour workdays. Exceeding the cost by a given arithmetic factor leads to an arithmetic sequence of reduced time (2x the cost = 1/2 time, 3x the cost = 1/3 time, etc.).

Standard Times and Costs

  • So a durable arrow (1 gp, DC 25) can be produced in 38 minutes with a natural 1 (a roll of 25), in 28 minutes with a take 10 (for 34), and in 22 minutes with a natural 20 (for a result of 44). The final cost is 3.3 silver.
  • A vial of alchemist's fire (20 gp, DC 20) can be produced in 16 hours (2 days) with a natural 1, in 12 hours at take 10, and in 9 hours with a natural 10. The final cost is 6.7 gold.
  • A tunnel creeper (280 gp, DC 25) will take 4.5 weeks (180 hours) with a series of natural 1s, about 3.3 weeks (132 hours) with a series of 10s, and about 2.5 weeks (102 hours) with a series of natural 20s. The final cost is 93.3 gold.

    ---

    The picture is different under the spontaneous alchemy system. Times and costs are standardized, with no need to calculate, well, anything.

    Spontaneous Times and Costs

  • A durable arrow can be produced in 1 hour using a unit of cold iron and a unit of myrrh costing a total of 1.5 gold. The instant alchemy feat would reduce the time to 10 minutes but have no effect on the cost.
  • A vial of alchemist's fire can be produced in 10 minutes using 12 units of magnesium and 22 units of spirit of wine in an alchemist's lab, costing a total of 23 gold. The instant alchemy feat would reduce the time to 1 standard action but have no effect on the cost.
  • A tunnel creeper can be produced in 1 day using 100 units of brimstone, 90 units of magnesium, and 35 units of cytellish spores, costing a total of 315 gold. The instant alchemy feat would reduce the time to 1 hour but have no effect on the cost.
  • So overall, it's more of a way to standardize alchemical item creation and take some calculations out of it. The items cost more than if you bought them at ye olde shoppe, but you get them much faster than normal. If still no (to both the not-so-spontaneous "spontaneous" alchemy system and the not-so-instant "instant" alchemy feat), again, that's fine! I just figured I would illustrate the merits and costs of each system.

    ---

    I am really excited about delving into an experience of the lore you have developed!

    Another question: with another alchemist that I am playing, the GM permitted me to prepare 5-6 of the panaceas in the polypurpose panacea as cantrip/orison-like effects. None of them are game-breaking; they're more just "what would an alchemist be able to do easily?" and fits with how I usually like playing an alchemist: not having to spend massive amounts of time and gold during downtime to come up with useful narrative things. More like--oh, while I'm preparing my extracts today, I'm also going to grind up some stuff to make sunscreen for everyone. Plagued by mosquitoes? Here's a little calamine lotion. You have a headache or cramps? I saw a willow tree about 10 minutes back, just stay right there. Little quality of life things to enhance the narrative and character interactions without worrying about the mechanics.

    ---

    If the flickering step feat that I brought up earlier is acceptable, then starting at Level 11 I might look at the Dimensional Agility line of feats from Ultimate Combat.


    We are about two weeks into recruitment, so I would like to have a solid character concept from all potential recruits by Monday night. From there, we can work on finalizing submissions by Friday 4/14.

    So far I have solid character concepts from:

    -Albert Glazier the Alchemist

    --Edmund Wright the Warpriest

    --Zephyr Amir the Sky Druid

    -----------

    If anyone else is working on a potential character, make sure they can mesh nicely with this group from Light. I'd love to have a 4th player for this table.


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    Polyfrequencies, I think I have a good answer about alchemy:

    1) Let's use the spontaneous alchemy system. You make good points about how it is standardized and removes calculations.

    2) However, let's NOT use instant alchemy. That sort of "pure alchemy" character would be a different flavor of Alchemist than yours, I think (your healing and other conduit tricks are your main flavor)

    3) I REALLY like the idea of the panacea / cantrip uses you are describing, so YES to that.

    Does that seem like a good overall system?

    ****

    Flickering step looks fine, and I would also be fine with you taking dimensional agility, etc. I want to have vivid descriptions of all this galavanting about as a mechanically-based character! :)


    ****
    ****

    As you are looking to intertwine your characters' backstories, here are three interesting questions:

    1) What do your characters agree about? (Sky, the gods, the Dark, religion, doing good, the nature of elens, etc etc)

    2) What do they DISAGREE about? (why do you use mechanical / crafting / magic etc? Is it faith, perfectionism, curiosity, need to improve yourself, pride, etc that drives you?)

    3) Why do you trust each other? With fewer players, I want a tight-knit group from the beginning.


    Friendly reminder -- everyone should have a solid character concept submitted by tomorrow (Monday) if you wish to still be part of the submission process. We'll work on finalizing and polishing during the week.


    If we're cruising for a fourth and K3D doesn't come through, I can ask some of the other folks that I play with if any of them are looking for another game.

    I greatly appreciate the plans and compromises around the alchemy system, and I'm excited to use them! "Vivid" and "Descriptions" are my middle names ^_^

    ---

    1) Agreements: Albert has some outlandish theories about the nature of elens, but is willing to accept many points of evidence as very little has or can be proven conclusively. "Doing Good" is also a fraught phrase, full of subjectivity. Prior to Moon's devastation, Albert just wanted to do his research and was willing to do whatever it took to do the research. He was practical about it: he was given a certain amount of leeway in his research as long as he met certain goals that the people with the money wanted met. And he was willing to keep working on whatever he was told to do as long as it was interesting. But now, lives are in danger. Of course he wants to get back to normal, but that's not so feasible right now. So until then, he has people he cares about, and he's going to do whatever it takes to protect them.

    2) Disagreements: Both Edmund and Zephyr seem rather religious. Albert doesn't hold it against them, but he doesn't get it either. He obviously doesn't deny the existence of gods, but just sees them as powerful beings, not necessarily worthy of worship or deference. For Albert, he's more keen to stay out of their way. As for his chemistry and engineering: he's good at it. Some of Albert's research has been driven by pure curiosity, but even more as been because he (or someone else with money) recognized a need and pointed him towards that need. There isn't always a clear path to solve the puzzle presented by a need. So Albert has developed different lines of knowledge and growing expertise to try to solve these puzzles. The solutions don't always look like what one might have expected, but that's the point of innovation, isn't it?

    3) Trust: Trust is earned through action. All metals are chemicals, but not all chemical are metals. And so someone like Edmund, who has devoted greater focus to the metals involved in armor and weapons, has benefits over and above what a generalist like Albert can bring to the table. Of course, to be fair, Albert didn't trust Edmund at first, nor Zephyr. Call it religious prejudice (or anti-religious prejudice more accurately), but he fully suspected them of being double agents. He still holds a shred of doubt that they're not Moon's agents, but that's more because he's a man of reason who acknowledges who almost anything is possible. It isn't likely that they are Moon's agents, given their deeds for the City of Light, but one must accept any possibility, no matter how small.


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    Here are initial thoughts from me!

    1: Agreements Edmund thinks of himself as bridging the gaps between Zephyr and Al. He likes to think that he has an understanding of the properties of alchemy if not the same level of expertise as Al, he also however can see the powers offered by the gods even in death. Edmund tries to right these two worldviews where he can offering deference to the gods in order to help his own and Elenkind’s technological progress. Edmund agrees with Al that the goal of alchemy ought to be forwarding the world.

    2: Disagreements Edmunds biggest disagreement with Al is on what ought to motivate progress. though they share the same end goal of a better world Edmunds underprivileged background causes him to be motivated by economic gain and social fame more than Al he stockpiles resources because of the potential of a catastrophe. Edmund’s biggest disagreement with Zephyr is in the nature of Sky. Though the powers Zephyr has been granted are undeniable Edmund finds it somewhat laughable that Sky is still here, he sees Zephyr’s powers as a last echo of the dead gods power, though he mostly keeps to himself about his doubts.

    3: Trust Edmund always was fairly quick to trust as he tried to see the best in people, however after Moonfall and especially after the Silver-Bringer was revealed to be Moon in disguise he began to re-evaluate his relationships. Edmund still regards Al as one of his closest friends as he helped to get Ed into the makers (Ed is younger so I was thinking that he might have been one of Als students when he was a tutor) Zephyr he is a little more wary of, though he shares many values Ed has begun to fear that if Silver-Bringer was in truth Moon that this manifestation of Sky’s power may also be Moon in disguise.


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    1. Power is power ... it isn't even subject to discussion, it's just evident. In that light (pun intended), flight is flight. So maybe it shouldn't matter if sylphs work to kindle their inner magic, maybe it also doesn't matter if their gifts are innate or divine as long as sylphs are empowered to fly. The best agreement all 3 have is an agreement to think about why each others perspectives matter. Respect is the building block of trust.

    2. The 3 disagree on cultural priorities, and to some extent on cultural dilution. Zephyr isn't even sure that in himself he is correct, but he believes strongly that what is unique about sylphs & sylph culture should remain distinct. Why should anyone work to unlock their potential if all they need to do is buy a potion? Why should anyone work to be the best sylph they can be when armor can make you fly? Zeph is known for quoting the Parable of Syndromw, "And when everyone's a sylph ... no one will be."

    3. The essence of the common good is known to all. It is denied by those who are selfish & evil, it is shrugged off by the selfish & apathetic, but it is upheld and fostered by those who cherish life. Zephyr's friends cherish goodness. It isn't about methodology, it is about intent. True believers are not deceivers. Edmund & Al want to help people as much as Zephyr does, and he will support them in every way he can.


    I'm blown away by all three replies! I need to create a Gameplay thread soon :)

    Sorry I haven't given more specific feedback yet (at first glamce, I like what I see), but I've got a very slow day coming up tomorrow --- I think I'll print out character sheets and background so I have something to look at during the meetings and such. I'm optimistic we'll be dotting into Gameplay by the end of the week.


    Miner Cotren wrote:

    I'm blown away by all three replies! I need to create a Gameplay thread soon :)

    Sorry I haven't given more specific feedback yet (at first glamce, I like what I see), but I've got a very slow day coming up tomorrow --- I think I'll print out character sheets and background so I have something to look at during the meetings and such. I'm optimistic we'll be dotting into Gameplay by the end of the week.

    Let me know if it would be helpful and I will export a PDF from HeroLab :)


    No worries -- I always find a way to either print the page through Chrome or screenshots, etc.

    Comments coming soon!


    I think the only full character sheet I have not seen so far is Edmund. Do you think you can have it by the weekend?

    Albert and Zephyr, can you confirm that your characters are finalized? Everything I see right now looks good to me. Looking forward to putting us through some combat as you all escape Light.


    To address an earlier question-- an interesting thought and a good question, but I don't think a fourth player is necessary. I find the contrast/comparison we just did with you three to be fascinating, and I think the distribution of powers / skills is looking robust. For now, let's roll with 3 PCs and see what happens.

    With that in mind,

    This thread is closed to new submissions -- we are moving forward with Albert, Edmund, and Zephyr.


    Miner Cotren wrote:

    I think the only full character sheet I have not seen so far is Edmund. Do you think you can have it by the weekend?

    Albert and Zephyr, can you confirm that your characters are finalized? Everything I see right now looks good to me. Looking forward to putting us through some combat as you all escape Light.

    I believe I’ll be able to but it might be close sorry this week is really busy for me!


    No worries at all --- I'm happy that all 3 of you have been diving into the world and looking for ways to engage your characters in it. Not the end of the world if it takes a few extra days.

    I will still likely plan on making the Gameplay thread over the weekend, and possibly an intro post.


    I'm fairly satisfied with Albert's character sheet as is! The only thing I was wondering what the characteristics of the sunsilver would be for a suit of armor (i.e., cost, changes to max Dex, changes to armor check penalty, hardness, etc.). That will change up the equipment listed somewhat.


    Let me open Zeph back up and look more closely at gear, but otherwise, I think he's set. I will do a new export when I'm set,, and make manuel changes to the output to finish him.


    You should all be able to dot in to the Gameplay thread now - let me know if you are having any trouble finding it.

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