GM Euan's Jade Regent

Game Master Euan

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The Crown of the World


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Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13
Mukluk Muletender wrote:

..4086.0 gp to spend

…6674.0 Divvy
-…600.0 caravan blues fees
———————-
10160.0 to spend

10160.0 to spend

-6000.0 crafting supplies headband
-3000.0 rod of lesser extend
-.750.0 crafting supplies for 2*wand of clw
-..10.0 various mule treats and special gifts for Moose
------------------
..400.0 to spend


F

Level 6 Purchases:

440.2 gp
+6074 gp
-4000 +2 belt of str
-1000 boots of the cat
-750 oil of daylight
764 gp


Roll20 Map - Tracking Sheet

Level Up!

I do believe you should now be level 7.

Please note the things that have changed or been added, and put it all in a spoiler so those who don't want to know your build can remain in the dark. For those of you with character sheets off site, please send me your updated sheets for reference if applicable. Thanks.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Re: crafting: Mukluk should have been able to upcraft his headband and is available for new commissions. Please speak to MM or Moose about what you might need.

crafting maths:

Creating an item requires 8 hours of work per 1,000 gp in the item’s base price (or fraction thereof), with a minimum of at least 8 hours.

The DC to create a magic item is 5 + the caster level for the item.

DC for headband = 5+8=13...+5 for rushed = 18.

-----

As for crafting more complex items I am shortening that time as well. I’ll look carefully at the item and consider all its variables, including price. Then I’ll hand-wave the duration to a few days - a week at most. Basically, the speed of plot. Crafting while traveling does reduce your headway, it’s assumed you’re crafting every morning and evening (4 hours a day). You can double that by crafting faster (+5 to the craft DC).

MM's spellcraft: 12, take 10 = 22.

Last level: Dec 14, 2024.

Muky #7:

+5 hp
+3 spells
+feats: Extend Spell & Spell Penetration

+4 mad skills
========
+1 Perception
+1 Spellcraft
+1 Know (Arcana)
+1 Know (Nature)

+2 obscure skills
========
+1 Know (Geography)
+1 Know (Eng)


Rory and Storm @ 7th lvl.:

Rory
+ 8 HP
+ 1 BAB,
7th lvl feat: Craft wands
Bonus trick: spell: air walk
Third level spells, + 1 3rd lvl spell per day:
+1 1st lvl spell known: Endure Elements
+ 2 3nd lvl spells known: Greater Magic Fang Call Lightning + summon natural ally
Skills @ 9: + 1 Craft (leather) Handle animal, perception Profession: (Tanner), Ride, stealth, Survival, and + 2 to Escape Artist, + 2

Storm : 7th level, you can instead choose to increase the companion’s Dexterity and Constitution by 2. (that’s it this level)


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Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13
Durgan Far-Walker wrote:
If you don't have Summon Monster I as a spell known, then it's +10 DC (+5 for not knowing the spell, +5 for not being an inquisitor). Possible?

The DC to create a magic item is 5 + the caster level for the item.

The Baldric is lvl 10, so 15 base, then +5 for no inquisitor, but I'd bet my left nipple ring someone in the caravan has summon monster in the caravan.

GM Evilan confirmed Koya has Summon Monster.

So, with Koya's help, the DC is 20, and MM's take 10 crafting is 22. Unless I've math'd or rule'd wrong, this should be easily done.


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F

Kisaiya Level 7:

Taking a level of samurai (yojimbo) with Order of the Warrior

+1 BAB

+2 Fort

+8 HP

New Class Features: Resolve, Challenge, Order of the Warrior Edicts, Resolute Defense

New Feat: Shielded Gauntlet Master

Skills Ranks

+1 swim
+1 climb
+2 diplomacy
+1 knowledge (history)
+1 profession (cook)


1 person marked this as a favorite.
Roll20 Map - Tracking Sheet

Level Up!

I do believe you should now be level 8.

Please note the things that have changed or been added, and put it all in a spoiler so those who don't want to know your build can remain in the dark. For those of you with character sheets off site, please send me your updated sheets for reference if applicable. Thanks.

Remember, you get another feat for the caravan at this time. You could take Extra Wagons, if you wished to purchase up to two additional wagons here for the trip. Also note that you’ve a skeleton crew, and can add more folks now if you wished.

There was some discussion about improving the caravan’s scouting, and a few extra guards wouldn’t be amiss either. Kisaiya has been working furiously as the only cook - she could use some support. Finally, Ulf is currently a driver, not a guide - you have no guide. I mentioned before that’ll be a problem, and here’s where it’ll start if you continue into the trackless wastes with one scout and no guide. Caravan equipment should also be on your list to review.

Peruse the player’s guide to see if you want more wagons, gear, and crew. You currently have room to add 10 more crew members, not counting any new wagons you may obtain. You’ve got lots in the caravan till, just over 5,000gp. Don’t be stingy. It’s a long way to the next town - could be almost two months!


NG Human Wizard (Diviner) 9 | AC 12 T 12 FF 10 | max HP 63 | F +5 R +5 W +4 | Init +12 | Perc +5 | spells etc | Active Conditions: 2 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness

I foresee that we'll want the maximum compliment of cooks and at least one more driver to relieve Ulf.
I feel like consumption reduction might be a better use of a caravan feat if that's an option...


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Last level: Jan 25, 2025.

Moosappropri8ion of Funds:

+5 hp
+3 spells
+Wis

+4 mad skills
========
+1 Perception
+1 Spellcraft
+1 Know (Arcana)
+1 Know (Nature)

+2 obscure skills
========
+1 Know (Geography)
+1 Know (Eng)


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13
Mukluk Muletender wrote:
..400.0 to spend

..400.0 to spend

.6539.0 last disbursement
----------------
.6939.0 to spend

Mukluk is happy to talk about crafting wondrous crap, just speak to him or Moose about it.


NG Human Wizard (Diviner) 9 | AC 12 T 12 FF 10 | max HP 63 | F +5 R +5 W +4 | Init +12 | Perc +5 | spells etc | Active Conditions: 2 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness

BTW, what's a language Unk might've been exposed to on the trip. Tien?
He needs a language now that he's got more int and I'm not sure what to pick... Maybe something from this village?
We've seen some undead, maybe he's studied up Necril somehow? xD
Anyone have any reasonably accessible languages? Or want to teach Unk something so they can groan at him in another language?

Also, are we allowing retraining? How'bout of favored class bonuses? I have a hitpoint or 5 that I'd prefer to be a spell or 5...

Level8:

ability boost => int, +5 -> +6 int; this also means 18 instead of just 10 more skill points
+4 hp from hit dice, +2 from con: 51->57hp
favored class bonus->New Spell below max: Tiny Hut (3rd level spell)

skills rank changes:
+1 (background) Craft (Armor)
+1 (background) Craft (Bows)
+1 (background) Craft (Weapons)
+1 Fly
+1 Knowledge (Arcana)
+1 Knowledge (Dungeoneering)
+1 (background) Knowledge (Engineering)
+1 (background) Knowledge (History)
+1 Knowledge (Local)
+1 Knowledge (Nature)
+1 (background) Knowledge (Nobility)
+1 Knowledge (Planes)
+1 Knowledge (Religion)
+3 Perception
+1 Spellcraft
+1 Swim

New spells:
(Tiny Hut)
Arcane Eye
Wall of Ice


NG Human Wizard (Diviner) 9 | AC 12 T 12 FF 10 | max HP 63 | F +5 R +5 W +4 | Init +12 | Perc +5 | spells etc | Active Conditions: 2 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness

now I just need to figure out what do do with the new cash... probably headband of intellect.
Also half the supplies to start making armor for Ulf xD
How about wand-crafting or scroll-crafting supplies? Will we be allowing such supplies to be generic? generic per spell level? or specific to each spell?

Also, I apparently forgot I had already crafted a wand of Endure Elements during character creation xD

Also I have just over 1500 saved up from before, which together with the 6500+ we just got is juuuuuuuuuust enough for half a headband of int +4 :D
Also I'll have to ask Ulf for at least 15gp of the 116.67gp of materials up front if I do that xD


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13
Unk the Conjurer wrote:

Also I have just over 1500 saved up from before, which together with the 6500+ we just got is juuuuuuuuuust enough for half a headband of int +4 :D

Also I'll have to ask Ulf for at least 15gp of the 116.67gp of materials up front if I do that xD

We should have time for crafting as we acclimate going up, which is good for Unk, I guess.

Sadly, MM is about 3.5k short of his next big crafting upgrade.


NG Human Wizard (Diviner) 9 | AC 12 T 12 FF 10 | max HP 63 | F +5 R +5 W +4 | Init +12 | Perc +5 | spells etc | Active Conditions: 2 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness

that reminds me, Unk will need more funds for the +1 and the Endure Elements enchantment for the armor. Would Mukluk be willing to invest in the materials for some of the profit? That'll get you closer to that next upgrade :D


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Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13
GM Euan - Jade wrote:
So that’ll cost 3,200gp. She has 4,500gp left to loan out if anyone wants it.

Mukluk would borrow 4k if she thinks he's worth it. Would allow MM and Moose to craft a nice item for themselves.


Roll20 Map - Tracking Sheet

No problem! Noting the debt.

500gp more if anyone needs it.


NG Human Wizard (Diviner) 9 | AC 12 T 12 FF 10 | max HP 63 | F +5 R +5 W +4 | Init +12 | Perc +5 | spells etc | Active Conditions: 2 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness

Would ulf be able to pay for the materials up front? XD
Also would he pay more than half the buy price for it?


F

Kisaiya Level 8:

+1 BAB

+9 HP

+1 Dex

+1 Smite per day

2nd level spell slot (bonus)

Skills Ranks

+1 Diplomacy
+1 Perception
+2 Knowledge (religion)
+1 knowledge (nobility)
+1 profession (cook)


F

Level 8 Purchases:

8303.2
-2000 mats for +2 wis headband
-1500 mats for +2 cloak of resistance upgrade
-2000 handy haversack
-2000 +1 enchant to gauntlet
803.2


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

crafting maths:

Creating an item requires 8 hours of work per 1,000 gp in the item’s base price (or fraction thereof), with a minimum of at least 8 hours.

The DC to create a magic item is 5 + the caster level for the item.

DC for headband = 5+8=13...+5 for rushed = 18.

-----

As for crafting more complex items I am shortening that time as well. I’ll look carefully at the item and consider all its variables, including price. Then I’ll hand-wave the duration to a few days - a week at most. Basically, the speed of plot. Crafting while traveling does reduce your headway, it’s assumed you’re crafting every morning and evening (4 hours a day). You can double that by crafting faster (+5 to the craft DC).

MM's spellcraft: 13, take 10 = 23.

Mukluk's first crafting will take 10 days.
And then he will help with the others.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13
Mukluk Muletender wrote:
..400.0 to spend

..400.0 to spend

..945.0 gp last disbursement
---------------
.1345.0 gp

Still owe Ameiko 4k.


Roll20 Map - Tracking Sheet

Level Up!

I do believe you should now be level 9.

Please note the things that have changed or been added, and put it all in a spoiler so those who don't want to know your build can remain in the dark. For those of you with character sheets off site, please send me your updated sheets for reference if applicable. Thanks.

You gain all of your new abilities right away, including new spells and the like.

Remember, you get another feat for the caravan at this time.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Last level: Jan 25, 2025.

Snow Trek: Deep Moose Nine:

+5 hp
+3 spells
+feat: gr. spell penetration

+4 mad skills
========
+1 Fly for a wight guy
+1 Spellcraft
+1 Know (Arcana)
+1 Know (Nature)

+2 obscure skills
========
+1 Know (Geography)
+1 Know (Eng)

As for a caravan feat, maybe Enhanced Caravan for Mobility and Morale? Getting those to 5 opens up some other feats.


M Dwarf | AC 25, T 11, FF 24, CMD 22 | HP 67/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight

Durgan's level-up:

+1 level of Holy Vindicator
+1 BAB
+1 Fort/Will
+1d10+2 HP (+8, new total 67)
Feat: Prestigious Spellcaster
+4 skills (Diplomacy, Perception *2, Fly) +1 rank UMD from headband
+2 background skills (Appraise, Perform-Oratory)
Channel increases to 5d6
Vindicator's Shield
Spells/day as 9th-level cleric


NG Human Wizard (Diviner) 9 | AC 12 T 12 FF 10 | max HP 63 | F +5 R +5 W +4 | Init +12 | Perc +5 | spells etc | Active Conditions: 2 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness

lvl 9:

new spells:
Resilient Sphere (favored class bonus)
Summon Monster V
Wall of Sound

new feat:
quicken magic

new skills (+1 rank if no number)
Bluff (headband)
Knowledge (Arcana)
Knowledge (Dungeoneering)
Knowledge (Engineering)
Knowledge (History) +2
Knowledge (Local)
Knowledge (Nature)
Knowledge (Planes)
Knowledge (Religion)
Perception
Spellcraft
Stealth (headband)

57->63 max hp
fort++
reflex++

...And if I forgot anything, at least my google sheet probably remembered it ^^;

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