I would think the both of Al alone and definitely with Nethan, could determine that with our last knowledge rolls of 30+
As Nethan brings his owl closer to Al, he concentrates, then his eyes glow white for a quick low-light flash. "I can lead the way now if anything blocks our vision. When I a close my eyes, I have blindsight."
(Nethan uses both a Mythic Point and Spell Point to have Blindsight 30' if he closes his eyes for 8 hours)
"I disagree, we should climb as high as we can go in a circle. That way, we no longer advance and try to ascend higher than any of the Wyverns and their riders. We may be either good to go on the ground or worse off? If there are any corrupted treants down there, we are not going to be safer than in the sky? In addition, if the are any clearings in the canopy, like that one, we can get attacked from above as well as on the ground while it appears that we only can be really attacked from the Wyvern riders up here? In addition, the higher we go, the faster our emergency dive will be if it turns out the skies are a truly a nightmare."
Glad to hear you are OK, sounds like your body is trying to tell not to work so much ... :-) Cisco was working one of my Computer Network Engineering colleagues so much and had him traveling everywhere. He quit Cisco and became a consultant. Now he can actually enjoy life instead sleeping on a plane every day or night.
Nethan looks for a hole but really does not find any below or on the same flight level, and thinks ...
Know-Arcana:1d20 + 12 ⇒ (18) + 12 = 30
Knowing that the an owl and a wyvern have the same flight speed but in the owls favor in maneuverability, and probably more so now unless the wyverns have improved flight and vision in their undeath.
Nethan points straight up answering Al's question and looks around if everyone agrees before pointing the owl up for higher altitude.
Since Owls can't hover, I am not sure how good we can hear each other on flying creatures with wind blowing in our ears, we don't have magical means of communication between all of us, and lastly I didn't want the undead wyverns to hear us talking so Nethan didn't say anything aloud. I'll adjust on what GM Radiance says.
Nethan's stature has changed from bulky strength muscles to thinner cat like muscles. In addition, his clothing has changed to a Scarlett and Gold Robe. Nethan no longer carries any type of weapon but seems to carry something in his hand that is attached to thick leather lanyard which is also attached to Nethan's wrist. Lastly, Nethan's backpack and quiver are now join together on his back but he is no longer wearing the circlet and his crossbow seems to be missing.
Currently
Nethan looks for a hole or something to help obfuscate their movement. It is obvious, that flesh will not fly higher than dead nor out endure.
I do like the action economy like you can cast shield the same round as you cast another 1 or 2 action spell or flagship spell like magic missile for two APs for extra effects. Each spell will come with an action cast and the flagship spells will come with various features for how many actions you use for certain effects. Action economy also applies to other classes.
There may be certain spins but 5E has the return of character focus but better. I really like the 5E Cleric, still very effective at healing but can actually fight now depending on the focus you take. What I didn't like about 4E was its MMO feel. When I read the instructions, it was like reading the Lord of the Rings Online or Star Wars The Old Republic (Online) instruction menu.
My other game is an even more slow burn and I am also not going anywhere. I check every day for updates and if there are none, I continue to migrate my highest level character from 2nd Edition to Path Finder. And yeah, what is up, or should I say down, with Paizo lately?
Another thing, I was going to role play Nethan's transformation but due to time, maybe I should just fast forward that along and summarize personal and group preparations?
LOL, and welcome to Enterprise/Real World IT. I have a vendor that wants to do happy hour tonight and I will not be able to make it. Maybe if it was closer to home or there was better public transit like most places outside of the US I would but after drinking, I still have a 45 min to 1 hour car commute.
Nethan stores the bounty in his bag of holding for safer keeping and turns back to the Chief, "Chieftain, sorry for one more disruption, it is my understanding you know black colour magic? Do you have time to see if I qualify for more understanding or will that take too long? Also, who would I talk to add my crossbow to the conduit weapon calling feature?
Unless I missed something, the light crossbow (mundane) is still in my inventory. Just never had to use it yet. Also, Incanters can use all simple weapons. Like everyone else, just trying to make Nethan unique.
Nethan nod bows, "Thank you Chieftain for the continuing hospitality. We have some preparations that we need to make which our bounty will come in handy and then rest until it is time to go or when the night is at its approximate darkest."
Nethan looks to the group, "Shall we get a hotel room to divvy up coin for equipment or do you want to take turns with the combine sack like last time?"
(GM Radiance, does anyone here at this city practice black colour magic? If so, sorry I had forgotten)
Nethan shrugs, "Unless we are dealing with other night flying creatures or flying creatures that can see at night, I don't think anything can see and hear a silent owl flying high?"
Nethan looks back, "Chief Sarangeral, we killed two siphons but we don't have the stones as evidence because we needed one of the stones to use on a second siphon for a task we needed to accomplish and the first siphon stone was destroyed in the process. We killed the second siphon in the middle of the task process but we could not collect the stone as evidence from the second siphon. If you feel we still deserve the bounty, we would be grateful but we can not provide evidence that we killed the two hence the reason for inconsistency. As for the summit, how long do you think we have to get there?"
Nethan looks at the runner, "Chieftain, please call back the runner? We have not killed any more siphons since the last two but we plan on destroying more and/or modifying their behavior if we can like siphoning undead instead of Eldred or something other than eldred."
Nethan than looks at the sisters, "We will have to see what we need to do to convince Zenikuta to follow unless one of my colleagues has an idea."
Nethan nods, "Although colour magic, when it comes to Eldred, are more like colour souls. And I agree with The Gray, we need to try convince Zenikuta especially now! Once the Eldred army is on the move, it may be harder to stop them than if we can stop her at the summit and it will reduce the number of Eldred lost? Perhaps, we shouldn't combat the siphons now and fly there first thing tomorrow after we prepare? Then worry about the siphons as soon we have Zenikuta allied with us?
Nethan looks at the group, "Let's dispatched some siphons to and from meeting with Zenikuta. And during this time, we can speak with Tenzukia about a more permanent siphon solution we discussed earlier? If we figure out the solution earlier, we can apply it sooner so no more Eldred are lost to the siphons?"
Nethan takes out the Bloodstone compass to see if it registers Zenikuta and not the other sisters.
Nethan was about to reply before Gray stepped in and eloquently replied, "Do not fret Chieftain Sarangeral this our fellow wizard friend who has been with us from the beginning and has metamorphosis like a butterfly into a new man taking on a new name. In fact, before we depart here, I will do the same for I feel a change in the wind. However I digress, and Gray has answered why we need to speak with Chieftain Zenikuta. It is for the sake of all Eldred and other civilizations. We will not harm her if she is an ally and if she is an enemy, she will become an ally."
(Posting to move this along when everyone is able to post again ... LOL)
When Chief Sarangeral address or meets Nethan's gaze to start a conversation, Nethan gives Chief Sarangeral a courtesy bow from the neck, "Chieftain Sarangeral, what is moving our way to be on battle alert? Is it something we can assist with? Also, by any chance, do you know where you may able to find the Eldred Leader Zenikuta?"
As the group enters the town, it appears that each member goes their separate ways or follows Nethan. Nethan nods to Elise, "Rest is definitely needed but before we rest, I have a few important questions for the Sarangeral" Nethan approaches Sarangeral and waits patently for his audience.
I made modifications for the conduit. Next, Nethan has to figure out how to get more weapons in the Conduit. The crossbow would be nice to go in there too ... :-)
I thought I answered the legendary conduit question, yes you can have one and there can be multiple in them if you like. Some of them are meant to do that anyway. Though I'd prefer if you picked two weapons for the conduit and their bonuses would apply equally to them. (as in duplicates of each other just different weapons)
Sorry if you did and I misunderstood you but I am good now. My two weapons will be the dagger and cestus so all damage types are covered AND they are both light so I can leverage Black Colour Magic abilities.
Nethan nods, "That's what we need to find out and besides what if the aggressor is Zenikuta's tribe? We would have traveled all that way for nothing and may end poorly? Let's regroup and see what is going on before going on to our next task. Perhaps you are correct Uncle Al, we could just leap to Zenikuta's residence but it may also be bad?"
Nethan shakes his head, "I disagree Uncle Al, we should rest because I feel that "changes are in the wind", find out if or how we can help here because of what you said about fortifications, see if we can find a colour magic mentor which may further assist us in our endeavors, and discuss how we can poison siphons with Tenzukia help? Lastly, we still have 5,500 in remaining gold we can use to purchase supplies."
(Changes in the Wind = Our character changes and advancemet to Tier 4)
I broke out the options further to remind me of them, it is not in proper game format but Nethan/Anderlorn's reminder format,
Options Broken Out ... :
. . Destruction: Destructive Blast 3d6 Ranged or melee touch attack deals 3d6 damage for (0) Spell Points,
. . Destruction: Increased Destructive Blast 6d6 Ranged or melee touch attack deals 6d6 damage for . . . (1) Spell Points,
. . Destruction: Mythic Increased Destructive Blast 8d6 Ranged or melee touch attack deals 8d6 damage for (1) Mythic Points,
. . Destruction: Energy Blade Add your destructive blast to a weapon attack for (0) Spell Points,
. . Destruction: Explosive Orb (Radius 15 ft. DC:18/19) Deal destructive blast damage in a radius for an additional (1) Spell Points,
. . Destruction: Extended Range (x2) Increase the range of your destructive blast for (0) Spell/Mythic Points (Range Increased up to 640'/720'),
. . Destruction: Force Blast (DC:18/19) Your destructive blast deals force damage and can knock targets prone for (0) Spell/Mythic Points,
. . Destruction: Stone Blast Your destructive blast deals slashing/piercing/bludgeoning damage and ignores anti-magic defenses for (0) Spell/Mythic Points,
. . Divination: Divine You can divine magical auras, or special for (1) Spell/Mythic Points,
. . Divination: Read Magic You can read and decipher magical writing for (1) Spell/Mythic Points,
. . Divination: Blindfolded Oracle
. . You can gain Blindsense 30' for (1) Spell/Mythic Points,
. . or Blindsight 30' for an additional (1) Spell Point,
. . Life: Cure 3d8+18/3d8+24 (DC 18/19) Heal a target for (3d8+18/3d8+24) hit points for (1) Spell/Mythic Points,
. . Life: Greater Healing (2) Your cure heals (3) additional HP per caster level for (0) Spell/Mythic Points,
. . Life: Invigorate (Up to 6/8 temp HP) Grant up to 6/8 temporary HP to an injured target for (1) Spell/Mythic Points,
. . Life: Restore Heal a target's ability damage and remove negative conditions for (1) Spell/Mythic Points,
. . Life: Mass Healing Your cure can affect multiple targets (4/5) for an additional (1) Spell Point,
. . Life: Ranged Healing Your cure, invigorate, and restore abilities have a range of Close (40'/45') rather than Touch for (0) Spell/Mythic Points,
. . Life: Break Enchantment Your restore can break curses and remove cursed equipment with magic skill check for an additional (1) Spell Point,
. . Life: Restore Health Your restore can remove disease and point with magic skill check for (0) Spell/Mythic Points.
Options Collapsed into True Game/Hero Lab Form ...:
1. . Destruction Sphere: Destructive Blast 3d6 Ranged or melee touch attack deals 3d6 damage for (0) Spell Points.
2. . Destruction Talent: Energy Blade Add your destructive blast to a weapon attack for (0) Spell Points,
3. . Destruction Talent: Explosive Orb (Radius 15 ft. DC:18/19) Deal destructive blast damage in a radius for an additional (1) Spell Points,
4. . Destruction Talent: Extended Range (x1) Increase the range of your destructive blast for (0) Spell/Mythic Points (Range Increased up to 640'/720'),
5. . Destruction Talent: Extended Range (x2) Increase the range of your destructive blast for (0) Spell/Mythic Points (Range Increased up to 640'/720'),
6. . Destruction Talent: Force Blast (DC:18/19) Your destructive blast deals force damage and can knock targets prone for (0) Spell/Mythic Points,
7. . Destruction Talent: Stone Blast Your destructive blast deals slashing/piercing/bludgeoning damage and ignores anti-magic defenses for (0) Spell/Mythic Points,
8. . Divination Sphere: Divine You can divine magical auras, or special for (1) Spell/Mythic Points,
9. . Divination Talent: Blindfolded Oracle
10. . Life Sphere: Cure 3d8+18/3d8+24 (DC 18/19) Heal a target for (3d8+18/3d8+24) hit points for (1) Spell/Mythic Points,
11. . Life Talent: Greater Healing (1) Your cure heals (3) additional HP per caster level for (0) Spell/Mythic Points,
12 . . Life Talent: Greater Healing (2) Your cure heals (3) additional HP per caster level for (0) Spell/Mythic Points,
13. . Life Talent: Mass Healing Your cure can affect multiple targets (4/5) for
an additional (1) Spell Point,
14. . Life Talent: Ranged Healing Your cure, invigorate, and restore abilities have a range of Close (40'/45') rather than Touch for (0) Spell/Mythic Points,
15. . Life Talent: Break Enchantment Your restore can break curses and remove cursed equipment with magic skill check for an additional (1) Spell Point,
16. . Life Talent: Restore Health Your restore can remove disease and point with magic skill check for (0) Spell/Mythic Points.
2base 9class 5feat = 16
Above = 16
I will Specialize in Black Colour Magic instead of Black/Yellow. Actually, the Shadow Puppet will come in handy for Nethan by debuffing an opponent and allowing +2 Flank. More for a rogue/trickster but it will help a Wizard too. Although, I probably can have it help Amelia from time to time?
Ok for the spear
What will a Legendary Conduit provide? Will it add the same Enhancement bonuses to all weapons called by it?