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![]() Hey guys. I noticed that I hadn't gotten my Hells Rebels 3, nor confirmation on Hells,Rebels 4 today. Looking at my account it looks like there was a payment issue on #4 (for some reason trying to default to an older card with no changes on my end), but I see nothing about Hells Rebels 3 being declined or any similar. Can anyone clue me in on this? Thanks. ![]()
![]() Energy Drain and Negative Levels Death Attack inflicting negative levels This subject came up this weekend. The party was setting up to fight a group of Bodaks, warding up with death ward, and were informed by the GM that his reading was that while Death Ward would provide a save bonus (against death attacks) and you would take no penalties from negative levels while it was active, Death Ward would not prevent you from picking up Bodak negative levels from their gaze. In effect, they could still kill you with enough failed saves, and when the death ward wore off you'd have the negative levels you picked up off of failed saves. I'm less interested in arguing the point with the GM, and more interested in whether this is (1) how others would read the rules, (2) whether it is the intended reading, or (3) whether it is simply an unintended side effect of the large nerfs that 3.5 era Death Ward got in Pathfinder. As has come up in the past, the negative levels / energy drain rules are all over the place as is. Any reading of what the CRB has to say vs. what the Bestiary says indicates that at some point there was a disconnect. Was this just another place that rules changes were not smooth / messy? Interested in opinions. ![]()
![]() Overall I thought the movie was a little shakier than Fast 5, which was the high water mark for me in the series so far, but this was still a lot of fun. What I really appreciate is you can, as a gamer, view the series as the progression of characters from low levels to high levels, with increasingly grand actions and plots. And the ending. Man the ending. All the feels. ![]()
![]() I'm sure I'm not the first with this thought, but I notice that the language of Arcane Apotheosis (of the Sorcerer Arcane Bloodline) is extremely none specific about type of item used. It occurs to me that in many ways, at higher levels (especially combined with things like Robes of Eldritch Heritage) you could use Arcane Apotheosis to power divine wands or staves pretty effectively. Any thoughts? Is the intent that a 20th level arcane bloodline sorcerer can power wands and staves with divine spells by expending spell slots? ![]()
![]() Kind of as the title says. There's a bit in Dead Heart of Xin (Pathfinder 66), but I was wondering if there was anything else in another title I might look at to find out more about how those virtues were defined and examined before they became the Sins the Runelords were so well known for. How were they represented and defined? For instance, was Love supposed to be romantic love? Was it the kind of free love of the 60s, or more traditional monogamy? That sort of thing. ![]()
![]() I've kept tabs on AP's to one degree or another going back to RotRL, and own several in totality (and would love to pick up a couple of others). Right before Mummy's Mask started I went ahead and started a subscription, having really enjoyed reading through the last three (Shattered Star, Reign of Winter, and Wrath of the Righteous). The thing is, this AP just isn't doing it for me. It feels almost too safe after what a pair of both mechanically and conceptually ambitious APs (especially RoW with its world hoping, setting changes, ect). The adventures seem to trudge on and in many ways just feel like filler to set up the last chapter or two. At first I thought maybe it was simply the first chapter or too being slow to get going, but after going through three (and hearing from a friend with similar taste that chapter 4 is much of the same)... eh. The entire thing feels very safe, traditional, and almost as a bit of filler in many ways designed to let people cut their teeth (I'm told there are a number of new authors here) and placate people who were up in arms over the last two APs. I was wondering if anyone else got that feeling, or if I'm in the distinct minority on this one. What do you all thing? Good? Bad? Best in years? ![]()
![]() Saw This Friday night. Absolutely fantastic. One of the better sci-fi movies I've seen, and not just recently or this year. I wouldn't put it in quite the work of art category, but it's worth seeing and seeing in theaters at that. Tom Cruise as usual puts on a good performance, Emily Blunt pulls off her role with surprising physically for an actress that has usually taken more subdued roles, and movie moves along at a great pace in spite of the time travel shenanigans. Good action, good humor, great monsters, solid plot, and for the most part it avoids jumping the shark. Ya'll should take a look. ![]()
![]() I received a payment method declined for this, and I'm not really sure why. Further, when I've attempted to try the method again nothing has happened. Finally, I have no option to simply cancel the order and try and place it again. Is there any way you guys can manually rerun the payment method on it from your end, or provide any indication of why it isn't being accepted? It's the same card I've used for the vast majority of my payments with Paizo, and there absolutely is money in the account. Thanks. ![]()
![]() This came up on another thread, but I haven't seen any commentary by a designer about it. The exact wording of the archmage path ability Mythic Spellpower is as follows: "You have a pool of magical power you can draw upon for casting mythic spells. Up to twice per day, you can use this power to cast a mythic spell without expending any uses of mythic power. You can select this ability up to three times; each time you do, you gain two additional uses of this ability per day." My reading was that it basically gave you two extra uses of mythic power that could only be used to power mythic spells, but I've seen several people suggest differently. They argue that what this means is that you can use Mythic Spellpower to pay for the entire cost of casting a mythic spell, even an augmented one, with a single use. For example, you could cast an cast an augmented mythic time stop (something normally requiring 4 uses of mythic power) by expending a single use of Mythic Spellpower. I'm curious as to which is the correct interpretation, because right now I can see a RAW / RAI argument for both. Any chance I can get some FAQ marks so we can get an official answer? ![]()
![]() Reading through the playtest classes I'm struck by a couple things. First, the majority of the classes seem pretty freaking awesome. I'd really not expected much from this book, but it seems ready to throw my expectations on their head. Second, I'm not really sure why the multiclassing limitations were introduced (at least in the majority of cases). I can sort of see the argument with the bloodrager (adding in a dash of barbarian with rage powers might be over the top), but the majority of these classes seem like they wouldn't be unbalanced even if they multiclassed with their cousins. This is especially true in the case of something like Arcanist / wizard / sorcerer, which seems like it would end up flatly worse than the alternative. Anyway, this leaves me curious as to what the reasoning was behind the multiclassing limitations. Is it purely a flavor thing? Is there a balance concern I'm not seeing? Is it simply an attempt to nip a ton of potential balance problems in the bud? I don't expect an answer, but I'd love one. Very interested in what is going on inside those devious designer brains. ![]()
![]() When paging through the copies of the Worldwound Incursion at my local bookstore yesterday I noticed something odd - they had the Pathfinder Journal portion and the city info printed twice, back to back (in a journal, city, journal, city pattern). The copies seemed completely identical. Was there a misprinting with some of these issues? Anyone else noticed this? ![]()
![]() I'm curious about this item, which was reworked in Ultimate Equipment from its original version in the Advanced Players Guide. In the APG the Alchemist Kit was required to create bombs and such, costs 25gp, and weighed 5lbs Source In Ultimate Equipment the Alchemy Crafting Kit is mentioned as being the new name for the Alchemist Kit, costs 25gp, and weighs 50lbs. Source I'm curious as to which is the intended weight, and which is in error. My assumption is that the 5lb weight is correct, since 50lbs basically means an alchemist has to return to civilization to prepare extracts / bombs (or travel by wagon or with pack animals), but I'd love an official or semi-official answer. I know this came up on the Ultimate Equipment Errata thread, but I found no real answer there on this (rather than general discussion about small weight discrepancies on kits in general) there and nothing in the FAQ. Since this is an item that an alchemist pretty much has to have, I consider it a slightly larger deal than the few pounds of wiggle room in kits. ![]()
![]() Alright, so the only text in which the idea of being limited to one spell per round appears in is in regards to quickened spells. It shows up both in the combat and magic sections, and reads as follows: "A spell with a casting time of 1 swift action doesn't count against your normal limit of one spell per round. However, you may cast such a spell only once per round." Now, this was something I'd never really noticed or played any attention to. It's a piece of text that goes back to at least 3.5 and seems to have been kind of a hanging commentary left over from an earlier rules draft. However, this came up during the Mythic Playtest, and JB had this to day: "There is some text, in the sections that talk about casting quickened or swift spells, that notes that you are limited to only casting one spell per round (calling such spells out as an exception). As of this time, lets stick with that rule and say that amazing initiative does not let you cast an extra spell. We can clarify the language to work that way it is intended later." Link So, here we are later. The rule for amazing initiative in the final release of the mythic rules has a specific exception barring it from being used for an extra spell per round. My question is, should this allusion to another rule (1 spell per round) be taken as an actual rule, or is it just extra text? Is the intention of the PF designers that things like Hero Points and Heroic Finale should not allow a spellcaster to cast more than 1 spell per round (barring quicken)? As a followup question, how does this 'rule' work with things like arcane surge, which take your swift action? Does this mean an arcane surging archmage can only cast one spell that round, since it takes his swift action and he isn't allowed to cast another spell except through the use of a swift action (quicken spell)? That seems like a kick in the quad. I'd love a Dev response or FAQ, as it's generated quite a discussion in my home game. ![]()
![]() Let me preface this by saying that I'm aware that there is a prevailing theory on these boards (and others) that tends to argue that offense is defense. It is theory craft that applies in many games and many circumstances, but it isn't anything I'm interested in hearing about here. The nature of the game that I play in, the people I play with, and the overall tone of the game is such that while offense is important, defensive options have increasingly become important. Resurrection magic’s are rare, enemies are often nebulous and unclear until they make a move, and I’m relatively attached to a long term PC. Anyway, that said, I’m curious as to what people view as some of the best defensive items, especially the kind that are likely to be overlooked. The party just hit 15th level, and in the somewhat immediate future I should have something on the order of ~40-60k to spend in item purchases and crafting. This will mark by far the largest amount of cash on hand I've had to spend in the course of the game, and the first time in the last three years of play that I've had a chance to really customize magic item choices with crafting and purchases instead of relying heavily on items looted from enemies. I’m currently playing a 15th level arcane spellcaster (wizard). There are a few house rules in place, the most important of which in this circumstance is likely the bundling of all crafting feats into a singe feat that only provides a 25% discount on crafting items – instead half price. What this means is generally I can craft anything, but it costs a bit more. The following are my applicable defense stats: Defense
Applicable Items cloak of resistance +3, monk's belt, ring of evasion My largest concern is the low saves – especially the fortitude save – though the relatively low armor class has also bit me in the ass on occasion. I’m particularly interested in passive defenses, but active means that can be used as swift or immediate actions aren't terrible despite what is a relatively high drain on my action economy at present. While active defenses like mirror image can be great against a single target, they fall flat against larger groups which the party fights with some frequency or when we are unable to buff before the encounter begins (also a frequent problem). As an example of such, we’re in the process of cleaning up an encounter with ~50 or so martial attackers using javelins and blades, ~20 or so low level wizards using wands of magic missile and scorching ray (at caster level 9th and 7th respectively), ~15 assassins fighting under the cover of greater invisibility and mirror image, and one enemy wizard between level 11 and 14. In this encounter the party has been peppered with javelins for five or six rounds and tough enemy attack bonuses aren't great (probably somewhere in the +10-12 range) they’re sufficient to put on a lot of damage in the scene of things given the numbers deployed. While I don’t think there’s much hope of ever putting an AC out of range of high end attackers, it would be nice if I wasn't vulnerable to low end attrition. My current thoughts on spending are as follows: Upgrading the cloak of resistance to +5, snagging an amulet of natural armor (probably +2), and maybe snagging a luckblade for the 1/day reroll and +1 bonus on saves that stacks with the cloak. I’m interested if anyone has other thoughts on the matter, or if there are any obvious options I’ve overlooked. As it stands I've been using extended heroism spells to help make up some of the difference on saving throws, spamming shield spells to keep my AC a little more competitive, and leaning heavily on quickened mirror images. I'm curious as to what other people have come up with. Thanks in advance for any suggestions. ![]()
![]() So, looking at this spell (and its errata so you can't take 10) I'm left asking under what circumstances it is assumed a PC might cast it? High chance of a single poor roll taking you out of the game as a factor for weeks to months? That seems pretty harsh for a large chance of getting a lie as an answer. Is there something I'm missing here that redeems this spell in some way, because by my reading it isn't even ability drain or something similar that can be explicitly removed by restoration / heal / greater restoration / break enchantment. By a RAW reading there is literally no way to remove the penalties for the duration. Is that intended, or were there supposed to be ways of 'curing' casters afflicted by the spell outside of wish / miracle? Just wondering, because I can't ever see it being cast at any table I've been at. ![]()
![]() 1. Half-orcs. Why do half orcs get shorted race points relative to every other race? Couldn’t they get a bonus feat, bonus skill points, or something? Is there a reason this race has to be the worst in every edition of the game in the CRB? I’ll also chime in with the thought that their ability score bonuses are terrible. +2 Str, -2 any mental, +2 any other might solve both problems. 2. Why do oracles receive a bad fortitude save? We are talking about a class that is already hands down worse than a cleric. Bad spell progression (sorcerer), few spells known despite the divine list, worse primary casting score, and just for giggles lets gimp their fortitude saves. What the hell? 3. Why do witches get the short end of the stick with regard to spells per day compared to literally ever single primary caster in the game? Why don’t they get patron spells like clerics get domain spells? Wouldn’t that make sense, and actually create a reason to possibly take some of the awful patrons that add to the witch list 7 or 8 spells already on the witch list? Come on now. Also, why are they shorted things like lesser restoration, beast form, and other iconic witch powers? I don’t understand the reasoning behind most of the witch list, but they honestly feel like the worst primary caster around. 4. Why must multiclass spellcasters be terrible? This one goes back to 3.5, but really, it’s impossible to play a truly multiclassed spellcaster without it being flat out worse than any single classed character – or any multiclassed martial character. You add options that are ineffective, while splitting ability scores, wealth, and feats between multiple focuses. Awful. On top of that you fall behind in caster level (which weakens even utility magic), spells per day, and spell level available. Awful. Why has there been no attempt to fix this, or even make it remotely playable. I understand wanting pure 1-20 builds in a single class to be attractive, but making other concepts unplayable is a terrible way to do it. 5. Lets talk about cross-blooded. Seems like an awesome cool archtype, until you realize you fall two full levels behind clerics, wizards, and witchs in spell access, and a full level behind oracles and other sorcerers at well. Congrats, you get your first 6th level spell when wizards have had 7th for a level and sorcerers have had 6th for a level. Have fun with that. You also eat it on will saves. The good news, you get an extra bloodline arcane, one extra class skill, and an expanded group of options for feats and bloodline abilities (though not more actual feats or abilities). This seems like a terrible trade for 9 spells known and -2 will, even before you take into consideration that the 9 lost spells are often your only spells of a given level. A 14th level crossblooded sorcerer knowns 2 6th level spells and 0 7th. A 16th level crossblooded sorcerer knows 3 and two respectively (and no 8th). That sounds like twelve kinds of fun. 6. Why is the human favorite class option for the oracle and sorcerer flat out better than every other? I happen to think it’s a good option that adds a lot of flexibility to the classes, but I lament that only a single race has the option. Seems like everyone else gets the short end of the stick. 7. Why did we change save or die spells from ‘everyone save or die’ to ‘PCs save or die?’ These spells are unlikely to one shot any appropriate CR opponent, but are likely to kill PCs (especially those most subject to them). Who thought that was a good change to make? It’s like the designers were halfway towards making them more fun at tables, then abruptly stopped. 8. Why did we fold together move silently and stealth, listen, search and spot, gather information and diplomacy, and tumble and jump, but not swim, jump, and climb? It’s like someone decided “lets make the most popular and used skills easier to get, but keep the less frequently used skills as stand alones. Seriously, this one baffles me on so many levels. 9. Why are the flames, stone, waves, and wind final revelations for the oracle so bad? In all honesty, the moment I saw these I felt I must have read something wrong. I know myself and others gave feedback on this problem during the playtest, so I’m curious as to what the thought process was on keeping them as is. How do these options meaningfully affect the game in the same way as any other class’ capstone? 10. Why do Sorcerers get their capstone 4 levels before everyone else via Robes of Arcane Heritage? I don’t necessarily think the option is overpowered (especially given the fact that they are still a level behind every other core caster in spell access for an unknown reason), but I’m curious as to why they got special treatment compared to everyone else. 11. How do designers think rings of revelation are likely to be encountered in the game? The incredibly specific limitations on their uses (have to be an oracle, have to have the proper revelations, have to be the proper level) seem designed as a giant screw you. That they also sit outside of use magic device also vexes me. 12. Why do transmuters get nicer things than other wizards? Annihilation spec’s seem like one of the hands down best pieces of wizard gear ever published. Why don’t other specializations get similarly nice things? Again, this isn’t so much a matter of OP, as it is favoring certain builds that are already quite powerful. 13. Why did Paizo make an effort to reduce save or die / save or suck spells, then begin adding options for them that are really powerful such as persistent spell in later books? 14. Why are so many bloodline abilities and arcanas so bad? I’m looking at you Starsoul sorcerer with your dazzled (-1 attacks and perception) on a failed save arcane. 15. Why was the SLA option for summoners in the APG beta removed and replaced in UM with a terrible limitied choice SLA option instead? Is there a reason the skill / spellcaster option was removed from the summoner in place of a one size fits all melee brute selection? I recall a bit of outcry over wish and limited wish with the ability (which required the investment of virtually all evolution points), but was every other option so strong as to require a complete removal? 16. As touched on above, why do so many witch patrons grant spells that are already on the witch list? Is this just oversight by developers or is there some secret benefit I’m missing? Portents – REALLY? 8 out of 9 already on the list? How is that not a waste of space? To be clear, I'm not looking for responses that say "house rule if you have a problem". That's been done in most games I play in. I am simply curious as to why certain rules were done they way they were. ![]()
![]() So, apparently the mythic playtest ended like two months ago, without any fan fair or announcement here. No doubt many noticed the complete lack of developer feedback in some time, but I suspect fewer noticed the last line of the product description here. Yeah... Sort of bummed that I've been wasting my time talking to a wall, when a simple post tagged at the top of the mythic playtest forums might have made it clear. Anyway, that was fun (sort of). ![]()
![]() On The Concept
I think design and implementation of mythic would be much easier and more rewarding if instead of 1 tier = 1 level design changed to 2 tiers = 1 level. Instead of trying to cram in ten levels of extra power in the system, fit in 5. You are closing a much smaller gap in terms of numbers, and it allows you to focus less on increasing raw power. Mythic Power
The current pure tier formula doesn't work, because it does not acknowledge the assumed increased staying power of higher level characters (who gain mythic late in their career). A 14th level character who gains 3 mythic tiers needs to gain more than a 6th level character out of those same 3 mythic tiers. There is nothing a 14th level character with 6 mythic points is going to be able to do that will make it the equal of a 17th level character in terms of resources, raw power, and options. Whether or not the same can be said with 20 some uses of mythic power or not I can't be certain, but certainly the contest must be closer. Surge
Ability Scores
My suggestion would be to either axe ability score increases or to make them more universal (leaning on the later). Make it a +1 bonus to each ability score instead of +2 to one, or something similar. Hard to Kill
Mythic Flaws
Really, flaws present an interesting set of optional rules for a game, but they need a lot of work. They are not all balanced with each other – and I think that's something that can be used if they are an optional addition. Embrace that they aren't unbalanced, and use that to provide scaling benefits for those who choose them. My preference would be more mythic uses per day/encounter or being treated as a higher mythic tier. A larger pool that shows some more diversity would also be awesome. Include things that are not strictly combat based flaws. Amazing Initiative
Recuperation
Mythic Saves
Force of Will
Unstoppable
Immortal
Legendary Hero
Next up, some mythic feat discussion. ![]()
![]() First Mythic Encounter PCs are located here. They are Level 14-15 / Mythic 1. Last night we played through our first mythic encounter - that is encounter against a mythic opponent. The opponent was a 15th or 16th level monk built with a high point buy, a single mythic tier, and a collection of active buff (because he ambushed the party). He was supported by a collection of level 1 or 2 mooks that shared his appearance, adding to confusion early in the fight. Over the course of approximately six rounds the party demolished a couple dozen mooks and were eventually able to overcome their opponent. Though the opponent was specialized for grapple - and was quite successful against the two handed fighter - our sword and board's anti-grapple specializations made him a nightmare for the opponent. The details of the fight are fairly tedious, but I reached the following initial conclusions about mythic. 1. Fleet charge is brokenly good for NPCs and PCs because it allows them to full attack every single round. The damage per round output increase for our fighters was comical compared to their pre-mythic selves. Even against an opponent with an AC in excess of 43 they dealt somewhere near or around 500 damage in the course of two or three rounds. 2. Fleet charge is brokenly good because it allows PCs and NPCs to full attack characters that go out of their way to avoid getting full attacked - like casters. Given that a full attack is generally enough to outright kill a caster this seems problematic. In the past my wizard has been pretty good at keeping a party fighter or other barrier between hard hitting melee characters and herself. Last night had our opponent desired her head I don't know that I could have stopped it short of outright fleeing (and perhaps not even then). 3. NPC opponents with mythic tiers have the power of those tiers exaggerated by the fact that they can and should burn every available mythic point as quickly as possible. Having them draw from the same size daily pool as a character who may fight through 4 or more encounters a day. While one could argue that the same is true of other characters with limited use abilities such as spellcasters or maguses, I would argue that the effect is exaggerated by the ability to burn multiple mythic points a round. 4. Martial characters have plenty of methods of shutting down old spellcaster escape tricks (like dimension door) but there are virtually no additions to caster survivability - which seems problematic. 5. The hit point bonuses provided by mythic tiers don't seem particularly meaningful. Certainly not on par with the vast increases on damage provided. ![]()
![]() This ability caused some confusion at the table last weekend. The base ability granted - going without sleep, food, water - is fine, but the recharge is unclear in its effects on characters that prepare spells and is enormously powerful on sorcerers and oracles. First, to the ambiguity. It is unclear whether it recharges expended spells on a prepared caster (e.g. refreshes everything they prepared that morning), refreshes expended slots and allows them to instant reprepare spells (e.g. pick new spells that instantly fill slots), or refreshes expended slots but still requires prepared casters reprepare spells (taking 1 hour). This same problem is present in the 3rd Tier ability recuperation. It specifies that expending a mythic point and resting for 1 hour lets you regain uses of spells per day, but does not specify how this interacts with prepared casters. Are their spell slots instantly refilled, are they allowed to pick new spells, or are they forced to pick new spells and take the time to do so? As to the power of the ability - it effectively allowed the party sorcerer to expend every single high level spell slot he had early in the adventure without any fear of running out of spells - since he could immediately after the combat in which he ran out recharge his entire selection of spells. Part of the problem in this case may have been the application of a single mythic tier to a party of 14th level characters - it extended his already vast resources while not bestowing the same flexibility on other casters they might normally have by high levels in the form of recuperation. In any case, even if the ability receives no balance tweaks it needs to have the language cleaned up. ![]()
![]() I've got an idea for this monster based loosely on Spiderman's Venom. It'll be a symbolic creature and will bond to the first creature it interacts with (likely the party fighter). He'll get a difficult reflex save against it, but if he fails it will take over his body. At that point a few things will happen. -It'll give its host a large boost to natural armor, damage reduction, strength, and con.
The creature will resist any attempt to remove it from its host (by strength checks or anything similar), attacking with the tentacles. If the party resorts to attempting to subdue the host by any other means (lethal attacks, nonlethal, spells) it will seize control of its host and use him to kill those attacking to the best of its ability. It will use the fighter's full attack routine and its natural attacks. Thinking I might allow opposed strength checks each round by the fighter to limit the creature's attacks (unless attacked). What do you guys think? Is using a reflex save legitimate for a creature that takes over the hosts body and forces him to strike as it desires ok? ![]()
![]() What was the thinking on this? A capstone that lets you become utterly undetectable for 20 rounds while dealing 10 points of ability score penalty with each sneak attack? Ignoring the insanity that is invisibility that cannot be penetrated even by the most powerful divinations in the game, is opening combat with ten points of ability damage to a fighters strength, dexterity, and constitution even remotely reasonable? How about a caster who now has anything allowing a save out the window, no way to detect the attacker, and is probably buried under his/her gear because of encumbrance? I don't see how a party of, say 16th or 17th level, is supposed to do anything when confronted by this except A. Waste actions trying to beat invisibility with true seeing, sucking sneak attacks all the while, or B. Run like scared children. Am I the only one looking at 10 points of ability damage AND unbeatable invisibility and shaking his head? ![]()
![]() How do most perceive these two interacting, particularly in relation to the Dragon Disciple's blood of dragons ability and the entry requirement that demands you have the draconic bloodline. Are you not qualified to enter the class because you are crossblooded (even if draconic is one of your two)? How about in relation to how it specifies you continue to gain bonus spells from the bloodline? Would you read this interpretation to mean that he would be required to take draconic bloodline spells for those levels? Are there any other interactions I'm missing that need to be examined further? My reading tends toward allowing you to take the class with crossblooded, and allowing you to continue to choose which bloodline powers you want at a given level (e.g. you could choose from either bloodline). ![]()
![]() How do they interact? Do they boost both bloodlines? Neither? Take for instance, a 16th level Crossblooded Arcane and Dragon blooded sorcerer. Does he get Arcane Apotheosis and Power of Wyrms? Or does he have to choose? Would two items each granting the benefit to one bloodline let him get both, or either? Interested in a rulig and in the opinions of other posters. ![]()
![]() I was discussing some monster design with my DM the other day, relating to some foes the party has fought in the last month, and I asserted that most people would probably CR the last couple foes higher than he did. We aren't arguing by any means (don't feel like you are jumping in the middle of the DM/Player dispute) but we're curious as to what others think. Anyway, where would you place the CR of these two monsters? Advanced elite devourer NE Large Undead
AC 40 (+4 armor, +7 Dex, +1 dodge, +15 natural, +4 shield*, -1 size) touch 17, flat-footed 32, combat 37
Speed 30 ft.; fly 20 ft. (perfect)
Abilities Str 34, Dex 24, Con -, Int 23, Wis 22, Cha 29
_____________________________________________________________ Devour Soul (Su) By making a touch attack as a standard action, Rakis-Ka can deal 12d6+20 points of damage as if using a slay living spell. A DC 28 Fortitude save reduces this damage to 3d6+20. The soul of a creature slain by this attack becomes trapped within the devourer's chest. The creature cannot be brought back to life until the devourer's destruction (or a spell deflection—see below) releases its soul. A devourer can hold only one soul at a time. The trapped essence provides a devourer with 5 essence points for each Hit Die possessed by the soul. A devourer must expend essence points when it uses a spell-like ability equal to the spell's level (for sake of ease, spell levels for its spell-like abilities are included in its stats in superscript). At the start of an encounter, a devourer generally has 11 essence points available. The trapped essence gains one permanent negative level for every 5 points of essence drained—these negative levels remain if the creature is brought back to life (but they do not stack with any negative levels imparted by being brought back to life). A soul that is completely consumed may only be restored to life by a miracle or wish. The save DC is Charisma-based. Spell Deflection (Su) If any of the following spells are cast at the devourer and overcome its spell resistance, they instead affect a devoured soul: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion. While none of these effects harms the soul, the caster makes a DC 28 caster level check when a spell is deflected—success indicates that the trapped soul is released from its prison and the creature whose body it belonged to can now be restored to life as normal. Contingency When Rakis-Ka is reduced to 100 hp, a harm spell activates on his person, and his DR changes to 15/good and adamantine as he takes his true form. Advanced giant brain collector sorcerer 4 CE Huge Aberration (Incorporeal)
AC 35, touch 26, flat footed 35, combat 58
Speed 40 ft., fly 40 ft. (perfect)
Sorcerer Spells Known (Caster level 12th, Concentration +22)
Spell-like Abilities (Caster level 18th, Concentration +28)
Abilities Str 39, Dex 25, Con 28, Int 20, Wis 21, Cha 22
Extract Brain (Su): Will DC 26, full round action every 1d4 rounds. A creature must be within reach of the brain collector's tentacles for this to function. Success deals 1d6 damage and stunned for 1 round. Failure deals 10 Constitution damage and 10 Intelligence damage. A creature slain by this attack has their brain drawn into the neh-thalggu's brain sacs.
Neh-thalggu can augment their powers known list by extracting the brains of psionic and spell-casting creatures. Neh-thalggu can access any power known, spell prepared or spell known from a brain they hold in their sacs. The creature can then manifest them (even spells) with its power points. It can make use of any metamagic or psionics possessed by its brains as well. It is capable of using its power points to fuel metamagic without increasing the spell's level. It pays a number of points equal to what manifesting a power of the metamagic's increase would cost. Multistrike (Ex) A neh-thalggu can strike every opponent within reach with its tentacles. Poison (Ex): Injury, Fort DC 29, 1d2 Str and staggered, (6); cure 2 consecutive saves Incorporeal: A neh-thalggu is treated as incorporeal in all ways, but keeps its Strength score and natural armor (which functions against both incorporeal and touch attacks). Although a physical and solid creature, it remains slightly in sync with multiple dimensions, never fully existing in a single one at a given moment. Ability Drain Fort DC 26 reduces to damage ![]()
![]() Some debate has arisen among my group relating to the following line from Summon Monster I "A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities." Some have interpreted this as prohibiting summoned creatures from being teleported or transported extradimensionally by a caster (that is to say, I try to dimensional step my summoned creature with me), while others have insisted that it applies only to a summoned creature's own teleportation abilities. Anyone have a clarifying ruling on the matter? ![]()
![]() Long drawn out set up in a combat all leads up to the following: we have a PC attempt to grapple a monster that is under the effect of freedom of movement (that we don't know about). DM has the creature "bluff" us into thinking it is grappled to lure us close, but the creature doesn't take any penalty to AC or suffer any limitations on spellcasting. What are various people's thoughts on this? I'm not asking people to say the DM is wrong, I'm just curious as to how other DMs would interpret the ability to do something like this in their own games? For my part I didn't really like it, since my interpretation of freedom of movement has always been that attempts at a grapple autofail, in the sense that your attempts to grab the other guy just fail outright, and that with that in mind I wouldn't let you fake being grappled while suffering no penalties using the spell. DM said it should have been obvious that there was something wrong since it was still throwing spells at us even when "grappled", while I didn't really feel that way (assumed it was using still spell/psionics). Anyway, thoughts? ![]()
![]() The original summoning abilities granted by the summoner class were good. Very, very good. Summoning spells that lasted for minutes, took only a round to cast, and which you get in numbers superior to other spellcasters. Quite the potent combination. The response to that combination was easily foreseen. People freaked out, as they usually do whenever any powerful combination is put into play. They ran screaming up and down the boards about how overpowered the class was, how it broke the game, how it turned encounters into pushovers, and how as a result the sky was falling. I'll be blunt, in my work with the class I saw none of these things. I've never seen any spellcaster (ans the summoner is a spellcaster) willing to nova out his resources when he wasn't sure a fight would be forthcoming, yet this was exactly the doomsday situation that others cried about. It is the same problem that many people have with spellcasting classes on the whole. This "if they" argument, is based on the idea of spellcasters burning through vast numbers of resources under ideal circumstances. "If they have multiple rounds to prepare for a fight, and if they cast all their spells before hand, and if they then charge through every room and the foes don't just withdraw until the spells expire, then a spellcaster can 'win' Pathfinder". I didn't buy the argument when applied to spellcasters, and don't buy it when applied to this class. That said, the summoning abilities, combined with a fairly powerful spell list, and a powerful summoned creature might be too much. It is certainly too much as far as the usual (and vocal) chicken little crowd is concerned, and we've all seen how effective they can be at making their position appear to be that of the majority. See what happened to D&D when it became 4E (and the huge success of Pathfinder with the masses who were disgruntled with 4E) if you don't believe me. In the interest of seeing this ability and class remain useful (e.g. not nerfed into obscurity) I humbly offer this compromise on the summoning abilities. Most people have suggested giving up the minute duration summons and retaining the ability to summon more than one creature, and to summon them each as a standard action. This is, on the whole, a fair compromise, and those screaming about how the problem is multi-minute duration summons should have no objection to it. Unfortunately, there is a problem with this, in that it renders summoning for the first several levels (call it 1-3 conservatively) virtually useless for a class themed on summoning. My solution would be to let them add their charisma modifier in rounds to the duration of their summoning spells at first level. The net result would be standard action summoning, not limited to a single creature, with a duration of 1 round/level + summoners charisma modifier. ![]()
![]() I love the work done on the Paladin in Pathfinder, the knight in shining armor finally serving as a real knight in shining armor and serious threat to evil foes. There is however one point in the new rules that seems... odd. The Paladin Capstone, Holy Champion, lets a Paladin that is smiting an evil outsider to subject them to a banishment effect that ends the smite upon its resolution. This is pretty cool... except per the wording they have to always banish, and thus end their smite, which is less cool. Wouldn't it make more sense to give the Paladin the option of smiting or banishing? Further, there is no note as to what happens if you are on another plane, for example, the fiend in question's home plane. Perhaps this could be clarified on the errata? It seems kind of odd that a 19th level Paladin is better in a slug fest with a powerful evil outsider than a 20th+ level Paladin. ![]()
![]() Hey guys, one of the games I'm in - this one on Friday Nights running from 5pm until 10pm (EST) is short a couple of players (actually down to two players). We are currently running through a slightly modified version of the STAP currently running through the Sea Wyvern's Wake. Our attempts to recruit additional players have proved frustrating, so I'm expanding the search here. Ideally we are looking for 1-2 players who can commit to showing up. Currently the "party" falls between 7th and 8th level. We are currently using the Pathfinder Beta rules. The party consists of a Human Rogue/Wizard and a Half-Elf Fighter. The game has proved to be pretty heavy on the roleplaying, with extensive NPC relationships developing, so if you're looking for nothing but a hacker and slasher you may be disappointed. That isn't to say there hasn't been extensive combat in the game though. For those interested in joining up you can register and post here indicating your interest. Alternatively if you'd rather know more about the game this link will take you to the board devoted to it which includes full game logs. As I said above, we play from 5pm - 10pm Eastern Time on Friday nights. We play using mIRC as our medium and maptool for combats. Both programs are free. Hope to get some interest. ![]()
Journal of Katrina Islaran
The women got a proper burial at sea - conducted by our very own priestess of the pirate goddess. The irony of it all. As we laid them to rest my conscience compelled me to speak out. In hindsight it may have been rash - but the words I spoke were necessary enough. The women died - everyone else from their ship died - purely because the other powers of the region refuse to muster the political will to break the damned Scarlet Brotherhood blockade. If it's the last thing I do I'll see it done, and the pirates directly responsible for this atrocity brought to swift justice. After we'd put the women to their final rest in the icy waters of the sea the Captain approached me and asked - dare I say ordered - that I join her in her quarters within the hour. She had... an unusual look on her face and an unusual tone. She had looked as if to say something when I'd made my - again - perhaps foolish speech. I fully expected to be reprimanded by her, but I couldn't bring myself to move from where I stood for some time. The dead women kept coming back to me. Beyond the horror that was their deaths and the violent events that marked them and the time immediately before one thought pulsed in my mind, refusing to leave. It could have been me. I wasn't all that different from those women - I'm still not. If the Islaran's hadn't taken me in I would have almost certainly ended up on a ship at some point. Even still, it wasn't the thought of dying, of rape even, that terrified me. It was the thought of dying without a purpose - meaninglessly, namelessly. What must it be like to know that no one will mark your passage, or even your existence on this world? That when you are gone you will leave no legacy? Maybe that's why I did what I did, said what I said. The question them becomes did I do it to give them a legacy, or for myself? When I finally tore myself away from the dark sea night had fallen. Mari stood at the helm and a light burned in the Captain's quarters. I entered with a knock and she told me to take a seat. She took a swig of some strong liqueur and against my better judgment I took the bottle when she offered it. It was sharply acidic. I've never been a strong drinker and this was harsher then anything I was used to. I struggled to keep it down and avoid coughing all over myself. Her next words were rather surprising. She asked where I'd heard 'the name'. Somewhat guardedly I asked what name she meant. Her response held more anger and venom then I would have ever expected from her 'the blood gnome!'. Amella... is a woman of strong will and a sharp tongue. She has been in my experience quick to snap at people, but true anger, the rage that was evident on her face tonight is not something I've seen. Maybe it was the strong drink - I know it loosened my own inhibitions later. I tried to keep my voice even and calm as I explained his note in the log of the Purity's Prow's. As I did her face fought between rage and composure, but composure won out before I finished speaking. She told me of her involvement with him - he had murdered her husband. She was also kind enough to illuminate the history of the other pirates named in the log - Ironfoot and Baumann. We spoke for a while longer thereafter, sharing the bottle of whatever foulness she had. We talked of fate - of my belief in it and her lack thereof. And we spoke of revenge - and her desire for it. I could understand it. The bitter sweetness of Lar's death still filled my mouth and soul. It didn't warm me, didn't make me happy, but it left me no more empty inside then I was before. At least now I didn't carry that extra burden - the knowledge that the scum still walked free while too many good men were dead. By the time I left her cabin I was as drunk as I'd ever been - which no doubt helped me get into the argument that followed with Mari. I don't know why I approached her but I did. What followed was an argument too lengthy to record that touched on everything from the nobility, her mother's rape, the current state of Shadowshore, piracy, the Merravanchis, and my past. Regrettably, my past. In my drunken rage I spewed things I never should have to her, told her thing's I've never told anyone about me. When I realized abruptly what I was doing, and the sheer lunacy of it I could barely muster goodbye before I hastily beat feet below decks. She had a damn smug look on her face as I did. I was ready to kill myself over the shame of having done something so stupid. * * * While sailing near the coast we rounded the bend to find a massive spider web before us extending for miles down the coast. I recognized it as the work of monstrous spiders - bugs to large to believe until we got to see them up close when a number of them jumped on the ship. The ensuing battle was short but fierce as we carved them up with sword and spell. Heinrick was badly injured in the fighting, but it seems he'll recover. The man is... absurdly brave, tough, and strong. In many ways he reminds me of Kiel. The cabin boy, Tavey, seemed infatuated with the alchemists fire I used on the smaller spiders. Afterwords one of the passengers - the elven man, Damri, made several slices of the spiders into steaks which proved surprisingly tasty. I have a policy of always trying anything once. This time it worked out in my favor. The fine meal was interrupted when while the others were telling me about a saboteur they'd defeated on the ship one of the passengers tried to stab Heinrick with a fork. The imagery was absurd enough on it's face - the man must weigh over 250lb and is built like an ogre, but the smaller man was determined. He raged about how Heinrick had killed the women he loved - the saboteur in question - and how he would have his revenge. I can't help but pity the poor man - Renor. Even if she was a monster, a poisoner, a murderer (of Heinrick's brother even!), and a manipulative b#+!~ if all the stories are to be believed, he obviously loved her. That's a lose I don't wish on anyone. I never did catch her name though... * * * We stopped at the Xatalati river to refresh our water stores. The clear cool fresh water was all the invitation I needed to jump into the river. There is something cleansing about bathing. I'd long wiped the blood and grim of the pirate and spider attacks from me - cleaned it magically even - but I didn't feel truly clean until I got in the water. I swam around for a while and found what I thought was a fairly secluded spot away from prying eyes to truly bath in. It turns out I was wrong though I didn't find that out only a few minutes ago. I think you can still see my ears burning. Again - I can't help but laugh at my own hypocrisy. There was a time I would have thought nothing of it but... I guess it just isn't appropriate now. The sight of a lady's bare flesh should be reserved for herself and her husband - or so it has been beaten into me. Eventually I enticed Mera into a bath as well and was able to get some information out of her on the rest of the crew - and on herself. She's a former smuggler who owes Heinrick and his former companions her life. She was also able to illuminate Amella's past as a smuggler. It's funny that as a noble I'm both bound to scorn and bound to accept smuggling. I tried to keep my responses even. The captain declined the invitation for a bath - apparently she's a salty dog to her core and actually enjoys bathing in salt water - but Mari went down to bath later at my suggestion after pointing out my 'secluded' spot wasn't as secluded as I believed. Apparently half the crew saw Mera and I. I think she took pleasure in rubbing that in - if she didn't make the entire thing up. She seemed to have no objection herself to others seeing her. The woman is... confidence incarnate. And b$@%@ incarnate. I can't figure out of I like her or hate her. Joliet seemed to show surprise as the very concept of a bath - apparently she's become entirely reliant on her magic for such purposes. A sorceress to the core that one. I guess it's different then wizardry like that. Magic always feels like a chore for me. They said I was talented at the House of the Dragon, but it never felt that way. I just worked harder then everyone else. I don't know how many nights I spent up studying theory beneath my sheets. * * * Heinrick asked me to identify a magical dagger he has in his possession today. It was no large thing, so I did so. Also of interest I finally got Skald talking today. The man is... I fear him sick in the mind. He found it amusing to joke about how I was only now 'finishing the journey I started 4 years ago' and about his status as a 'wanted criminal'. He claims to be from Styes and to have worked for a man identified as Boss Rashlen. As he fled the town more then a year ago he burned down a warehouse fill of illegal drugs owned by this Boss Rashlen, who took it personally and sent assassins after him. I suppose that's as good a reason as any to flee to the end of the known world. * * * Fort Greenrock is gone, just gone. We came upon it's burn out ruins today, the apparent result of a Reptite attack on a massive scale months ago. There were no survivors we could find and no supplies to be salvaged. There was however a clawed beast with exceptional speed that attacked us from the jungle. Heinrick cut it badly and it fled into the woods. I hope the dumb beast didn't take long to die alone in the jungle. We still have some supplies - enough to last us until the next stop on our journey - the village of Renkrue. While it doesn't impact us as heavily as others this is truly ill news for Sasserine. It was one of the few friendly ports one could resupply at on this end of the world. I guess eventually we need to get word back to the city, though I'm not sure how. * * * We got a rude surprise at the Atikula River when we stopped to fill our water barrels. It was in part my fault I guess - I should have noticed how still the natural harbor was, how quiet it was. Carelessness. I've had more then enough of that lately. This time it nearly got Heinrick killed. I didn't see the seven headed hydra creeping up on us in the water as we worked on the beach until the last second and was barely able to get a spell off. It went off poorly in my haste and the beast avoided my attempt to blind it as it surged ashore and tore into Heinrick and myself with it's many heads. Jo managed to avoid the two that went after her, but one of the two after me caught my back as I twisted to avoid the first, and Heinrick had one bite through his armor - though the steel saved him from the other three. My second attempt to blind it was more successful, but it's maws still closed on Heinrick standing before it as it was and the two previously snapping at me once more connected, slicing open my arm. Joliet and I both rained rays of fire on the beast, but they proved largely ineffective and she switched to rays of what I can only guess were necromantic energy. I never had a taste for necromancy so I can't be sure. As Heinrick continued to swing ineffectually at the surprisingly graceful creature it snapped back with similar ineffecintcy in it's blindness - at him anyway. Three of the heads boxed me in and we able to scent me. I hadn't realized how acute their sense of smell is and two of the heads snatched me from the ground in sequence and tore into me. Only my protective field saved me from certain death as the monster tore long and wide, but shallow, gashes along my back, chest, and hip. I screamed in agony but landed on my feet when it dropped me. I guess some reflexes don't fade with time. Joliet swapped to the lightning blasts she's so fond of as I empowered all of us with speed. The monster responded poorly to her blast and charged her, leaving itself exposed to both Heinrick and myself as we sliced and blasted holes in it respectively. It snapped at everyone in blind fury but only grazed my arm and Jo's leg. Then Heinrick came literally hacking through the creatures flank out through it's chest, covered in gore. The monster fell over dead as the rest of us stared in shock at the gore soaked fighter. Heinrick jumped into the water to clean himself off as I tentatively felt at my wounds. I'm sure I looked like hell, but obviously I was mostly alright. Heinrick started joking that the fight was invigorating and when the other rowboat approached with Mari and Jaxr Joliet joked macabre that we were all dead. I'm beginning to wonder if anyone on the ship is sane. If I were insane would I know it, or would everyone else appear insane to me? Mari patched us up, calling upon her goddess. I tried not to think about the fact that I was relying upon a pirate goddess for healing after swearing to slay as many pirates as I can in my lifetime. I guess the irony amused her though because the healing worked and I watched my wounds close like they had never been there. I'm grateful for it - it would be unbecoming to bare scars like that. It wasn't until we heard rustling in the jungle coming toward us and Skald popped out that we realized he was missing. He claimed to have found a dragon's cave and held up gold coins to prove it. I was a little nervous about the thought of stealing from a dragon, but the others seemed excited by the idea. He passed Joliet a platinum necklace with a emerald pendant and she practically squealed in delight. The others seemed occupied with the thought of the dragon's cave, and treasure, but I was able to convince them to help me check out the bottom of the lagoon first. Beneath the water were dozens of sunken ships. We all split off to look into various wrecks and the first one I entered held a horrific sight. Bloated bodies floated in the hold, trapped in the ships concave belly and rotting, their flesh peeling off in the water. I choked back vomit and swam for the surface as fast as I could. It took me a moment to regain my composure, and by then Heinrick had surfaced. I suggested we check out the cave everyone on the shore seemed to eager to examine, then come back to look at the ships below us, as that task could take hours (and later did). We waited for several minutes for Mari to surface, and when she didn't Heinrick went down to look for her as I headed toward the shore. Right around the time I was wringing the water out of my clothing they resurfaced, Mari trailing scarlet in the water from a number of cuts and carrying a blade of an odd metal. As it turns out, Mari had been attacked by Sahuagin in her wreck and barely escaped, though she slew three of the five. I was concerned that they could be a scouting party for a larger force, and that we should warn the ships, but my concerns were waved off and in short order we headed for the 'Dragon's' cave. It quickly became clear that something was amiss. Even now I don't understand what happened exactly that day, what force we were dealing with, but something was playing with us. Skald led us deeper and deeper into the island, miles. It didn't mesh with his claim that he found the cave while relieving himself. Eventually he led us to the cave, it's opening overgrown and dark. At the same time Joliet's attitude... changed. She became bitter. Cold and angry. At the cave I suggested Skald check it out first - to be honest I was beginning to suspect he was a shape shifter or enchanted somehow. He agreed and we agreed to follow him if we didn't hear from him in some time. During the wait I approached Heinrick alone to ask if he had noticed the discrepancies I had in Skald's story and Jo's behavior - and he noted that he had. Time passed and Skald didn't reemerge. We resolved to go in after him. After Heinrick nearly broke his neck in a pit trap I took the lead. We passed several other sprung traps, and I got careless. I missed the telltale sign of a scythe trap until the second it sprang. I was dead, just dead, until Jaxr slammed into me from behind. The blade sliced me open across my shoulder blades and I felt the wound burn with poison. Mari had nothing available to cleanse the poison, but she closed the wound and I quaffed a potion to help fight the poison. A few minutes later we were ready to move - though I was much worse for the wear. We were nearly at the bottom of the cave - which descended almost a quarter mile. We came to an opening into a much larger cave. Inside were piles, literally piles of gold coins, weapons, armor, clothing of every kind, gems, and trinkets of I'd have to guess were magical. And a petrified Skald. I panicked. I won't deny it. I panicked. I pushed my way past everyone back into the passage before I sank against the wall literally shaking. I distantly remember Heinrick asking me if a dragon could petrify someone, and answering though I remember his words and mine as if they were background noise. Heinrick darted out into the cavern to grab Skald I turned to watch him, expecting the worst, and didn't see a woman creep up behind us. She was startlingly beautiful, dressed in a green gown with her hair bound in a green scarf. And she toyed with us. I asked her what she had done to Skald and her response was... unhelpful, saying only that she hadn't petrified him. She claimed to know an Aaron Islaran and made a sinister comment about how she was sorry he had been too late to save his sister. She identified herself as a Lady Mabaline Thusa, though she asked we address her as Lady May Thusa. I never got a read on her and bounced in theories as to her identity between gorgona, dragon, and sorceress. She poked fun at all the theories in turn and even went so far as to assume the form of a gorgona for a moment in her mirth. She delighted in mocking us and dropping ambiguous comments - like that we had certainly run into a dragon in recent weeks. She seemed to take particular pleasure in taunting me - scaring me. Heinrick was trying to charm her I think, and she seemed quite taken with him on the surface, though she later claimed she was married. She claimed she was in the process of moving - with her husband. The conversation shifted to the hydra and the Sahuagin - though she pleaded ignorance about the former and anger at the later, asking us what they were doing on 'her lands'. Finally the conversation turned to our destination. I... told her. if she is as powerful as I think she is lying would have been pointless. After picking apart the spell that harmed Skald I have to conclude she is if nothing else an exceptionally potent spell weaver - more on that later. She claimed to have a cousin on the Isle of Dread, one Lady Xiure, and asked that we pass on a ring to her along with a boast - that her hair was prettier then Xiure's. The more I think about the encounter in hindsight the more certain I am she was a gorgana - if an exceptionally powerful one. Her focus on her hair and the way she turned away before assuming the gorgana form - ostentatiously to spare us her gaze - rings together as more likely then the other possibilities. Then she offered us our pick of items from the literal horde of treasure. I was skeptical at first - but in the end thought it better not to offer her insult. If she was trying to hurt or track us there were easier ways. I found myself drawn to a blue robe set with several blue gemstones. It seemed... to almost have depth in the fabric and I could almost see things moving in it. I don't know how to better describe it. Investigation since has shown it to be a potent magical artifact indeed. It actually has a connection to the other planes - seemingly all of them at once. By sending arcane power through the robe I've been able to summon up all manner of beings with incredible speed compared to a usual summoning spell. It has it's limitations, but it is still remarkably useful. Others chose their own 'gifts' while Jaxr loaded up a bag with coins to split with the other crew members the Captain had refused to allow to join us. He's a good man even if he is a bit... forward. He's made no secret of his intent - or at least leanings. I can't really bring myself to crush his hopes - though it feels cruel to lead him on. I have to admit - part of me likes the attention. Heinrick asked before we left what kind of dragon he had encountered. May Thusa's answer was as cryptic as everything else - Aussirdarastrixaesthyr. As we left she began casting spells loading the collected wealth - more then I could have imagined - into chests and bags for transport. I gulped as we left and didn't stop shaking until we were out of the cave. Outside the others began asking about relieving Skald from his condition. To the spell that held Skald. I could - and likely will - write a thesis about it. I've never been one for enchantment magic - like necromancy I find it abhorrent - but this was... such a complex effect I don't know where to begin. I don't think I would have ever begun to figure out parts of it without Lady May Thusa's hints and outright statements about it - like that Skald merely thought he was a statue. It makes me wonder as to the power of the mind - if belief can do such as it did. It didn't turn him to stone, but it made his mind believe he was stone - thus petrifying him mentally and physically. It was so powerful a compulsion that it actually made him weigh as if he were stone. My immediate attempts to break the spell holding him failed and we - by which I mean Heinrick - had to carry him back to the harbor, where we found the Jade Raven's filling the Blue Nixie's water supplies. They got into a huff when they heard about Lady May Thusa, but things settled down eventually. Liamae, their sorceress started asking questions about magic and how I'd blocked the Gorgana's gaze. It was almost a let down having to tell her that we didn't actually fight her. We started diving in the harbor before long to recover what we could from the ships. Of particular interest to me were the nameplates so we could record them as ships truly lost and accounted for. Jaxr and Mari seemed to agree with that idea. The others showed some concern about me diving with the poison still coursing through my veins, but I was able to beg off their concerns with assurances that if I felt worse I'd stop. I was somewhat surprised by Mari's concern. In hindsight I wish I had listened to them. We recovered some armor, silver and gold, and the nameplates for the Scarlet Starfish, Baleful Outburst, Seaspray, Talon of Tiamat and the Cylondria Ripper. By the time we finished I exhausted, cold, and wet. I could barely stand and actually needed Mari's help to get to the rowboat. From the moment I got into the boat I don't remember much else. When I woke up though I wasn't in my own bed, much less my own room. Mera was dressing for her shift - which lead me to believe I was in the room she shared with Mari. She made an off hand comment about Mari and I 'going at it pretty hard last night' that left me pink in the cheeks, but it seems nothing actually happened - at least according to Mari. I pushed the thought out of my head and snick into the passenger cabin where most of the others were still asleep for my spellbook, taking advantage of Mari's cabin to prepare spells in peace. When I headed back for the deck I found Heinrick in the middle of his morning 'workout' as it were. I guess it explains something of why the man is as big as a horse and twice as strong that he is as committed to physical fitness as he is, but I was shocked he was running around as he was after a day like the one before. He tried to convince me to join him but I begged out. Then... something odd happened. Yestl for whatever reason walked by and gave me an exaggerated thumbs up. Heinrick claimed it was probably because he and Mera 'got together' the night before. I hate it when I can't remember things. Lirith showed up to spar with Heinrick shortly thereafter. He gave me a pained look but I left him to writhe for a while in favor of thanking Mari for the use of her bunk... and questioning her about the night before. She responded that she had no idea what would cause Yestl to give me a thumbs up, that nothing had happened - which was moderately reassuring - and that I shouldn't get used to her bed while making not so subtle comments that she would be open to something happening between us. She was kind enough to heal the effects of the poison before we broke off. I headed to the hold to check on the 'plunder' from the day before. The armor was enchanted, as was the cloak attached to it. I came back up and related as much to Heinrick as he awkwardly tried to get out of touching Lirith. Feeling sorry for the poor oaf (and I use the term lovingly) I saved him the trouble and gave her a hand with her armor. I tried to drop the hint that he wasn't comfortable running his hands over her or with her advances on the whole because of his relationship with Lady Vanderboren, but she seemed to write them off and joke about it. Heinrick took the opportunity to challenge me to another sparring session - which I politely declined. The conversation didn't get any further then that before Amella emerged from her cabin and began frothing at the mouth over the seven hydra skulls on the deck and Skald's statue form. Apparently Kiel - the dwarf member of the Jade Ravens saw fit to grace us with seven hydra skulls in the night. Amella was not amused, but before long Heinrick, Jaxr, and Yestl were carrying them below while I tried to explain what had happened to Skald. On the whole I think the others got the better deal - laughing and joking as they carried the skulls down to the hold, while I get to deal with Amella's displeasure in full force. Mari and I discussed possible solutions to Skald's situation - with Heinrick chiming in unhelpfully near the end of the conversation. She has a very colorful way of addressing her goddess - quite unlike anything I'd expect in a priestess, before she headed off to bed. * * * We were able to free Skald from his binding with a combination of spells. He didn't exactly react the way I expected him to, falling to the ground and screaming. Joliet made no move to help him, so I got to my knees to try and comfort him. It took a while to get him calmed down. He was ranting about how Medusa was in his mind and how he wanted to die. The later made me rather cross with him trying to get my point across. Death is not the answer - it's no good way out. Afterward Mari and I discussed the spell that had held him and our improvised solution while Heinrick tried to council Joliet for... whatever her problem was. Before long our conversation turned to Besmara and Mari was so kind as to share her plan to murder her goddess and take her place - with my help of course. I was skeptical to say the least. It's not every day you get signed up to murder a goddess or - as she said - press ganged into it. We were fully embroiled in that conversation when Joliet stormed over and promptly declared that she would kill Mari if she tried to lay a hand on her. I think Mari and I both nearly fell over, but Mari gathered power in her hands for a magical strike. She calmed down as Joliet stomped away while Mari and I both turned our gaze to Heinrick. According to him Joliet came to believe the only way to get respect was by acting like a 'b*@~%'. Mari seemed to take some mild offense to being described as such, but I'm not sure how much of it was real anger and how much of it was just teasing him. None the less the brief argument that spawned was amusing and included such highlights as 'What the hell does abrasive even mean, you pointy eared brute' and ''Yeah, you might have a point. A small one, which matches the mind that made it' along with such magnificent retreats as 'I actually admire someone who speaks her mind'. In spite of the absurdity that spawned it I couldn't help but laugh at the argument. I didn't laugh at what Heinrick said next. He claims Joliet mistook my offer to join the rest of the girls bathing and Mari's flirtations as, I can't believe I'm saying this, a plan to rape her. Mari seemed more appalled then anyone else at the idea - and at the thought that someone would think her capable of it. She mentioned before her mother was raped - I have to wonder if Mari was the product of that rape or if she suffered it herself. Or both. She wasn't ready to share and we didn't press her on it as she headed to bed. * * * I... I just want to die. I'm not only a failure at everything, I one again came so close to killing everyone around me in my arrogance and carelessness. How do I go on after what happened that night? How can I look anyone else in the eye? How can I look myself in the mirror. ![]()
![]() I'm irritated that the costs for spellbooks have remained as absurdly high as they were in 3.5. I'm similarly annoyed that scribing a spell off a scroll renders the scroll useless. I've got a 6th level wizard going in a game at the moment that just got to spend close to half of his total wealth on buying scrolls then scribing the handful of spells into his spellbook. The double tap on it is what really gets me. Either it should cost 100gp per page with the scroll retaining it's power, or the scroll should be rendered worthless but the scribing should remain the same. I know, this is a small issue to many people, and some view it as the balancing of the wizard, but really, at present it is just annoying and further screws the wizard if he loses his spellbook somehow. You cannot simultaneously rant about how a wizard's strength is his versatility and punish him (severely!) at lower levels for playing to it. Anyway, that's just my two cents on the issue. Get rid of scrolls becoming worthless after scribing, or get rid of the stupid "special incredibly expensive ink" line.
About Bandar 2379585x2010PbD: @wyrdR |