Can I make a confession that will reveal me to be a crazy person? I really really liked ultimate campaign, I wanted to manage properties, I loved the idea of putting my hard earned gold into investments and min maxing proffesion skills and magic items that look like things I would be delighted to own in real life like the expedition pavilion and the campfire bead. My ideal character is one who eventually builds a flying city and is really good at party buffing and right now I am having trouble picturing that character but as material comes out my desires might get realized The system does however look very interesting and well built, it's just that the first draft had a path to my desires and this one does not have ityet.
Quatar wrote:
Actually with the piecemeal armor rules you can have one team working on the breastplate, one team working on the arms and one team working on the legs. An entirely reasonable and realistic take on the problem.
#1: Not allowed to use Craft: Alchemy to make Meth. #2: My Alchemist is to keep other players appraised of experiments he is performing on other players. #3: The Witches familiar is not the "Emergency Food Supply" #4: The following alignments are banned for any character I play: Chaotic Neutral, Chaotic Evil, Lawful good. #5: Not allowed to use sending spells to Rick Roll People. #6: Stop calling the dwarven paladin's mount "Mr Baconater". #7: Gnomes are not "good eating". #8: There is no spell called "Bigby's middle finger". #9: The primary purpose of the Alchemist class is not to create "natural male enhancement", that is not where the real gold is. #10: Not allowed to celebrate the vanquishing of the Big Bad by getting a grill that says "PC life" on it. #11: Throwing alchemist's fire down a one meter exhaust port will not cause a chain reaction that will destroy the dungeon. #12: Craft: Alchemy is a privilege, not a right. #13: Seoni was never a member of a Sorority. #14: Its Anti Paladin, not bizzaro paladin. #15: I am not allowed to grow a goatee, commit (more) evil acts, shave the beard and blame it on my evil twin from an alternate dimension. #16: There is no such thing as magic duct tape. #17: Paladins do not organize bum fights. #18: Not allowed to do anything that causes me to giggle for more than five seconds. #19: The party has no doppelganger Code. #20: I have to tell the party I am instituting a doppelganger code before instituting one. #21: Do not taunt the unspeakable ancient evil. #22: Ewoks are not Chelax's one weakness. #23: The exterminator will not spray for gnomes. #24: There is now a two drink limit for gaming. #25: Two drink limit does not mean first and last. #26: Drinks must be normal sized. #27: Using the leadership feat as a source of catapult ammunition is both inefficient and destructive to your leadership score. #28: Dice roll results are not open to interpretation. #29: Delivering touch spells is no excuse to grope other player characters. #30: Asmodeus does not have a really effeminate southern accent. #31: No converting Rainbow Bright to Pathfinder rules. #32: Victory dances after killing the big bad guy with a lucky crit are in poor taste. #33: I do not have to wait for the results of the congressional subcommittee on dice before I roll a skill check. #34: Summon AM BARBARIAN is not a spell. #35: Gay Marriage did not cause the Worldwound. #36: While you are allowed to take the Skill Craft: Role Playing games in game, you are not allowed to run role playing games inside the role playing game you are playing. #37: Suggesting to Shop owners that if they do not pay a "protection fee" there might be a Paladin/anti-paladin battle in their neighborhood is not proper paladiny conduct. #38: I do not get extra experience for especially witty "your momma" jokes. #39: Being out of the box is a privilege, not a right. #40: Not all problems can be solved with fire. #41: There is no such thing as a magic pogo stick. #42: There is no such thing as a magic potato gun. #43: There is no way to tell if you are wearing a thong in full plate armor, so it does not provide a bonus to seduction checks. #44: Gnomes are not to be referred to as "Golarian mine detectors". #45: The lower planes are not known for its generous return policy. #46: A funky cold Medena has no challenge rating. #47: Wearing a speedo to game will not attract female gamers to our table. #48: There is no such thing as a magic segway. #49: Have to get fellow heroes permission before marketing stuffed animals, dolls or biographies in their image. #50: I do not have a theme song that plays in the background when its my turn. #51: I cannot trade girl scout cookies for experience. #52: "Cleanse it with fire" is not a universal all purpose solution. #53: Not allowed to put a red racing stripe on the group's Wagon and travel around the country as mercenaries righting wrongs. #54: Like McDonalds, a shirt, shoes and pants are required to game at our table. #55: It puts the soap on its skin or else it does not game with us again. #56: There is no feat called Weapon Proficiency: familiar #57: When Buying Gear for the party I am not allowed to use their funds to buy two things for three times the price. #58: I do not decide the color scheme for the party. #59: Paladins do not hold the city hostage or go on strike. #60: There is no Paladin's Union. #61: I will wait until I and an independent party have verified that all food stores have been lost or consumed before resorting to cannibalism. #62: Casting Shatter on the Alchemist is not quickest way to light the campfire. #63: Catapults are not a means of travel. #64: Not allowed to make a monkey my familiar just so I can teach it to smoke. #65: I am only allowed to handle my own rations. #66: Nobody wants to buy a magic snuggie. #67: The important NPC is not the one with the big golden exclamation point over his head. #68: You are not the Bard's agent and you are not entitled to 10% of his WBL. #69: The spell "fireball" is not also known as "Evoker's Knock". #70: Potions are not delivered in colonic form.
Talon3585 wrote:
Well, I am pretty awesome. ^_^
Expedition Pavilion - Its a mobile home with central Heating/AC, lights and pest control services that fits in your saddle bags. Campfire bead or Bag of endless dung x3 - enough to keep a fire going 24/7, a lot of people forget the little things like keeping warm. Field Scriveners desk - Very simply a writing desk, spend your watch shift scribing spells while your familiar looks out, write your correspondence. Little touches like this can be a big help. Bag of Holding - I use these as saddle bags to hold all the big sundries and treasure I want while wearing the Handy Haversack for the tactical gear I carry. Stone of Good Luck - Pretty good item, a bonus that stacks with pretty much everything, that aids just about anything. Fortifying Stone Make your Expedition Pavilion arrow resistant! Or any piece of gear. Blessed Book - Lowers the cost of scribing spells to 12.5 gp or 6.25 gp per page, depending on if you crafted your own spell book or not. Silver Raven Figurine of Wondrous Power - Send mail to any place within 96 miles, no matter where you are. Works great with the desk.
I think pathfinder 2.0 should have fighters who can only swing a sword a certain way once per day and who cannot be made into top notch archers. and lets dump craft skills, and profession skills and a social interaction skills. In fact why don't we make PF 2.0 all about tactical combat and narrowly define the half dozen types of action you can make and claim it opens up new vistas. and lets not forget to use a bunch of ads that shame people who stick with pathfinder 1.0
I have to say as much as I want a suit of armor that protects me from elemental attacks or a headband that boosts my stats my favorite magic items are the neat little slice of life magic items that often don't give a mechanical benefit but are still neat flavor items that help flesh out your character and game world. This is my favorite:
Quote:
Its a 4 room 900 square foot apartment with free AC, central heating and lights that fits in your backpack! How cool is that? Granted most DM's don't even care if you carry a bedroll but as soon as my theurge is able to build one it will be one of the first magic items I make myself. what are yours?
Jeff6016 wrote:
Dnd did survive, it got on a life raft and was picked up by a cruise ship called Pathfinder, and when WoTC finishes devaluing its stock completely Hasbro can sell the official DnD title to Paizo.
So a few weeks ago I found a group interested in running kingmaker on openrpg and we Merrily started exploring the Stolen Lands in hopes of carving out a piece of the river kingdoms to use as our own little fiefdom. Our Party consists of the following: A Magus who has some sort of bond with a crossbow
So First session:
We head to our contact in the area's fort and after meeting with him get into an altercation with bandits. We kill two thirds of them and assign the remaining few to work off their crimes at Oleg's trading post after rewarding ourselves with everything they had of value, because as we all know the adventurers code clearly states: "You can kill people and take their stuff and its OK". Once we did that and sold whatever at way too good of a return to Oleg (does he not understand he's the only shop in town and can set prices to whatever?) Oleg and his wife Svetlana get these golden exclamation points over their heads and start popping out quests, we collect a few quests that have me wondering if moon radishes aren't what cocaine comes from in Golarion and divvy up our murder loot. In our party we divide all treasure up into equal parts +1, and leave the final share becomes the party fund. You see we feel that we are important people, and as important people we should have the clothes, cribs and unimportant hangers on that important people have so we set aside a fund specifically for the purpose of buying things like food, communal gear, pavilion tents, extra mounts, outfits and other silly things that either make us look important or handle the little things we basically don't need but helps us look like we are in charge. I call it the Saint's Row school of management. Second Session:
Session 3:
Session 4:
What then proceeds is 11 rounds of the most nail biting, edge clinging exciting battle I have ever been a part of. I am tossing buffs and grease and just being as effective as possible every round, the ranger despite an obvious mutual animosity with the die roller is just kicking ass and the Magus is just shockingly good at filling the air with crossbow bolts and changing the terms of the engagement to our favor. The only sour point of the night is that the lieutenant managed to kill our Inquisitor. Fortunately for us our GM decided to not penalize us for missing two players and allowed us to raise the inquisitor from the dead by tossing his hacked up corpse into the holy pool at the temple. Erastil be praised! We leveled and I picked up my first level in Shelyn's faith but I will always have a soft spot for Erastil and his followers. Session 5
We thanked the quest giver for letting us camp in his yard and then headed east, smack dab into the x of the treasure map. Weird. The treasure contained some platinum, a ring, some stuff I do not care about and oh my gawd a spellbook!!! 4 spells I did not have before and one I did, in a water damaged spellbook. good on me.
A pavilion tent does not need a stove, it needs a hole in the ground and something burnable. once you get a fire going inside (prestidigitation, spark or a dc 12 survival check) your people should be warm. If a pavilion tent gets covered in snow it actually becomes warmer inside because snow is a decent insulator Horses should be OK so long as you are providing feed for them, they cannot forage in the snow they way they can basically feed themselves in the spring, summer and early fall, so you need to carry feed for them as well as yourselves. Don't forget blankets for them and to take time to build a wall around them when they rest so they can build up heat when you rest.
In my pathfinder game my party is putting a full share of all treasure to a "party fund" to handle all the silly little needs people have as a adventuring party in style. You see we are taking a page from Saints Row, where we want people to see us as leaders so we have to look like we are in charge, and that means spending money on clothing, cribs and modes of transportation that most adventuring parties would refuse to do. If they are smart they will dump some money into winter clothes, furs and a pavilion tent or two (you can have a fire inside the tent). If they include extravagances like campfire beads, expedition pavilions and warm drinks then you know they are taking the story seriously and I would consider some good planning/role playing xp. if they do not prepare for the cold at all then tell them proper clothes costs them 20 gold and lower their next xp gain by like 10%.
AM MYSTIC THEURGE HAVE IDEA, AM MYSTIC THEURGE HAVE LEADERSHIP FEAT, HALF OF AM THEURGE'S FOLLOWERS ARE MOSTLY MENFOLK WHO HAVE CRAFTY TYPE SKILLS OTHER HALF ARE MOSTLY WOMENFOLK WITH GATHERY TYPE SKILLS. AM THEURGE NOT FIXATED ON HETERO NORMS OR GENDER ROLES AND AM THEURGE CLERIC OF SHEYLN SO AM HAVING SAME SOME SEX COUPLES AS WELL. POINT IS AM MYSTIC THEURGE'S FOLLOWERS IS A WANDERING VILLAGE OF CRAFTYS WHO BUILD BUILDINGS WITH AM THEURGE WHO IS A MASTER ARCHITECT WHO GOES AROUND DESIGNING GREAT STRUCTURES AND THEN BUILDING THEM WITH HIS FOLLOWERS. AM THEURGE MAKE SURE THEY ALL HAVE YURTS, HORSES, LIVESTOCK, MASTERWORK TOOLS, MAGICAL HEALING AND SOME MAGIC ITEMS BECAUSE AM MYSTIC THEURGE IS GENEROUS, NOT CAUSE HE HAS TO BUT CAUSE HE WANTS TO. AM MYSTIC THEURGE IS WORKING ON PARTICULARLY DIFFICULT BUILDING AND NEED ENGINEERING CONSULTATION, SO HE SEND SENDING TO GOOD FRIEND AM BARBARIAN AND AM BATTY BAT (AM MYSTIC THEURGE NOT LIKE ELITISM SO HE ALLWAYS KEEPS BATTY BAT IN LOOP, MANY WOULD TREAT HIM LIKE CLASS ABILITY BUT AM MYSTIC THEURGE KNOW BATTY BAT IS PERSON) AND ASKS HIM FOR ENGINEERING CONSULT. AM BARBARIAN AGREES CAUSE AM MYSTIC THEURGE IS CONSIDERATE FRIEND WHO SEES MORE THAN A RAGE LANCE POUNCY BARBARIAN, AM MYSTIC THEURGE SEES BEAUTIFUL GARDEN IN AM BARBARIAN AND IS TRUE FRIEND EVEN IF AM DWARF CLERIC SAY AM THEURGE NOT REAL AM CHARACTER. WHILE AM BARBARIAN IS SKETCHING OUT SCAFFOLDING DESIGN TO AM THEURGE'S FOLLOWERS CAN CONSTRUCT TOWER SAFELY AND EFFICIENTLY AM MYSTIC THEURGE CASTS HERO'S FEAST, AND PRESTIDIGITATION TO CLEAN DEAD BUGS OFF OF AM BARBARIAN AND BATTY BAT, TWO OF AM THEURGE'S FOLLOWERS RUB WARM OIL INTO BATTY BAT'S SORE MUSCLES. THEY EAT, TALK ABOUT THE PROJECT, REMINISCE ABOUT OLD TIMES AND THAT TIME SCHRODINGER'S CASTY CHANGED HIS BUILD FOUR TIMES IN A SINGLE FIGHT. ABOUT THIS TIME SCHRODINGER'S CASTY APPEARS OVER THE HORIZON AND CASTS HIS SPELL "DELIVER SINISTER MONOLOGUE" (IS LIKE MESSAGE, ONLY MORE ANNOYING), AM MYSTIC THEURGE SAYS "I'M THE HOST, I'LL TAKE CARE OF IT." BUT AM BARBARIAN SAYS "YOU KNOW THE RULES, HE'S MY NEMESIS, I'LL TAKE CARE OF HIM", AM MYSTIC THEURGE SAYS "AT LEAST LET ME BUFF YOU" AND AM BARBARIAN SAYS "OKEY DOKEY". AM MYSTIC THEURGE USES SPELL SYNTHESIS TO CAST WEAPON OF AWE AND ENLARGE PERSON ON AM BARBARIAN, THIS GIVES AM BARBARIAN. AM MYSTIC THEURGE'S FOLLOWERS RUN INTO A GROUP OF EXPEDITION PAVILIONS THAT ARE THE EMERGENCY LOCATION AND AM MYSTIC THEURGE COVERS THEM WITH A ECTOPLASMIC WALL OF STONE, AM THEURGE'S FOLLOWERS BEGINS PLAYING THE EMERGENCY LYRE OF BUILDING WHICH IS USED TO PRESERVE STRUCTURES AND QUICKLY PLANT CROPS AND CLEAN UP SITES BUT NOT TO BUILD BECAUSE OF THE UNION CONTRACT. AM BARBARIAN IS NOW DOING RAGELANCEPOUNCE WITH A LARGE LANCE WHICH DOES 2D6 INSTEAD OF 1D8, HE IS +2 STRONGER FROM A SIZE BONUS AND HIS WEAPON DEALS ANOTHER +2 DAMAGE BRINGING HIS RAGELANCEPOUNCE TO +48/48/43/38/33 for 6d6+159, +177 VS CASTYS. IF AM BARBARIAN SMASH PUNY CAST IN SIGHT OF MY TENT THEN HE CAN SEE THE FLAG ON TOP, WHICH GIVE HIM A +2 TO SKILLS, ATTACK ROLLS AND SAVING THROWS (BATTY BAT TOO), FLAG AM VERY PROMINENT CAUSE I HAVE MANY FOLLOWERS MAKING SKILL CHECKS IN SIGHT OF IT ALL DAY LONG. FLAG AM PROTECTED BY HARDNESS, FORTIFYING STONE AND RUNE THAT CAST WALL OF FORCE AROUND IT WHEN IT TOUCHED, NOBODY AM CAPTURING FLAG OF EVERYONE DO GOOD. I NOW CAUSE MORE DAMAGE THAN RAGELANCEPOUNCE BY MAKING RAGELANCEPOUNCE BETTER, AM DOING DAMAGE WITH POWER OF FRIENDSHIP AND TEAMWORK, NOT CARE IF AM BARBARIAN DO MORE DAMAGE BECAUSE AM MYSTIC THEURGE HAVE BEST ABILITY OF ALL, GOOD FRIENDS.
PUT ON NECKLACE OF CLEAN AIR ALWAYS AND KIDNEY BELT OR RING OF COLD NOT BE BOTHERING ME SO MUCH. CAST OVERLAND FLIGHT, GO UP FOR SEVERAL HOURS. CAST EXTENDED MAJOR CREATION TO MAKE BIIIIIIG ADAMANTITE SPIKE, LET IT FALL ON OR NEAR TARGET. TUNGSTEN SPIKE IF YOU HAVE LOTS OF KNOW METALLURGY. GO BACK TO MAKING MAGIC ITEMS FOR FRIEND AND BEST CUSTOMER AM BARBARIAN.
OK, so there are three classes that need spellbooks and without their spellbooks they get pretty boned. So this is a thread about how to protect your book and get the most out of it. The first bit of wisdom I have learned is you do not want to keep it in your handy haversack or any other extra dimensional space. If it gets burned, pierced or otherwise destroyed your spellbook is unrecoverable. Make whole can turn a pile of ash that used to be a spellbook but there is no method of recovering a item that was thrown into nothingness by being being in a collapsed extra dimensional space. Second, if you are serious about spellbooks Craft Misc Magic Item because a Blessed Book is just that good. If you can craft your own blessed book the cost of scribing spells goes from between 5 to 90 gold per page to 6 gold, 2 silver and 5 copper per page (or 12 gold, 5 silver/page if you decide not to pay your feat tax). I don't know why the blessed book never made Treantmonk's Guide but it is a game changer for a wizard and turns Craft Misc Magic Item into a 3 or 4 star feat. For Spellbook strategy I have some ideas. The first is even when you do have your blessed book you want to put your leveling spells into your mundane spellbooks because you are scribing the spells for free and you can always copy them into your blessed book later. Your original spellbooks can then be stuffed somewhere safe in case someone hits your main spellbooks. Here are a few spells that should end up in your spellbook as a means of protecting your books well protected. Mending: Allows you to repair damage to your book quickly Arcane Mark: Allows you to leave a signature on your book and to recover a stolen book using instant summons, all of your spellbooks should have an Arcane mark on it. Alarm: Probably the best warding you can have on a book is one that tells you when they are being handled by others. Arcane Lock: books can have locks. Book Ward: The Duration means that you can cast it on your books before leaving on an adventure and the protection will last Make Whole: Can be used to recover a destroyed spellbook, Scroll it and keep the scroll somewhere out of danger in case you need to recover your spellbook. Explosive Runes: its important to note that this spell will probably destroy your spellbook, so you better have a make whole ready. Secret Page: needed to make a Blessed Book, also a fairly decent ward for your book. Sepia Snake Sigil: Wards your book without blowing it up, nice. Shrink Item: Allows you to carry your spellbook in a poison pill ring or a locket, when the cost becomes inconsequential you want this permanent on your spellbook. Secret Chest: you want to keep your spare spellbooks in one of these, pull them out and put them back every two months or so. Symbol of Scrying: The only thing better than knowing if your books are being handled is knowing who is handling them. Treasure Stitching: Another place to keep spare spellbooks. Permanency: Make your various wards permanent Hardening: by the time you get this it won't really help much but it still helps. Instant Summons: Oh you stole my spellbook? Isn't that clever of you. Well I guess there is nothing I can do except get it back in an instant... Limited Wish: I wish my spellbook that was lost with my bag of holding was returned to me, I wish my rival :fill in the blank: would not think of going after my spellbook, I wish my spellbook had all conjuration spells I can cast inscribed in it. Any thoughts?
I'm going to out and say it, I love the Mystic Theuerge class but it can be a bit impractical. Still I was lucky enough to have a Monk in my party for those awkward levels. Monks and Theurges team up pretty nicely, at one point we where cornered in an alleyway with like 10 thieves closing in on us and we where freaking out, so I turned to the monk and told him I had a few buffs I could give him, so I laid mage armor, enlarge and prot. evil on him. 4 rounds later the large half orc monk was standing over 8 thieves who where bleeding out and 2 who had dropped their weapons and where surrendering. Buffing the monk so he can end things even better was my job for almost 4 levels.
Oh, and the whole spellbooks get destroyed bit? Mending and Make Whole, one will repair a damaged book, the other will reconstitute matter that used to be a spellbook. That pile of ash that used to be the chronicle of your arcane power? Completely restored if you where smart enough to stash the right scroll.
So I have a tendency to play Mystic Thuerges, I love the versatility, enjoy the challenge and am good enough that I stay pretty useful during my awkward levels that most people don't feel like they are carrying me till 8th level. As we all know, multi classing leaves a familiar stunted and malformed because it tracks with your class level, not your character level and the only way out of that is feat heavy and cumbersome. So I take a bonded object, which many see as painting a target on my back because it leaves me vulnerable to having the focus of much of my magic damaged. I have been thinking about what makes the best and worst bonded objects and here is what I have come up with: Worst: Quarterstaves, clubs, crossbows, wands, staves when you are low level Workable: Rings, Amulets, staves when you are mid to high level Best: Daggers. Everything in the worst category is there because they are easily sundered and obvious, the stuff in the middle category is also vulnerable but much easier to keep a hold of but to me the best of all worlds would be a dagger, and heres why: First off is material, at earliest opportunity you can get a adamantite dagger as your BO, this gives it a hardness of 20 and 3 hit points, it can then be enchanted as you get the feat in regards to your which adds a +2 to hardness and +10 hit points per bonus, adding a +1-+5 is more important than nearly any other enchantment because of its ability to make your focus sunder proof. The reason Dagger outshines clubs, crossbows and quarterstaves is because in addition to being able to be made of adamantite you can get a magical scabbard or sheath to further your objects defense. For this I recommend a scabbard of staunching or a sheath of blade stealth, actually I recommend keeping your bonded object in a sheath of blade stealth and keeping a bejeweled magic dagger on your hip in a scabbard of staunching with your arcane mark prominently on it to bait potential thieves away from your real treasure. Finally the reason a dagger wins out is the Dueling enchantment, which can only be applied to finesse ready weapons, this gives you a +2 to resist disarming and a +4 to Initiative! One thing to keep in mind is that if you do go bonded object you officially have a spell tax as there are multiple enchantments that you should be putting on your gear as early as possible: Arcane Mark: Of course you are going to arcane mark it, its your bonded object, just don't forget to arcane mark your other important possessions so it is not obvious what is your bonded object.
A few strategies:
Second off, you want to keep people guessing what your actual bonded Object is, so walking around with a elaborately carved Darkwood Quarterstaff or a jeweled dagger in plain sight is generally a good idea. That way people who don't know you have a chance of trying to take the wrong item. Third, when you can afford it, try to have a backup handy in case it is broken beyond your ability to fix it. Edit: Supplementary magic items:
Just a thought but an immovable rod should be listed as a very useful gunslinger item, it replaces the awkwardness of the Double Hackbut's mini cart quite nicely by literally letting the gun be mounted anywhere. Mounting a immovable rod instead of a cart should change the full round action of placing the cart to a move action and quite possibly halve the weight.
So I was fiddling around with some ideas and I came up with this:
So I was fiddling around and came up with this foolishness:
So a caster who is just qualifying for Mystic Theurge can summon 1d3+1 augmented ponies for 14-16 rounds, depending on whether or not he chose to boost the spell level with his Menhir ability. At 8th level the Theurge can unleash a dread legion of 1d4+2 ponies for 18-20 rounds with a single incantation. This gets even sillier when you realize feats like Sunlight Summons, Moonlight Summons, Starlight Summons and possibly Nimble Natural Summons can be tacked on (though Nimble Natural Summons only works on summon natures ally) to make your dread pony brigade glow, see all and sheath their dread hooves in silver. OK, so creatures like ponies are not really all that useful in combat, but you would have allot of them and they would glow with the right feats. Thats cool right?
I say give a bonus of 25-50 X character level experience to people who start the game with a well thought out gear list, give the XP publicly in front of all players and move on. Prestidigitation and create water can do allot of things one would normally with equipment which can significantly lower the weight a primary spell caster needs to carry. I camp and do SCA events in a period tent, so its important to me to cover the little details of survival gear and handy tools.
Zenyu wrote:
Ok Cool, lets get into this beoch. Here is a list of spells that are important and what you should be doing with them (no specific class is listed, I leave it to you to decide who casts what):Mending - Tools get broke, so do work clothes, use this to lower expenses.
Important feats:
Important Items:
Decanter of endless water: All the fresh water you need wherever you are. Mattock of the Titans: if you can get someone big enough they can do all the digging you need quickly, but this may cause the same problem the lyre causes. Sovereign Glue: To attach one thing to another, it has its uses. Stone of Alarm: Security measure for your store rooms. Lord's Banner of Victory: expensive but gives everyone who can see it a +2 to all skill checks, build your tower first and hang it up. I also recommend masterwork tools for all of your workers (have them arcane marked so people believe they are warded against theft.)
Iron Man Armor:
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