1. GM Edwin's Zeitgeist Campaign

Game Master Insnare

When the people and King of Risur have internal or external enemies but won't or can't call in the military... They Call in the RHC(Royal Homeland Constabulary)

Act 1: The Investigation Begins!
Chapter 1: The Island at the Axis of the World
Chapter 2: The Dying Skyseer
Chapter 3: Digging for Lies
Chapter 4: Always on Time
Chapter 5: Cauldron Born
RHC HQ
FLINT CITY
Zeigeist World Map
Avery Coast Train
Lantern

Act 2: The Grand Design

Chapter 6: Revelations From the Mouth of a Mad Man

Ber


851 to 900 of 1,170 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>

AC 22, T 16, FF 17 hp 84/85 Female human aristocrat 1/slayer (bounty hunter) 9 Init +7; Senses Perception +12 | Fort +10, Ref +14, Will +7

I've got the 24 adjustment at +8 at the moment.


Shot Putter Funkmeister

That is what everyone should have. Are you guys ready to meet the lady of the forked tongue?


1 person marked this as a favorite.
AC 22, T 16, FF 17 hp 84/85 Female human aristocrat 1/slayer (bounty hunter) 9 Init +7; Senses Perception +12 | Fort +10, Ref +14, Will +7

I am. Been hearing her in my head for what feels like days, and days.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

+8 to what again


Shot Putter Funkmeister

all saves for 24 hours.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

i'll just change my translator in for a Vocalizer with the Subsonic mod. So we can talk at a whisper level and be heard by others wearing the device up to 100ft. i can only make 4 pieces aside from mine so not everyone may get one. this should help on our missions more than the translator did.


Cretien Dufrene wrote:
i'll just change my translator in for a Vocalizer with the Subsonic mod. So we can talk at a whisper level and be heard by others wearing the device up to 100ft. i can only make 4 pieces aside from mine so not everyone may get one. this should help on our missions more than the translator did.

Nice!


Shot Putter Funkmeister

Hi everyone!!! Congratulations you have uncovered a great deal about the Obscurati and their conspiracy and for the most part completed Adventure 4. You grabbed the lantern from Luc Jierre. You have made friends with the Grientos in Ber and increased your standing with the Family and also got to meet the leader of the Eschatologists. We still have some roleplay to get through and the epilogue as well as well as the debrief.

Feel free to level your characters up to level 7 and you are going to receive a stipend of 9000 GP to buy new equipment. Please don't spend more than 3/4 of it on one thing. If you want any special items please tell me what you want.

The manufacturers of the group will have basically two months worth or prep time to make things.

The adventure also calls for a Team B of junior RHC members and was hoping you guys would be willing to make a team B of Level either 1 or 2 adventurers.


Awesome! This part of the adventure was more trying for me, but overall, I like how different it is from other set ups.

About levelling, I'm in a pinch for the next few days. I don't think I'll be able to do any work on Falko until Tuesday. I hope that's ok.

Do we get to keep the totems? I missed whether we had to hand them back or not.


Shot Putter Funkmeister

I thought the God prison would have been more fun. I could have cut that out and just went straight to Mistress of the Forked Tongue.

I hope everyone liked it.


Labyrinth HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

NEXT LEVEL: 7:
Arcanist (School Savant - evocation) (7)
+4 HP (4 class) (total 36)
+8 skills (2 class, +1 human, +1 favored class, +4 int) (Bluff, Diplomacy, Disguise, Fly x4, Spellcraft)
+1 Feat (Craft Wondrous Items)
+1 Archanist Exploit (negated due to archetype)
+1 Maximum Arcane Reservoir (10)
Caster Level 7, Concentration +11, SR +9
+1 Third Level Spell per day (4)
+1 First Level Spell Known (Feather Fall)
+1 Second Level Spell Known (Knock)
+1 Third Level Spell Known (Heroism)
+2 Spells in Spellbook (Blood Biography, Gaseous Form)

Everyone - I'm picking up craft wondrous item this level as there will be time. So if anyone wants me to make anything, please let me know and I'll coordinate my schedule.

I'll have my list of crafting/purchasing later today I hope. The first thing he does with his stipend is pay Iva Skipwith-Darling 400gp back for the loan.


Shot Putter Funkmeister

I guess about where to start is difficult. It is over four years of fun.

The campaign started with the King christening a new mixed magic/science steamship. His sister tried to murder him by blowing up the ship with him on it. The party diffused the situation by taking down the saboteurs.

She then escaped and took her soldiers to conquer Axis Island from the Danorans who had fought Risur in 4 wars prior. The party was tasked with directing the invasion fleet in by taking the lighthouse and then brought her back to Risur for treason.


Shot Putter Funkmeister

As a GM, I have started a number of campaigns on the boards but this is the only I have been able to keep going over the long haul. I ran Jade Regent for over a year but after the first book, I could not keep it going.

Zeitgeist has legs.


1 person marked this as a favorite.
Labyrinth HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

Thanks for more background. It has been enjoyable so far for me - thanks for DMing. I hope it continues a long time! I've got two completed AP campaigns under my belt, but it is very hard. I've found the trick is to push the speed as much as I can so folks don't drift. But that's quite an uphill battle...

- - -

Here's my planned purchasing/crafting list, if it's agreeable...

Robe of Components (5k) (Crafting: 2 days, CL: 7, DC: 17 (missing minor creation, faster crafting)) 2,500gp

Gloves of Reconnaissance (2k) (Crafting: 1 day, CL: 3, DC: 8) 1,000gp (NOTE: FAQ has limited these to once a day)

Aegis of Recovery (1.5k) (Crafting: 1 day, CL: 3, DC: 18 (missing barkskin and cure spells)) 750gp

Cloak of Resistance +1 (1k) (Crafting: 1 day, CL: 5, DC: 15 (missing resistance spell)) 500gp

Handy Haversack (2k) not crafting 2,000gp

Potion of Touch of the Sea (CL 3) (75) * (normal caster level 1) not crafting 75gp

Total spent: 6,825gp & 5 days of crafting

Let me know if there are any problems with any of this. Taking-10 I make all spellcraft DCs for crafting, and with two months I have plenty of time to make everything - and help others as well.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

I will similarly not be able to level up until about Sunday.

I probably shouldnt make a second character as well for that reason (that I have my work cut out for me)


AC 22, T 16, FF 17 hp 84/85 Female human aristocrat 1/slayer (bounty hunter) 9 Init +7; Senses Perception +12 | Fort +10, Ref +14, Will +7

This has been really fun. I do feel absolutely lost as to what was going on, but I hope I muddled through it well enough. I love the setting very much.

I'll working on leveling Iva. It seems some magic wouldn't be amiss for her.

I'll also work on a lower level character. Should we start at level 1? It may be a few days though.


Shot Putter Funkmeister

Let's say level 2.

I understand it can be a smidge bewildering at first.

The good news is, when in Flint you need to give items to the RHC as evidence but those gotten in this adventure you are allowed to keep. A few of the items have not been properly identified.

Until Sunday we can easily keep the debrief going anyway.


On the road between Friday morning and Sunday night. Please bot me as needed.


Labyrinth HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

So for this other party, what are you looking for? I have a brawler with a shield build idea that might be fun here if we need him.

The only things Femi picked up were the Horned helmet (translates demonic), and the gold chain each link of which is inscribed with a holy verse asking for mercy both of which he's happy to give up. He's not much of a helmet or heavy gold chain wearer.

Happy to try to ID stuff again. Not sure what needs to be identified, but here are a handful of rolls if it helps. Although I can try each day, and if we have two months, I should make it if I can - eventually... :)

Spellcraft: 1d20 + 14 ⇒ (4) + 14 = 18
Spellcraft: 1d20 + 14 ⇒ (5) + 14 = 19
Spellcraft: 1d20 + 14 ⇒ (20) + 14 = 34
Spellcraft: 1d20 + 14 ⇒ (10) + 14 = 24
Spellcraft: 1d20 + 14 ⇒ (5) + 14 = 19


Shot Putter Funkmeister

The B team should be fun members and it really does not matter the party's makeup. Try a class you would normally not use and a theme as well. Or a race that is a bit strange.


Shot Putter Funkmeister

Actually, I have pregens if you would like. They are level 4.


Shot Putter Funkmeister

Kaea CR 3 XP 800 Female elf wizard 4 CN Medium Humanoid (elf) Init +2, Senses low-light vision; Perception +5 Defense AC 12, touch 12, flat-footed 10 (+2 Dex) hp 20 (4d6+4) Fort +2, Ref +3, Will +5; +2 vs. enchantments OFfense Speed 30 ft. Melee +1 quarterstaff +4 (1d6+2) Wizard Spells Prepared (CL 4th, concentration +4) 2nd—scorching ray ×2, shatter (DC 17), blur 1st—shocking grasp, shield, mage armor, burning hands ×2 (DC 16) 0th—acid splash, ray of frost, light, spark Statistics Str 12, Dex 15, Con 12, Int 18, Wis 8, Cha 10 Base Atk +2; CMB +3; CMD 15 Feats Iron Will, Scribe Scroll, Spell Focus (Evocation) Skills Craft (painting) +7, Knowledge (arcana) +11, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nobility) +9, Knowledge (planes) +9, Perception +5, Sense Motive +1, Spellcraft +11, Stealth +4 Languages Celestial, Common, Draconic, Elven, Goblin, Orc SQ Bonded Object (+1 quarterstaff) Combat Gear +1 quarterstaff; Other Gear potion of aid, potion of cure light wounds, scroll of identify
Vekeshi Mystic

Josiah CR 3 XP 800 Male Human Gunslinger 4 LN Medium Humanoid (human) Init +9, Senses Perception +9 Defense AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge) hp 38 (4d10+8) Fort +6, Ref +7, Will +3; OFfense Speed 30 ft. Ranged +1 musket +8 (1d12+1/×4) Statistics Str 10, Dex 16, Con 14, Int 8, Wis 14, Cha 13 Base Atk +4; CMB +4; CMD 18 Feats Gunsmithing, Improved Initiative, Point Blank Shot, Precise Shot, Rapid Reload (Musket) Skills Acrobatics +5 (+1 jump), Bluff +6, Climb –3, Disguise +3, Escape Artist +2, Fly +0, Intimidate +6, Perception +9, Ride +0, Stealth +2, Swim –3 Languages Common SQ Deed: Deadeye, Deed: Gunslinger Initiative, Deed: Gunslinger’s Dodge (+2 AC), Deed: Pistol-Whip, Deed: Quick Clear, Deed: Utility Shot, Grit Combat Gear +1 musket, mwk chain shirt; Other Gear potion of invisibility, potion of remove fear, potion of shield of faith +2
Gunsmith

Gaethan CR 3 XP 800 Male half-elf fighter 4 LG Medium humanoid (elf, human) Init +7, Senses low-light vision; Perception +5 Defense AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) hp 34 (4d10+8) Fort +6, Ref +4, Will +1; +2 vs. enchantments Defensive Abilities bravery +1 Offense Speed 30 ft. Ranged +1 composite longbow +9 (1d8+3/×3) Statistics Str 14, Dex 17, Con 14, Int 12, Wis 10, Cha 8 Base Atk +4; CMB +6; CMD 19 Feats Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Diplomacy), Weapon Focus (Longbow) Skills Acrobatics +5, Diplomacy +2, Handle Animal +4, Heal +2, Perception +5, Sense Motive +2, Stealth +6, Survival +5 Languages Common, Elven SQ Elf Blood Combat Gear +1 composite longbow (Str +2), +1 studded leather armor; Other Gear potion of cure moderate wounds, potion of fly
Yerasol War Veteran

Carlao CR 3 XP 800 Male human cavalier 4 (See Pathfinder rPg® advanced Player ’s guide™) LG Medium humanoid (human) Init +2; Senses Perception +6 Defense AC 20, touch 10, flat-footed 20 (+8 armor, +2 shield) hp 41 (4d10+12) Fort +7, Ref +3, Will +4 Offense Speed 20 ft. Melee +1 Longsword +8 (1d8+3/19–20) Special Attacks cavalier’s charge, dragon’s challenge Statistics Str 15 Dex 14, Con 16, Int 8, Wis 12, Cha 10 Base Atk +4; CMB +6; CMD 16 Feats Iron Will, Outflank, Power Attack, Weapon Focus (longsword) Skills Acrobatics –3, Climb –5, Diplomacy +6, Escape Artist –5, Fly –5, Heal +3, Knowledge (Local) +0, Knowledge (Religion) +0, Perception +6, Ride +0, Sense Motive +7, Stealth –5, Swim –5 Languages Common SQ Aid Allies, Animal Companion Link (Horse named Valiant not present), Expert Trainer, Tactician Combat Gear +1 longsword, mwk half plate, mwk heavy steel shield; Other Gear potion of cure moderate wounds
Martial Scientist

Dima CR 3 XP 800 Male dwarf cleric 4 LG Medium humanoid (Dwarf) Init –1; Senses darkvision 60 ft.; Perception +3 Defense AC 19, touch 9, flat-footed 19 (+7 armor, +3 shield, –1 Dex) hp 40 (4d8+16) Fort +7, Ref +0, Will +7 Offense Speed 20 ft., Melee mwk warhammer +4 (1d8/×3) Cleric Spells Prepared (CL 4th, concentration+5) 2nd—sound burst (DC 15), cure moderate wounds, hold person (DC 15), zone of truth 1st—entropic shield, cause fear (DC 14), comprehend languages, detect evil, sanctuary (DC 14) 0—create water, detect magic, resistance Statistics Str 10 Dex 8, Con 16, Int 12, Wis 17, Cha 12 Base Atk +3; CMB +3; CMD 12 Feats Shield Focus, Toughness Skills Acrobatics –6, Climb –5, Diplomacy +6, Escape Artist –6, Fly –6, Heal +7, Knowledge (History) +7, Knowledge (Nature) +6, Knowledge (Religion) +7, Ride –6, Spellcraft +5, Stealth –6, Swim –5 Languages Celestial, Common, Dwarven SQ channel positive energy 2d6 (4/day) Combat Gear +1 chainmail, mwk heavy steel shield, mwk warhammer; Other Gear scroll of cure serious wounds, wand of cure light wounds (20 charges)
Eschatologist

Serena CR 3 XP 800 Female human rogue 4 CN Medium humanoid (Human) Init +8; Senses Perception +6 Defense AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex) hp 24 (4d8+4); Fort +2, Ref +8, Will +0; Defensive Abilities evasion, trap sense +1, uncanny dodge Offense Speed 35 ft. Melee +1 rapier+8 (1d6+3/18–20) Special Attacks powerful sneak, sneak attack +2d6 Statistics Str 14 Dex 18, Con 13, Int 10, Wis 8, Cha 12 Base Atk +3; CMB +5; CMD 19 Feats Fleet, Improved Initiative, Weapon Finesse Skills Acrobatics +11, Bluff +7, Climb +8, Escape Artist +11, Intimidate +6, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Knowledge (Nobility) +4, Perception +6, Sleight of Hand +11, Stealth +11 Languages Common SQ surprise attacks, trapfinding +2 Combat Gear +1 rapier, mwk studded leather; Other Gear belt of incredible dexterity +2, potion of spider climb
Skyseer


Shot Putter Funkmeister

Do you want me to do the debrief as RP or just ask all the questions at once and let each of you put together your answers?


Labyrinth HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

I'm happy with either, though I like the role play. Unfortunately I can answer few if any of the questions so maybe flooding us with questions is best? I dunno. :)

Also, I can play any of the pregens (except maybe the gunslinger) so I'll let others choose first and I'll fill in any gaps/grab what's left.


I'm sorry to be the party killer, but I'm barely keeping up with the current games and this game has had issues with keeping its players, as most games do. Accordingly, I would prefer not to add a layer to a game that I find already quite intricate, if possible. I'm afraid that the result would be that the central game then moves on half as fast because of the side game.

Again, sorry if I'm the one crashing your fun, but I really am at my limit in terms of posting.


Shot Putter Funkmeister

No problem, we do not need to do the B team, that can happen off screen.


Almost as good as a recap... From earlier posts related to the Obscurati.

Prior to the mission on the train:

The Obscurati:
a) A secret organisation with a lot of money, and a lot of clout.
b) They have an interest in the Ancients, archaeology, and portals to other planes.
c) They were somehow involved in the MacBannin case, some of them are nethermancers, and like shadow magic
d) They wear rings that identify them.
e) Their members include both Danorans and Risuri nationals.
f) Lower tier members, like Finona and Saxby, have no idea what higher ups in the organisation is doing or who runs it.
g) There is some sort of Obscurati meeting on the 20th of Winter, in Vendricce

*****
Delft says, "Kell is definitely a priority but all of you are too well known for us to get the information to bring him down. We will be sending in lesser known faces to gather some more intel. Our constables are currently searching through Saxby's mansion as we speak and we will try to put together a good picture of what she was up to. In the safe we have found some extremely incriminating evidence about how deep she was in the OB and how she was passing info to Macbannin and how Kell's team were able to gain access to our HQ. About six months ago she had ordered in a work crew to do work for repairs on the basement of HQ and what they did do was install rusted iron rings in the stairwells.They have some serious Bleak Gate connections. We are still discovering more.She kept detailed records."

Delft then spits out some chaw over the edge of the ship and says, "Yes, Quital. You should definitely pay him a visit or his family while on your visit to Chryssilir."

*****
Falko takes the whole information in, his mind working through the mental mind as he studies the pamphlet Delft presented: "We will travel through every single kingdom it seems. First Danor, then The Malice Land, followed by Drakr, then finally Crisillyir, with some border states to cross between Drakr and Crisillyir... Now, I know we all know this, but allow me to think out loud for a moment."

He takes a pause and starts pacing, raising his fingers as if going through a mental list: "We start in Danor, the land of progress, where religion was cast aside after it went awry, to give rise to a nation relying on magic as a source of power. And it seems to work; Danor has been on the rise."

"Ok, then we'll cross into the Malice Land. As you all know, the lands were on the dege of the magical mess that happened in Danor. In this part, magic is wild, and so is civilzation. The train stops in Orithea. Magic is low there. How low? I don"t know."

"Right, so from the Malice Land, we'll travel to Drakr. They're kind of allied to Danor, so it might feel like an extension of the previous days to us. But keep in mind that the Dwarves and Humans of Drakr have meddled in some nasty stuff in the past, dealing with demons and such. Sure, their metalwork is perhaps the finest, but there's definitely more to them and the kinds of power they can bring about. I sure don't want to be arrested there, of all places!"

"Which brings us to Crissilyir, the last leg of our journey, and where we'll have to make trouble. This is the land of the Clergy, and their religious power holds sway over most matters. Now, we don't know whether our conspirators are formal tools of the Clergy or some lose element. Knowing this would help us figure out how much trouble we're likely to be in..."

He stops, taking a deep breath: "We need a reason to be Beaumont, and a reason to be on our way to Vendricce. And we need the paperwork to support this. Seems like Cretien will start working on that, am I right? Are you thinking of some archaeological venture? Then we need to figure why Beaumont and Vendricce."

"On my end, I'll start by getting in touch with the dockers and see what kind of connections they have in Danor, Drakr, and Crissilyir. I'll try to figure some contingencies with them, but I'll keep things vague for now."


Shot Putter Funkmeister

To give some more info about the campaign,

In adventure 2, the Party was tasked with investigating a shooting at the Danoran Consulate and who the killer was and why. The investigation led to the uncovering of a secret conspiracy where the mayor of the Nettles and that they were harvesting Witchoil which almost wrecked the city.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

i have managed to fail at leveling up. hopefully we can move forward and i can get it done before the next combat


Shot Putter Funkmeister

It is ok. We have the debrief and then afterwards there will be the intro into the next adventure. If you could do it by the weekend that will be fine.


Do we get to keep the totems? I've missed whether we had to hand them back or not.


Shot Putter Funkmeister

From Grientos, he gave a special totem to Chretien but the rest of the party had to give them back. He need/ed to give them back to his tribe. They only work because a member of his tribe was present. Special ancient magic.


Ok, thanks.


Level 7 Highlights

Bard Archaeologist
Feat: Lingering Song
+1 3rd-level spell per day
+1 1st-level spell known: Saving Finale
+2 3rd-level spells known: Good Hope, Reviving Finale
FC: +1 2nd-level spell known: Bladed Dash
+7 skill points: Perception, Sense Motive, Bluff, Bluff, Know Local, Know Nobility, Know Planes.

I'll work on equipment a little later. I might have a wish list for Femi then ;)


AC 22, T 16, FF 17 hp 84/85 Female human aristocrat 1/slayer (bounty hunter) 9 Init +7; Senses Perception +12 | Fort +10, Ref +14, Will +7

Remind me about HP when leveling up. Do we roll them or take the average?

Working on leveling Iva now.


Shot Putter Funkmeister

Please roll your HP.


Labyrinth HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

Oops, I've been taking avg+1 PFS style.

Here are my rolls and the first level.

HP: 6d6 + 6 + 7 ⇒ (2, 3, 2, 4, 3, 3) + 6 + 7 = 30 (+6 is first level, +7 is con bonus)

Damn, my HP dropped 7! I'll have to be more careful. :)


AC 22, T 16, FF 17 hp 84/85 Female human aristocrat 1/slayer (bounty hunter) 9 Init +7; Senses Perception +12 | Fort +10, Ref +14, Will +7

d10: 1d10 ⇒ 2


AC 22, T 16, FF 17 hp 84/85 Female human aristocrat 1/slayer (bounty hunter) 9 Init +7; Senses Perception +12 | Fort +10, Ref +14, Will +7

Iva is updated, but I haven't made any purchases with my stipend or wish list for Femi.


M Humanborn

doctor hue baker tennant smith reunion huh? i'm no whovian but that sounds awfully hard to consider a coincidence...


Shot Putter Funkmeister

I honestly do not know anything about Dr. Who at all. I would not put it past them.

I called them out on having Heward Sechim's thumbnail basically Eddie Murphy in Beverly HIlls Cop.

I am more into Le Carre and Forsyth honestly.


M Humanborn

Also Tardis-ian Blue.

Doctor and then Hue, especially jumped out to me because of the way you formatted it. I know Baker and Tennant are names of actors that played Dr. Who.

I tried watching it and just can't get into it.


Shot Putter Funkmeister

See the first thing I thought was the imperial capital of Vietnam but then hue or color. But I am more of a history buff.


Shot Putter Funkmeister

OK, regarding making a counter lantern is going to take some time, you should be able to start to do it at level 9. One of you will need to be able to cast Plane Shift and have mastery or be able to cast a spell in the 8 elements of the planes.

Right now the major difficulty is getting your hands on the right oil or dust from those planes to get the thing to work right now. You do have enough oil to go to Nem for about 15 minutes or three uses.

You can use your prestige to get oils from three planes before this adventure starts.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

hmm do we have a wizard who can cast all those spells? Cretien doesnt cast spells.


Shot Putter Funkmeister

Not yet but I would think Femi would be willing to do it once he can. Mastery can mean some sort of study of the planes or the materials that represent them. Like going back to the two ziggurats or maybe getting some witch oil or fey dust.


Labyrinth HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

Spells in all eight elements? I can given time and spell book access.

Force, Sonic, fire, earth, air, water... Uh, ethereal, astral? Is that the eight?


Shot Putter Funkmeister

Sounds about right but I will get back to you on that.


GMEDWIN wrote:

ok

Falko... the rapier that Von Recklingshausen gives you is a +1 malice wrought rapier, threat range (18-20)

Malice-Wrought
Aura none; CL 7th; Price +2 bonus
Craft Magic Arms and Armor; magic aura, blindness/deafness
Description
A malice-wrought weapon has no adornments, radiates no magic, and
its steel is typically tarnished and lifeless. A malice-wrought weapon does
not radiate magic, and its enhancement bonus continues to apply in an
anti-magic zone or in specialized areas of null magic, such as Danor. A
malice-wrought weapon is unaffected by a targeted dispel magic. Creatures
with the aberration, outsider, or undead type who suffer a critical hit from a
malice-wrought weapon treat the creature who delivered the critical hit as
though invisible until that creature attacks again, or until 10 minutes pass,
whichever comes first.

Would I be able to update the Malice rapier to +2? And if so, how much would it cost? I ask because the enhancement being +2, this is in fact a +3 weapon, so it seems like it will be a while before I get a chance to update it.


Also, the limit is 3/4 of 9,000 gp, but can this be applied to improve an existing item? For example, could I upgrade the +2 Dex belt, to become a +2 dex and Con belt for an additional 6,000 gp?

801 to 850 of 1,170 << first < prev | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GM Edwin's Zeitgeist Campaign Sign o' the times... All Messageboards

Want to post a reply? Sign in.