Darkest Corners volume 2

Game Master Harakani


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Small hand crossbow.


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

Ah : )


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

To make things more clear - Ophelia is on the fence about this guy. On one hand, it did surrender. On the other, it killed plenty.

So consider my IC post just some more filling - I am more then okay with Castor letting this little vampire brat say 'hi' to the sun. : )


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

Hmm the only loose thread we have now is that vampire spawn (now a real vampire or just free-willed?) that we caught.

If needed, Ophelia could stand-in as a guardian for it. It would be nice for her to have someone to talk to that doesn't fall asleep all the time (silly fleshlings and their need for sleep!). But then, Ophelia is just as susceptible as anyone else to being dominated so that might not be an optimal plan : )

Additionally, she'll need some time in her workshop to patch all her new holes and touch up all the ruined gears.


Okay... how well did you do. By what I posted earlier

mission success wrote:


Vampire (spawn or not) captured +4
Vampire (spawn or not) killed +5
Mortal Citizen freed of mind control +2
Mortal Citizen killed while attacking guards -1
Found guilty of killing a citizen (except in defence of self or others) -50.
Vampires escape building and start this up again -30
Calling in backup -20

LAST FIGHT = 8

Vampire (spawn or not) captured +4
Vampire (spawn or not) captured +4

ROOM WITH THE HALFLINGS & KIDS = 25+?
Mortal Citizen freed of mind control +2
Mortal Citizen freed of mind control +2
Mortal Citizen freed of mind control +2
Mortal Citizen freed of mind control +2
Mortal Citizen freed of mind control +2
Vampire (spawn or not) killed +5
Vampire (spawn or not) killed +5
Vampire (spawn or not) killed +5
Vampire spawn escaped! ?

FIGHT ON THE STAIRS = 8
Vampire (spawn or not) killed +5
Mortal Citizen freed of mind control +2
Mortal Citizen freed of mind control +2
Mortal Citizen killed while attacking guards -1

FIGHT IN THE 'STORAGE ROOM' =4
Vampire (spawn or not) captured +4

FIGHT IN THE ENTRANCE =6
Mortal Citizen freed of mind control +2
Vampire (spawn or not) captured +4

TOTAL = 51 points - ???


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

@Last Fight - Exposing a vampire to sunlight destroys it utterly. The master vampire is, barring some exceptional circumstance, very very very dead and gone : )


Damn, missed that. Thanks :)
So 52. There's a question about what the mist form vamp does, but in fact he is - now he's a master - going to agree to come quietly. Call it a net zero.


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

Okay : )

So what now, we go back to base and patch up?

Look for more recruits?


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

Looks that way...

How shall we apply for compensation of the spent magic items?


Sorry guys,
yeah, patch up.
With 52 points you'll have no trouble getting replacements for the magic items, and could probably get compensation...
Heck, with 52 points I think there'd be consideration of issuing Protection From Evil wands to half the guard Sergeants in the city! It certainly made a difference to the adventure!

OOC, yeah, time for a recruitment speech, I think.
How many people do you think we should be aiming for?
Assuming 50% loss rate, I'm inclined to look for 4.
On the other hand 6 players is moving into unwieldy territory.


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

I think four is good to aim for, since we almost have to assume atleast one drops. But then again, miracles do happen :P


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

You can say 3-4 in the recruitment and we will decide depending on the applicants.

But if you do not feel comfortable with six players, just stick with five.

Also, we should maybe incorporate some posting/boting rules if we have more players.


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

I am going to the mountains for the weekend. I expect I will not be able to post due to the lack of internet connection even on my mobile phone. I will be back on Monday.


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

@Castor - Have fun =)


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

I had :-) And the kids had too, which is way more important :-)


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

Glad to hear that : )


I can't believe I survived Easter...

Sorry for the delay guys.

Okay.

Thinking something like this
---

Subject: Darkest Corners [Urban Investigation] Volume 2

Qantium, capital of Nex, is the largest, most magically advanced city in the world. The masses of citizens contained in the walled city are seeded with rogue alchemist experiments, escaped summonings and licenced monsters. Every day a hundred crimes are reported, and another hundred aren't.
It's the Guard's job to deal with all of them. Most guard squads deal with the everyday misdemeanour's and fights - but not yours.
You deal with the 'unusual' crimes. The ones that no-one else can - or wants to - deal with.

Inspired by Simon R Green and Jim Butcher.

4th level, 25 point buy, standard wealth, standard rules, heavily urban themes. More detail URL

---

Tempted to go 5th, given how patient you two have been.


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

Hello! :P

Glad you didn't perish ^^

The intro post looks fine, and I think I might know some people to point in its direction (the original Spooky GM made an reboot attempt a while back, didn't last long sadly. But perhaps one could snag one or two of them ? At least point them to the recruitment thread so we have some candidates :D).

Either level 4 or 5 is fine by me : )

(I like levels, but it is up to you how often you want to hand them out !^^)

On the topic of characters, I was thinking of once again mucking about with Ophelia's build and change her to an Android - just to eliminate all the traces of 3pp and nonstandard stuff. Might make it easier to recruit people : )


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

Seems good to me. For the campaign info it should be enough, given that you will enter the url link.

For the character creation, we might want to give more details as to avoid unnecessary questions.
Here is my proposal:
Crunch:
Starting level: 5th
HP: full at 1st level, half+1 after that
Alignment: anything appropriate for City Guard (CE is definitely not), must be able to cooperate with fellow Guardsmen and follow orders (or at least must seem to follow orders...)
Stats: 25 point buy
Class: any Paizo
Race: any Paizo
Traits: pick any two, two more special campaign traits will be given based on your background
Wealth: level appropriate (10.500 gp for 5th level)

Fluff:
Description: Please provide a description of your character as if someone saw you for the first time.
Personality: Self explanatory. This may include favorite quotes, quirks, etc.
Background: Please submit a rather detailed history of your character including prior adventures/work and how she/he happened to be in Quantium and entered the service. You are starting at 5th level, so you should have some interesting past...

This is a continuation of our campaign. We have lost some players and are looking for replacement characters.
The Guard squad currently consists of a Human Diviner and Android Investigator.
We are looking for 3-5 characters to complement the group.
We need a martial character (preferably melee)and a divine character. The other characters may have any class you feel might be useful for urban investigation and monster hunting.

All submitted characters will be considered by GM and remaining players. The approval will be done by consensus.

The recruitment will probably be opened till April 24th, but if we find suitable characters before that time, we might close it earlier (but prior notice at will be given).


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

Oh, and regarding the level, I agree with Ophelia - it is up to you, but I will not say no to leveling up :-)

EDIT:
Ophelia, I already changed your character race in the above proposal :-)
GM, feel free to change anything, but I would like to give them this level of detail...


Wow, that looks great Castor!
Ophelia, if you want to go Android I guess that's okay. I'm more than happy to keep you clockwork though, and I would definitely like to flavor the Android as clockwork if you decide to go that way.


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

Merp... @Race - Both the GM's I had with Ophelia has said that the template no problem at all, yet I always feel slightly dirty when thug #135 fails to damage her with a knife ... :P

But I wonder, could I keep the cool template thingys that doesn't have much in-game impact : )?

Fun stuff!:
Windup Key (Ex)

A clockwork automaton is powered by a complex clockwork spring-driven design and requires periodic winding. Anyone may wind an automaton, provided they have a key, or the necessary skills to complete the task. Winding is achieved by placing a key into a specially designed slot and turning it constantly for 60 seconds, this action provokes an attack of opportunity. If the winding process is interrupted, all previous rounds of winding are lost and the process must be restarted. If the key is missing, an automaton can be wound with a successful Disable Device (DC20). The winding will provide one day of operation per hit dice of the automaton. When the automaton runs down, it becomes unconscious, and will persist as such indefinitely until rewound, at which point it will become active again with no knowledge of passing time."

Maintenance (Ex)

While not requiring food, drink, or sleep, the automaton requires periodic maintenance to their body. This process takes one hour of time and involves cleaning components, adjusting fit of gears and repairing any damaged parts, and reapplying lubricants. This requires an hour of time and a Disable Device (DC 15). Failure results in needing to repeat the task. The automaton may do this procedure to itself, but the difficulty of the Disable Device (DC 25) rises and an additional Sleight of Hand (DC 25) check is required due to the difficulty of reaching parts.

Maintenance must be performed once per month. For every two months without maintenance, the automaton takes a -1 penalty to all attack rolls, saves, and checks, persisting until maintenance is performed. An automaton that goes more than one year without maintenance will shut down as if unwound, and will not be able to be restarted until maintenance is performed.

Integration (Ex)

The clockwork automaton has the unique ability to incorporate some magical or masterwork items into its body semi-permanently. This only applies to wearable items that provide a persistent effect (such as armor, necklaces, or rings). All persistent effects remain including armor bonuses and magical abilities, while triggered effects such as magical charges or per day effects are unavailable while the items are integrated. This procedure prevents the items from being targeted by spells or abilities, but does not negate any penalties from wearing (such as armor check penalties or maximum dexterity/speed from confining armor, any penalties from wearing armor without appropriate training). All 'slots' with an integrated piece of equipment are still considered used, and they cannot wear additional items (such as two amulets, three rings, or so on) unless normally permitted. Integrating a piece of equipment involves four hours of work, does not destroy the item, and cannot be complete by the automaton itself. Removing an integrated item involves four hours of work.

Especially the first one could be a plothook if needed, but the other two is mainly window-dressing : )


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

Urp, looks like I was ninjad :P

Yeah, I will keep all the flavour, just have the crunch to be something slightly more 'standard' : )


Look,
for reasons of my own I'm interested in you having a 'servitor form' template.
I'm not that fond of Android, even as a clockwork creation. A lot of that is the emotionless making it harder to deal with other beings.
I like the idea of Ophelia being a Construct.
How about we make a new race
+20RP for construct
-darkvision
-low light vision
gains "Susceptible to Mind-Affecting Effects (Ex)"
gains the disadvantage "windup" and "maintenance"
gains the disadvantage "shuts down when below 20 HP (the bonus)"
as a constuct can do integration as normal.
gets the human +2 to one attribute.


Alright. We're up. 5th level.


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min
Harakani wrote:

Look,

for reasons of my own I'm interested in you having a 'servitor form' template.
I'm not that fond of Android, even as a clockwork creation. A lot of that is the emotionless making it harder to deal with other beings.
I like the idea of Ophelia being a Construct.
How about we make a new race
+20RP for construct
-darkvision
-low light vision
gains "Susceptible to Mind-Affecting Effects (Ex)"
gains the disadvantage "windup" and "maintenance"
gains the disadvantage "shuts down when below 20 HP (the bonus)"
as a constuct can do integration as normal.
gets the human +2 to one attribute.

This seems fair : )


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)
Darkest Corners GM wrote:
Alright. We're up. 5th level.

Great! I will wait till we know who the new guys are - it might affect the feat and spell selection. And I assume we will hold the game till the new guys arrive.

Also, what exactly is the compensation for our last mission?

And how much time passes before the next one? It is important for me as I want to do some magic research and/or item creation.


Zero compensation! Well - there's compensation in that they'll replace your items. You did well enough you'll get a snazzy certificate to share.

You get a salary (a few gold a day, as per profession skills) and 'lent' equipment. One of the reason most people at your level have left the Guard.

You've done well enough that they've increased your budget (10,500 = WBL for 5, instead of 4). That's not *your* money though. Spend it on ale and entertainment and you'll get in trouble. Spend it on things legitimately part of your work (like paying informers or using a wand of Protection From Evil) and they'll pay you back.

I was figuring for that sort of thing Downtime rules would work. Brings the Guard House into it as well.

If it's "for official purposes" then you could totally get the Guard to pay for it. So if you want to Craft a Wondrous Item to use on the job (and I'm not sure why else you would), you could requisition the components, build it and be all good.

Research can be done (you normally work 8 hours a day) if you want to research a spell. Who 'owns' the spell at the end, and what it does, will determine how many guard resources you get. So researching an "Improved Arrest" spell for the Guard as a whole is probably free. Researching a "cure colds" spell you can make money from you'll have to pay for yourself.

There is a part of the Guard that does nothing BUT research and craft, and largely have carte blanche. Getting transferred there might be a long term ambition.

I was thinking of setting this about a month later. Gives a reason for Sefu and Laurestine to have gone.


Do you guys want to comment on any of the applications? Can do so privately, or here, or on the recruitment thread.


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

A month, roger.

I have updated Ophelia to level 5, but still need to pick a talent and spend some coin!

I'm thinking 'Infusion' most likely, to be a bit more generous with those buffs : )

(Also, I noticed [and picked up] the Ablative Barrier spell ... :P)


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

@Commenting - Well, there doesn't seem to be much concrete stuff up just yet ^^ But looking good so far!


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

I would suggest some commenting on the recruitment thread, but discussing our preferences privately when we have full submissions.


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

I will request back the following (all spent during the action in the house): scroll of burning gaze, scroll of burning hands, scroll of Enlarge Person, wand of Protection from Evil - 16 charges, a couple of bolts - I guess all is approved

Castor spends the salary on food/drink and university fees.

That leaves those 4.500 gp to spend on crafting/researching (under the condition that it will help the Guard), right?


Castor Drey wrote:

I will request back the following (all spent during the action in the house): scroll of burning gaze, scroll of burning hands, scroll of Enlarge Person, wand of Protection from Evil - 16 charges, a couple of bolts - I guess all is approved

Castor spends the salary on food/drink and university fees.

That leaves those 4.500 gp to spend on crafting/researching (under the condition that it will help the Guard), right?

Requisition approved!

what did you want to craft/research? Or did you want to wait until we got new players in?


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

I will post a list, it is almost done. With crafting I do not need to wait. It will probably be omly one item and lot of scrolls.


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

Ophelia won't requisition more then a few spare parts, to fix herself up : )

Also, she would like to know the fate of the captured vampire (spawn?). Curious

(Also, the recruitment are looking good :D )


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

As I stated before, Castor spends his time researching new spells and creating items. In his case, he is not actually researching (inventing “new” spells), but perusing the school’s library and learning spells from the spellbooks. I assume Castor is lvl 5 before he starts doing this so his Spellcraft is +13 +2 (for magic Repository room) +2 (divination specialty – only for divination spells) for a total of +15 all except divination spells which are at +17 (so I assume I do not have to roll for understanding divination spells of 1st – 3rd lvl as the worst result I can get is 18) .
(new automatic spells for 5th lvl: Haste, Fly)

Writing New Spells to Spellbook:

Add Spells to Your Spellbook (downtime rules)
If you're a magus or wizard, you can spend 1 day of downtime to copy up to eight spells from other sources into your spellbook (see Spells Copied from Another's Spellbook or a Scroll). If you're an alchemist, you can use this option to add new formulae to your formula book. If you're a witch, you can use this option to add spells to your familiar. You may spend Magic toward the cost of copying spells.
up to eight spells – I guess in reality this means spell levels…
Spells Copied from Another's Spellbook or a Scroll (Core – magic)
A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings / using Read Magic). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.
If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until one week has passed. If the spell was from a scroll, a failed Spellcraft check does not cause the spell to vanish.
In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.
Costs:
Lvl 1 spell – 15 gp (10 gp writing + 5 gp fee for copying) / DC 16
Lvl 2 spell – 60 gp (40 gp writing + 20 gp fee for copying) / DC 17
Lvl 3 spell – 135 gp (90 gp writing + 45 gp fee for copying) / DC 18

Desired Spells:

Level 1 spells (3 spell levels) – total of 45 gp
Cultural Adaptation automatic success
Discern Next of Kin automatic success
Heightened Awareness automatic success

Level 2 spells (26 spell levels) – total of 780 gp
Cat’s Grace Spellcraft: 1d20 + 15 ⇒ (14) + 15 = 29
Darkvision Spellcraft: 1d20 + 15 ⇒ (1) + 15 = 16 failure
Flurry of Snowballs Spellcraft: 1d20 + 15 ⇒ (6) + 15 = 21
Frost Fall Spellcraft: 1d20 + 15 ⇒ (18) + 15 = 33
Investigative Mind Spellcraft: 1d20 + 15 ⇒ (19) + 15 = 34
Make Whole Spellcraft: 1d20 + 15 ⇒ (9) + 15 = 24
Page-bound epiphany automatic success
Protection from Evil, Communal Spellcraft: 1d20 + 15 ⇒ (16) + 15 = 31
Scorching Ray Spellcraft: 1d20 + 15 ⇒ (8) + 15 = 23
Share Memory automatic success
Spider Climb Spellcraft: 1d20 + 15 ⇒ (19) + 15 = 34
Twilight haze Spellcraft: 1d20 + 15 ⇒ (8) + 15 = 23
Sponteinteanous Imolation

Level 3 spells (15 spell levels) – total of 675 gp
Clairaudience/Clairvoyance automatic success
Blood Biography automatic success
Dispel Magic Spellcraft: 1d20 + 15 ⇒ (18) + 15 = 33
Fireball Spellcraft: 1d20 + 15 ⇒ (9) + 15 = 24
Seek Thoughts automatic success


This is 44 spell levels, that means 6 days.
He also attempts create a new magic item, Headband of Vast Inteligence +2. The cost is 2000 gp. DC is 5+8+5=18 and it takes 4 days to create.
Spellcraft: 1d20 + 15 ⇒ (18) + 15 = 33
Creating Magic Items:

Creating Wondrous Items:
To create a wondrous item, a character usually needs some sort of equipment or tools to work on the item. She also needs a supply of materials, the most obvious being the item itself or the pieces of the item to be assembled. The cost for the materials is subsumed in the cost for creating the item. Wondrous item costs are difficult to determine. Refer to Table: Estimating Magic Item Gold Piece Values and use the item prices in the item descriptions as a guideline. Creating an item costs half the market value listed.
If spells are involved in the prerequisites for making the item, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require. The act of working on the item triggers the prepared spells, making them unavailable for casting during each day of the item's creation. (That is, those spell slots are expended from the caster's currently prepared spells, just as if they had been cast.)
Creating some items may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.
Time Required Crafting a wondrous item requires 1 day for each 1,000 gp of the base price.
Feat(s) Required: Craft Wondrous Item.
Skill(s) Required: Spellcraft or an applicable Craft or Profession skill check.
General Rules:
To create magic items, spellcasters use special feats which allow them to invest time and money in an item's creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item.
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.
Headband of Vast Intelligence
Aura moderate transmutation; CL 8th
Slot headband; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); Weight 1 lb.
DESCRIPTION
This intricate gold headband is decorated with several small blue and deep purple gemstones.
The headband grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. A headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer's total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, fox's cunning; Cost 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)

Please let me know if you are okay with this or if you want any changes to be done. Once I have feedback, I will start making scrolls.


Those all look fine.
Page-bound epiphany is awesome: nice find :) Don't forget the focus.
Are you taking spontaneous immolation? There's no roll and it's... inferior to your other spell selection :)

Learning spells for use in investigations is fine, though you will get a reminder about the rules on using magic on citizens.

Scrolls should be fine too.

Crafting the headband is fine (you'll have no trouble convincing the Guard sorcerers that's necessary equipment).

castor only:

There's an option on the headband.
One of the major merchants of magical supplies, specifically recommended to you by your Club, offers you a 10% discount on supplies when he realises you're paying with a Guard promissory. "The owner likes to consider the Guards as friends, sir. We have special rates for friends."
the implication, as I'm typing this in a hurry and it might be missed, is that they're sort of bribing you for favorable treatment. Odds are all the Gaurd sorcerers do it.


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

Would Castor be okay with crafting some items for Ophelias use too : )?

She can brew up something fun for you with Craft (Alchemy) if you want :D


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

DM only:
I will think on it. I have to decide if Castor would go for this...

err, he is trained diplomat, he would :-)

Ophelia: Certainly! He loves crafting.

Edit:
GM: I like the flavor of this spell - spontaneous immolation. It seems like a good spell to have on a scroll as it does not scale with level...

And there is metamagic feat that will change that to non-lethal ;-) And there is always self-defence, non-citizens and outright monsters to consider...

I just forgot to put a roll there...
Spellcraft: 1d20 + 15 ⇒ (8) + 15 = 23


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

Yey!

Wishlist:

Eyes of the Eagle*

Gloves of Reconnaissance**

and a Cloak of Protection +1 : )

Total cost 2750gp ( (2500 + 2000 + 1000) / 2 ), which leaves plenty for other endeavours such as crafting some Alchemical tools. Also, going to see if there are more spells/wands that is useful to have around!

*@GM - Would it be possible to enchant Ophelias eyes directly instead of going via an external item (taking up the same slot of course!)? Or simply installing a component somewhere that provides the listed bonus

**If GM is willing to run it. Looking trough walls is a very useful perk, but it might also invalidate some encounters : )


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

* maybe "contact lenses" :-)

** As I will have the spell to do that anyway, I cannot see why he would not allow the gloves...

DM only:
How exactly are the discount and the note handled? I give them a note and they subtract less, or do they give me cashback?

Here we go:
Eyes - DC 8 err, automatic success, 2 days of work
Gloves - DC 8, automatic success, 1 day of work
Cloak - DC 10, automatic success, 1 day of work


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

The gloves are a bit quicker. The spell takes 10 minutes to cast :P


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

True, but they are more expensive and work only across one wall. A fair trade and in my opinion not really game-breaking. There are far "worse" divination spells later on ;-)


Two things I am worried about.
1. Castor turning into a manufactory and blowing WBL out of the water
2. Can we wait till we have chosen recruits so we know what capabilities we have.


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

Hmm. 1 is always tricky. I usually try to pick up non-combat items to make sure my characters numbers doesn't get too far out of hand. But still, more wealth is more options and tricks - and that is basically power (such as the ability to look trough walls !).

2 is, of course, doable : )


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

Understood, no problem.

I would not be too worried about WBL though.

Castor Drey wrote:


Here we go:
Eyes - DC 8 err, automatic success, 2 days of work
Gloves - DC 8, automatic success, 1 day of work
Cloak - DC 10, automatic success, 1 day of work

I made a mistake there anyway, it will take longer to make those items unless I add +5 DC for speedy crafting (which is something Castor would not do at this moment)

It should be this way:
Eyes - DC 8 err, automatic success, 3 days of work
Gloves - DC 8, automatic success, 2 days of work
Cloak - DC 10, automatic success, 2 days of work


Welcome Dienne, Thrius, De Morgan, Isama, and Daria.
Sound off, please :)


Female Halfling Bard(Archeologist) 6 | 35/45 HP | AC21 Touch=15 FF=17(Uncanny Dodge) | CMD 15 | Fort=6 Refl=11(Evasion) Will=6 | Initiave 5; Perception 16/18(Trap Spotter) |
Skills:
Knowledge (all)10/12 | 17 Stealth | 18 Disable Device | 9 Acrobatics | 8 Escape Artist/Sleight of Hand | 12/15 Diplomacy/Bluff | 7 Spellcraft/Linguistics | 12/27 Disguise

Wow. And thanks. Now, i'm really curious about those 10 pages of discussion...-
I was just about to go offline but wanted to sign in before. Be back in a few hours.
Very glad to have been transferred here, sirs and ma'ams.


Female I have nothing witty to write. :/ Half Elf The other half's AWESOME! Barbarian (Urban Barbarian) 2/Monk (Kata Master) 4
Status:
HP 34/45 | AC 14 | T 14 | F 13 | CMD 24 | F +9 | R +5 | W +7 | Init +0 | Per +13 | Panache 2/2 | Rage 3/7 | Ki 4/4

Diene, upon entry hearing the list of accepted names, glances around at those who step forward. Her eyes narrow in concentration. She gets on and off her tip-toes a few times, gazing at each in turn.

"... If I pick up some heels, I think I'll be the tallest rookie on the squad."

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