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At the Adventurers' Table

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I made the edit for her Feat early, knowing that there is still training time involved. If we happen to get into a battle in the next few days in the game I'll have the Rapid Reload one still.


Also, I already subtracted the cost of retaining my Feat so I have that all accounted for.


As for the coinage, I had assumed that it was a mix of various types including some small gemstones, helping to keep the mass of coins to a reasonable level.
 
A quick question regarding a Metamagic Feat that I'm looking at. Empower Spell says it increases the variables of a spell by 50% at a cost of raising the spell by two levels from its original. That covers Range, Duration, Area of Effect, and Damage? If yes, how does it affect the damage of, say, a Fireball spell at level 9? Will it do more than the spell's max of 10d6, or does that particular spell max out at 10?
 
Dannigan said:
- I love that whole Stats tab you drew up! Very little guessing as to what means what, and everything you need is there. It's like one-stop shopping in another country that uses English as its first language! 8D
- Please change Highwind Constable Medallion to Highwind Count Medallion (in your Feats and Gear tabs).


- Under Gear, there is a +2 composite longbow (non-magical). That throws me off every time I see it. Would you mind writing something like "composite longbow (adds +2 STR damage, non-magical)?


- Please make a note under Bren's shield that it's currently shaped like a taco (has the Broken condition)? Hee hee. =)


- Change Bren's wedding ring (in Gear) to Bren's House Sarabina Signet Ring or something similar?


- Under the Mount tab, would you please put something in there showing that's Star? He's asking (and he's in a huff about it. I keep getting little jabs like, "That's not just any warhorse! That's me! I earned that!"). =)


Otherwise, looks great, Darlin'! =)
1) Done.
2) That would throw me off. Composites come in several bonuses; that's why I put the +2 in as part of the name of the item. Is there a way to put it in the name and not the description that we can both be happy with?


3) Done.


4) I was holding off on that until it'd been cleared by everyone.


5) The tab is now named Star instead of Mount. ("There, see? The whole thing belongs to you now!")

[QUOTE="Wolf Rawrrr]Well 3,185 gp weighs 63,7 lb. He sure as hell ain't gonna keep it in his pockets... *woof*
On a more serious note, I will remedy my sheet when I can (gonna get some long overdue sleep now).

[/QUOTE]Those were some great stories (^U^)
The weight of gold is why there's higher-value coinage as well, namely platinum and mithril.

Sherwood said:
As for the coinage, I had assumed that it was a mix of various types including some small gemstones, helping to keep the mass of coins to a reasonable level.
Careful with assuming, you know what that does! ( ;) ) In past games, gems have been part of the loot, but money was kept to coinage unless explicitly stated otherwise.
On a related note: if we find a city that we're likely to be adventuring in or around for some time, we can look into opening bank accounts (assuming the city has such). These can have vaults that we can store large, not-currently-necessary items in as well as money. Highwind has such a bank; I assume Summerset does too but I never spent enough time there to find out.
 
Kaerri said:
Careful with assuming, you know what that does! ( ;) ) In past games, gems have been part of the loot, but money was kept to coinage unless explicitly stated otherwise.
As usual, Kaerri is "on the money." =) Sherwood, if I don't mention any gems then there aren't any. When in doubt, just ask me.

Sherwood said:
That covers Range, Duration, Area of Effect, and Damage? If yes, how does it affect the damage of, say, a Fireball spell at level 9? Will it do more than the spell's max of 10d6, or does that particular spell max out at 10?
Yes. All variables. A 9th level caster would cast a 9d6 Fireball and multiply the result by 1.5.
Concerning Mithril Coins, I'm going to make a change here. Each Mithril Coin will be worth 100 gold pieces (not 1,000). It makes sense to me to go up the natural progression of coinage (copper, silver, gold, platinum, now mithril) instead of skipping a space.
 
Good deal. Also, just to let you know, I noticed that I didn't change the Saving Throw DC on my spells with the increase of my Int. I adjusted my numbers to be correct now.
 
Here is another mechanics question. Lets assume I pick up the Empower Spell Feat and place it on a Fireball (normally a 3rd level spell). Now, the spell takes up a 5th level spell slot. Does the spell use the 3rd level Saving Throw DC or a 5th level DC for its save? I can see arguments for both cases here.
 
From the book:

Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up.
 
Thanks! I was hoping that the saves would go up, but I'll live.
 
I have updated my character sheet as required. There was a lot more wrong with it than just what Dannigan specified... For example, I forgot that my Dex modifier went from +3 to +4 and that caused irregularities all over the place, as you might imagine (so many dependencies!). But now everything is in order. Not just that, but I have implemented a reworked (read: vastly improved) sheet template that should help both the ST and myself to more easily work with the character. If you've got nothing better to do, you might as well go check it out and leave a like (and even if you don't I'll still know you like it, I'll just assume you are jealous in addition)


*woof*
 
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Sherwood said:
Here is another mechanics question. Lets assume I pick up the Empower Spell Feat and place it on a Fireball (normally a 3rd level spell). Now, the spell takes up a 5th level spell slot. Does the spell use the 3rd level Saving Throw DC or a 5th level DC for its save? I can see arguments for both cases here.
I'm a little confused here. You realize all this can be found on Paizo.com, right? I mean, Barnes & Noble has the Core Rulebook on sale for $30.70 (with free shipping and I've never seen a better deal that supports the company), but many of the questions you're asking are right there, bud. Kaerri's link is perfect. =) Don't you have the Core Rulebook in some form?


Now, if you're asking if the rules are different in Sharseya than the core, then I get ya! My pardon for the surprise here; I thought you were the longest-time Pathfinder player here with your minotaur game and all. Or have I got that wrong?
 
The answer is some of both. Like my question about recharging spells, you do have a few different rules for your game than straight up Pathfinder. The rest of that is while I do have a pdf of the book, I don't know where everything is in the books as much as I do in, say, Robotech or Rifts. I knew that I would get an answer faster and with less hair loss if I asked here.
 
By the way this is how Sharseya looks to me so far (roughly). Remember this is just an inaccurate mental picture of someone who knows absolutely nothing about the world except for what he read here. So don't take it seriously. I'm just curious to see how Sherwood and Captain relate to this. How off were you? Or how close, perhaps? *woof*

6w2I88t.jpg
 
Well, the road from Summerset to Highwind looks about right to me :D Dalsus and the elven forest (the Forest Eternal is its name) are another week or two south of Summerset rather than beside it.


The rest... I think I know but I could be misremembering. I had thought the Bloodlands (from which both the Wee Jas minions and the Bloodland minotaurs spring) were to the west of the road, but I can't remember for sure. Also, I'm pretty sure Shandra's Evergreen includes the forest we're traveling now (i.e., between Highwind and Summerset as well as around Highwind) but I don't remember where exactly the boundaries are.


I like the "big blue wet things." xD


I have no idea where Rhumia is compared to where we are, because despite having been there with a couple characters I've never physically travelled there. It's always been through some means of magic, which leaves one with no sense of direction or distance! I have the impression it's pretty darn far, though, and probably not north because Highwind's about the last bastion of civilization before you hit Norse-level cold and snow, and I remember Rhumia being more temperate of climate than that. Could be I just got there in summertime though. ;)
 
Speaking of spells, Dann, do you have a problem with me picking up at 9th level the spell Summon Monster V? If you do, I'll pick a different spell for that level.
 
You are right about the rest Kaerri, but about Rumia - if you go far enough North you will eventually leave the polar regions and enter temperate climate once again (given how the planet is round and all - if planets are round in Sharseya) *woof*
 
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Sherwood said:
Speaking of spells, Dann, do you have a problem with me picking up at 9th level the spell Summon Monster V? If you do, I'll pick a different spell for that level.
Not at all.


@Wolf Rawrrr I've been meaning to mention - I really like how you've revamped your character sheet (especially that Knowledge tab - very nice!). The pictures in his history are pretty cool too. Well done. =)


As for the map, it's correct in some places, incorrect in others.


- If Summerset was in the center of the map (the way it is the center of the universe for some of its inhabitants), Highwind would be two week's ride straight north (along the Road of Kings).


- Shandra's Evergreen is the largest forest on the continent, starting about 1 day's ride north of Summerset, all the way north to Highwind and beyond it in all directions by about 3 day's ride. The Evergreen has many rivers and some lakes, including the River Gambi from which Highwind is kept well-watered.


- The ancient and dangerous mountain lands of Cratia's borders begin 4 days ride north of Highwind. Just ask Kaerri. =)


- The Frozen Reaches (Norse territory) begins about 8 days ride north of Highwind where Cratia ends.


- Morgandir, the name of the mountain in where Moradin's Dwarves dwell, is about one week's ride east of Highwind. There is no real highway there, but a mass of twisting roads and trails.


- The Hunderhills (home of the Hill and Formorian Giants) is just north of Morgandir, perhaps 2 days ride.


- Looking south of Summerset, the expansive wilderness of the Forest Eternal and little Dalsus with its equally-bitty lake (Lake Dalsus) are an equal distance south of Summerset, but with no major road to get you there (just old, wide trails, valleys, prairies, and some forest with an occasional village or traveling stop on the way).


- The foul Bloodlands with its black cities with towering minarets, treacherous mountains, and haunted forests are due west of Summerset by about a week's ride. No highway here as these age-old enemies do not trade.


- About 3 week's ride southwest of Summerset is where Waterwind, the coastal mountain city of the Gray Elves holds strong.


- The coastal city of Glimmerdawn with its incredible beaches, crystalline blue waves, and golden fields is about 10 days ride east of Summerset. The Highway-to-the-Sea provides a direct course straight there. One reaches the towns of Silverthrone and Raintree by going this way.


- The continent of Rhumia (remember the "h" if you please) is way, way farther east still (across The Shimmering Sea). I should not mention distance.


That's about the easiest way I can describe a basic map of Sharseya's continent of Averlund.


One last note: I have always had some strange difficulty naming this main continent of Sharseya. I've decided on the name, Averlund. As you may recall, this was the name of the little Mielikkian village northwest of Highwind where Stewart's beloved, Beatrice, lives. Hippogriffs in the plenty have lived their longer and well, I think I'll call that cute little town... Wyldfeather.


That's probably enough for now. Hope that helps you guys have some kind of idea of what is where without going into further details (there's a lot I haven't mentioned; I figured it best to stick with places you've heard of in-game).
 
Averlund it is! I knew that sounded familiar...


Ah, yes. That is plenty of info. I can make a better map now, for sure. If only just for fun *woof*


Cratia almost spells Croatia! Hah!
 
[QUOTE="Wolf Rawrrr]Cratia almost spells Croatia! Hah!

[/QUOTE]
Ha! In all these years I never thought of that. =)
 
Dannigan said:
- If Summerset was in the center of the map (the way it is the center of the universe for some of its inhabitants),
Ha!
Dannigan said:
- The ancient and dangerous mountain lands of Cratia's borders begin 4 days ride north of Highwind. Just ask Kaerri. =)
I wasn't going to bring it up before you did... OK, mainly because it's been too long and I forgot. But it also hasn't come up in-character yet, and Bren hasn't really been there much.
Dannigan said:
- The coastal city of Glimmerdawn with its incredible beaches, crystalline blue waves, and golden fields is about 10 days ride east of Summerset. The Highway-to-the-Sea provides a direct course straight there. One reaches the towns of Silverthrone and Raintree by going this way.
>.< I had no idea it was that close. I guess that puts one of the "big blue wets" to the east right about there!
[QUOTE="Wolf Rawrrr]You are right about the rest Kaerri, but about Rumia - if you go far enough North you will eventually leave the polar regions and enter temperate climate once again (given how the planet is round and all - if planets are round in Sharseya) *woof*

[/QUOTE]Good point!
 
When a new day starts up and Luna is able to prepare a new set of spells, can I try a Detect Magic inside the Wagon without being overwhelmed by the magic of the Wagon itself?
 
Yes.


You may have noticed Bria has been using it and she is not being overwhelmed. Given that they are casters of the same level, the same result is likely for Luna.
 
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