Age of Ice and Blood: A Pathfinder System Heroic Fantasy Quest

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[X] Both you and Inge came out stronger from the trial (Inge levels up; Roland Gains Iron will as a bonus feat and 500 XP)
 
[X] Goldfish

Inge gets a new Hex and her first level 2 spell. A very important level.
@Goldfish
Web is nice, but Winter's Grasp is also good at slowing foes, and quite thematic to her Patron.
And it doesn't allow for saves, unlike Web. The ground is now difficult terrain, that's it.
That is a pretty neat spell, but the duration is short and it doesn't seem like it would be useful in as many situations as Web.

My thoughts for Web were that it can be used just about everywhere and will leave behind a long lasting impediment. It would be especially great for use against enemy ships.

I was tempted to add Elemental Dart instead, but it won't really be very good until Inge is 5th level without using Conduit Surge, and that shouldn't be a go-to ability considering how much it can debuff her on a bad roll.
 
Does Inge really need it? If Esha's next level up is soon, as expected, it would be obvious to give her rank or two in this skill, as she would have +3 from it being her class skill due to her Planewalker's Insight, and Inge's skill would become superfluous and would have to be retrained.

Edit: noticed now that it's also a class skill for Inge, but Esha's version is still slightly better due to +2 bonus to the skill check against outsiders, also from the feat.
Esha might have it, too, but it doesn't hurt to be a but more thorough on something so esoteric as Outsiders, particularly Daemons.

Most of the time you can't retry a failed Knowledge roll, especially in the heat of the moment when you really need to know something important. Potentially having two people who can make those checks gives us a lot better chance to discover relevant info. Also, Inge and Esha aren't always going to be together or with Roland, so the redundancy could be helpful.
 
I'd forgotten about this spell, but came across it again looking over potential choices for Inge. I don't think it's a good one for her, since her spell knowledge is so limited, but it will be great if/when Esha can add it to her spellbook. With it, we could transform most or all of the regular mounts carried on Marcella into easily transported statuettes that don't need to be fed or cared for during the voyage, who won't suffer for lack of exercise, etc. It would take a few days of dedicated casting to transform them all once we're back at sea, but that's not much of a burden.

Would also be great for situations where a surprise!Silver interrupt is called for.
 
just some cool spells
steal breath looks good when fighting casters and summoning monsters is just awesome but maybe we should wait till we get th3 level spells
Steal Breath
Summon Monster
Steal Breath is good, but kinda niche in what it does. Inge's spell knowledge is so limited, we need to try to pick spells that will get her the most bang for her buck. Summon Monster, on the other hand, is all around a great spell and one I want Inge and Esha to both learn eventually. Lots of good potential uses for Summoned creatures, even with the very limited duration.

@DragonParadox, not that Gust of Wind is a bad spell, per se, but it's not all that great, either, not for Inge with her limited spell selection. The 1st and 3rd level bonus spells from her Sea Witch Archetype, Touch of the Sea and Water Breathing, are both a lot more fitting for a Sea Witch than the 2nd level spell, IMO. Is there any chance we can change that for her? There are a lot of much more appropriate 2nd level choices that would fit the theme better than Gust of Wind; Aboleth's Lung, Aquatic Cavalry, Cloud of Seasickness, Eagle Eye, Sea Steed, or Track Ship all stand out as potential replacements.

Aboleth's Lung gives a target the ability to breath underwater for a very long duration, at the expense of losing the ability to breath air for that same time. Great for use with allies operating underwater and a devastating touch attack to use against an enemy when water isn't nearby.

Aquatic Cavalry Summons one or more aquatic mounts for a long duration. Only useful at sea or in other large bodies of water, but very thematic and good at what it does.

Cloud of Seasickness is a weaker version of Stinking Cloud, inflicting the Sickened condition rather than Nausea, so useful but hardly devastating.

Eagle Eye is a very limited sort of Divination spell, but one that would be great for anyone at sea. It creates a Divination sensor up to 400 ft +40ft/level directly over the caster's head which they can use to see everything around them as if they were that high. It would allow Inge to spot trouble, ships, land, etc., much sooner. A quick Google search shows just how much the difference in height to distance viewed can be. Assuming a lookout on Marcella is 30 feet up, they can see up to 7.25 miles to the horizon, while Inge's sensor more than 500 feet in the air would let her see for over 30 miles. Antonio would love this one, I'm sure.

Sea Steed isn't as effective at creating aquatic mounts as the Aquatic Cavalry spell, but it's still pretty good and has a decent duration. If cast on Silver, he would basically gain the same effects as Touch of the Sea, but it would last 10 times longer and he could also breath underwater.

Track Ship is really situational and generally less useful than Gust of Wind, but still seems more fitting for a Sea Witch. Very good at what it does, though I'm not sure if I wouldn't just prefer to keep Gust of Wind instead. Mentioned it for the sake of thoroughness. :wink2:
 
[X] Both you and Inge came out stronger from the trial (Inge levels up; Roland Gains Iron will as a bonus feat and 500 XP)
 
I'd love Aboleth's Lung actually. Both a curse and a blessing from the mistress of the sea and the dead
A good renaming for it would be something like Ikomi's Blessing.

If Inge could get that one instead of Gust of Wind as a bonus spell, I would consider changing out Web in favor of Spectral Hand. She could use it to deliver various Touch-based spells, not just Aboleth's Lung but also CLW, Stabilize, etc., from well out of melee, perhaps even her Healing Hex as well.
 
These are just a few potential spells I've seen that either seem pretty cool and fitting or are witch only spells that Esha can't learn

Wave Shield: Would never protect as much as it could in E6 and we are doing something if Inge is in the position to use it but it's an emergency button.

Flurry of Snowballs: Her best AOE blasting option and gets +1 to DC.

Ill Omen/Hermean Potential are the spell versions of the Misfortune/Fortune hexes and Witches can learn them. Ill Omen seems broken since it has no saving throw and is only affected by SR so maybe DP bans it though. Hermean Potential can be made into potions since its range is touch.

Inge's future 3rd level spells are going to be very valuable . It might seem a bit too niche but Witches learn Touch Crowd a level early and it's a long lasting buff for multiple characters against enchantment /illusions.
 
@DragonParadox, I was looking at the aura power table in Detect Evil, which is also used in Detect Good, Law and Chaos:

Creature/ObjectNoneFaintModerateStrongOverwhelming
Aligned creature1​ (HD)4 or lower5-1011-2526-5051 or higher
Aligned Undead (HD)2 or lower3-89-2021 or higher
Aligned Outsider (HD)1 or lower2-45-1011 or higher
Cleric or paladin of an aligned deity2​ (class levels)12-45-1011 or higher
Aligned magic item or spell (caster level)5 or lower6-1011-1516-2021 or higher
1​ Except for Undead and Outsider, which have their own entries on the table.
2​ Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.

Isn't it a bit inconsistent with P6? E.g. CR10 HD9 dreaming forest young dragon we defeated would be only Faint, and there can't be Overwhelming aligned creatures of 51+ HD, Overwhelming clerics and paladins of 11+ levels and Overwhelming magic items / spells of 21+ caster levels. I'm not sure it's even possible to encounter Strong magic item or spell, 16+ caster level. Doesn't this loss of distinction decrease the spell's utility?

There is also justification from low-magic setting, if the general level is low, magics can stand out more and their auras can be felt more strongly.

Maybe scale it down by a factor of 75%, or 50%, or by 75% at lowest thresholds and by 50% everywhere else, and then, if required, tweak it a little?

E.g. by 75%, rounding down:
Creature/ObjectNoneFaintModerateStrongOverwhelming
Aligned creature (HD)3 or lower4-78-1819-3738 or higher
Aligned Undead (HD)1 or lower2-67-1516 or higher
Aligned Outsider (HD)1 or lower2-34-78 or higher
Cleric or paladin of an aligned deity (class levels)12-34-78 or higher
Aligned magic item or spell (caster level)3 or lower4-78-1112-1516 or higher

Obviously, if you accept such a modification, there is a question if it would modify the details of your restriction on Detect Fiendish Presence.

One option is consistency with aura power table modifications. If the Faint is 4+ HD, Detect Fiendish Presence would detect 4+ HD and Cacodaemons would still be undetectable; if the Faint would be 3+ HD, you can still have undetectable daemons by introducing 2 HD Cacodaemon variants or original 1-2 HD daemonic creatures.

Or you can maintain the numbers of your restriction, ruling that Detect Fiendish Presence would work only on HD 5+ evil outsiders, while still modifying the aura power table.

What do you think?
 
Vote closed.
Adhoc vote count started by DragonParadox on Jan 2, 2022 at 4:07 AM, finished with 40 posts and 15 votes.
 
@DragonParadox, not that Gust of Wind is a bad spell, per se, but it's not all that great, either, not for Inge with her limited spell selection. The 1st and 3rd level bonus spells from her Sea Witch Archetype, Touch of the Sea and Water Breathing, are both a lot more fitting for a Sea Witch than the 2nd level spell, IMO. Is there any chance we can change that for her? There are a lot of much more appropriate 2nd level choices that would fit the theme better than Gust of Wind; Aboleth's Lung, Aquatic Cavalry, Cloud of Seasickness, Eagle Eye, Sea Steed, or Track Ship all stand out as potential replacements.

Aboleth's Lung gives a target the ability to breath underwater for a very long duration, at the expense of losing the ability to breath air for that same time. Great for use with allies operating underwater and a devastating touch attack to use against an enemy when water isn't nearby.

Aquatic Cavalry Summons one or more aquatic mounts for a long duration. Only useful at sea or in other large bodies of water, but very thematic and good at what it does.

Cloud of Seasickness is a weaker version of Stinking Cloud, inflicting the Sickened condition rather than Nausea, so useful but hardly devastating.

Eagle Eye is a very limited sort of Divination spell, but one that would be great for anyone at sea. It creates a Divination sensor up to 400 ft +40ft/level directly over the caster's head which they can use to see everything around them as if they were that high. It would allow Inge to spot trouble, ships, land, etc., much sooner. A quick Google search shows just how much the difference in height to distance viewed can be. Assuming a lookout on Marcella is 30 feet up, they can see up to 7.25 miles to the horizon, while Inge's sensor more than 500 feet in the air would let her see for over 30 miles. Antonio would love this one, I'm sure.

Sea Steed isn't as effective at creating aquatic mounts as the Aquatic Cavalry spell, but it's still pretty good and has a decent duration. If cast on Silver, he would basically gain the same effects as Touch of the Sea, but it would last 10 times longer and he could also breath underwater.

Track Ship is really situational and generally less useful than Gust of Wind, but still seems more fitting for a Sea Witch. Very good at what it does, though I'm not sure if I wouldn't just prefer to keep Gust of Wind instead. Mentioned it for the sake of thoroughness.
@DragonParadox, I was hoping you could take a look at this before closing the vote.
 
Arc 9 Interlude 1: Southward Bound
Southward Bound

Ninth Day of Ashinu-hamba (Ashinu Descendant) 1348 A. L. (After Landfall)

Even as the sun arced in the sky to the height of midday Zaia shivered, clinging closer to the body of the horse for warmth as much as for balance. A wonder even the daemons want this dreary place, he thought, unkindly perhaps, but his saddle-sores entitled him to that much in the silence of his own head. Soon, soon he would be able to study the stone in peace, as long as rain and storm did not bar him from it, which admittedly did not seem likely until they reached lands more fit for civilized habitation in the south. It was not that he did not admire the Knikut for being able to survive in spite of the cold and unforgiving land, to tame its beasts, great and small, but he missed the feeling of the sun on his face more than he ever thought he was.

"Hail, wise one, what thoughts weigh on your mind?" an unfamiliar voice broke into his thoughts accompanied by the faint clink of bridle bells. The seer, Moru, made if anything an even more dreary sight wrapped in heavy furs against the morning's rain which he had not even opened an inch since, as though concerned it might tempt more water to pour on his head. The arcane flames of his god obviously did not deal with the wet well.

"Imagining warmer climes, or at least an end to this damn fog," Zaia replied honestly. "What of you, do you plan to winter here or sail south with us?"

"Our work here is done, thanks in no small part to to your aid. The good captain has graciously agreed to give us a berth. I believe his exact words were, 'you will doubtless be better company than the man we left here'. A rather low bar to jump that."

"I am sure you will far exceed by it," Zaia replied. Judging from his dry wit the man would likely be an interesting companion, even aside from Zaia's interest in learning more about the gods of the south and Inoko in particular. Even Esha, who had little use for gods usually, admitted that the transmutation of base substance into higher forms which most fascinated Zaia were linked with the power of flame, though she did add in warning that so was purification by destruction.

If I lacked for boldness I would not be here to begin with, the scholar thought to himself. "If my curiosity does not overstep, what did the Flame of Wisdom offer you and your brother?"

"For me this." he parted his cloak to reveal scales of fine bronze studded down the chest with pieces of amber like watchful eyes. "Ziku's gift..." he glanced at his brother, who gave a none too subtle shake of the head. "He would rather keep to himself."

"I understand," Zaia assures him at once, though his curiosity was far from sated. Still, the stone was likely to keep his interest for many days hence.

[] Write in Zaia's retraining

OOC: I really short interlude this time, but I have to run and I wanted to have the vote up before I go.
 
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