Hopefully with Lya there they can catch him Alive. Gonna need to Bookify him to get all the answers we need out. Hopefully after we get Viserys the Liguistics skill.
 
The last ring is cheap and can be useful in the right situation, but it's pretty niche. Something to keep in mind, but not focus on for now.
Fair enough, but I think it is still something very much needed for when we'll be dealing with Rakshasa.
Negative Energy and Shadow Plane so far have been shown closely together, iirc.

Also, are we setting up new Alchemy Complexes with the new crafters we got?
What was the priority, again..?
Liquid Ice (alright) and what then?
Because I think we can make our goods even better by applying this on top of Hardening.
Unguent of Timelessness
Source
Ultimate Equipment pg. 324, PRPG Core Rulebook pg. 1
Aura faint transmutation; CL 3rd
Slot none; Price 150 gp; Weight
Description

When applied to any matter that was once alive, such as wood, paper, or a dead body, this ointment allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object gains a +1 resistance bonus on all saving throws. The unguent never wears off, although it can be magically removed (by dispelling the effect, for instance). One flask contains enough material to coat eight Medium or smaller objects. A Large object counts as two Medium objects, and a Huge object counts as four Medium objects.
Construction
Requirements
Craft Wondrous Item, gentle repose; Cost 75 gp

And this can be of use for Inquisitors and Companions alike.
After all, we have the barrels that would make the thing keep the properties.
Meditation tea
Source
Ultimate Equipment pg. 101
Price 30 gp; Weight
Category Alchemical Remedies
Description
Drinking this cloudy tea has a soothing effect that clarifies your thoughts. For 10 minutes after drinking the tea, you gain a +2 alchemical bonus against mind-affecting effects. If you drink meditation tea while suffering from a mind-affecting affect, you may immediately roll another saving throw (with the +2 bonus) against the effect; you may gain this particular benefit only once per day.
Construction
Craft (Alchemy)
DC 20

Also, have we equipped all Erynies with these yet?
Silver Nocking Point
Price
3,150 gp; Slot none; CL 1st; Weight —; Aura faint transmutation
DESCRIPTION
This small silver cylinder is no bigger than a pinhead and is engraved with an Elven aphorism that roughly translates to "unhindered flight."
A silver nocking point can be attached to the string of any bow or crossbow. When using a weapon equipped with a silver nocking point, a character can treat penalties for wind conditions as though they were one step less severe. For example, a character firing a ranged projectile in severe wind conditions would fire at a ranged penalty of –2 instead of –4. Magical wind effects that would normally deflect the projectile (such as fickle winds) instead impose only a –8 penalty on the attack roll.
CONSTRUCTION REQUIREMENTS
Cost 1,575 gp; Feats Craft Wondrous Item; Spells true strike
 
Just to be clear, our budget is whatever we can get for selling our trade goods and what we get exchanging gold bullion with the bursary.

So around 5,000,000 IM, maybe more, probably not less.

This is simply because we have to have transactions conducted in the local currency and there's a logistical issue to managing certain amounts of money (what we can exchange and in what quantities).
 
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Mance doesn't have a clue what kind of combat he's about to be involved in.

I really hope we find out what that Wish box was.

@DragonParadox, this interlude arc has turned out really well so far. Complete change of pace from last month's awesome Yi-Ti arc, but just as good.
 
Fair enough, but I think it is still something very much needed for when we'll be dealing with Rakshasa.
Negative Energy and Shadow Plane so far have been shown closely together, iirc.

Also, are we setting up new Alchemy Complexes with the new crafters we got?
What was the priority, again..?
Liquid Ice (alright) and what then?
Because I think we can make our goods even better by applying this on top of Hardening.


And this can be of use for Inquisitors and Companions alike.
After all, we have the barrels that would make the thing keep the properties.


Also, have we equipped all Erynies with these yet?
Liquid Ice on the next one for sure, dunno what will be next. That's a decision for next month, at the earliest.

The Ungent is another niche item. Useful sometimes, but not worth producing, IMO. It's an enchanted item, and we have better things for our crafter's time.

The tea is nice. Would like to purchase it sometime, but it's not something we can produce in any decent quantity. We made some of the Silver Nocking Points last month and we'll make more this month to get the rest of the Erinyes equipped, plus some extras.
 
Here are a few little ones that could be useful for silver serpent ships:
Wave blessing
Stormrunner's Ward
Disguise Ship

not sure if we have the next two:
Detect ship
Flowsight

possibly useful attack spells:
Depths surge
Pressure Sphere

I know some of these have been mentioned before, but I don't recall which (or if we got them). Any of this look useful to you guys? The first few in particular would make some nice items if we aren't already making them.

edit: I really want to find a way use this, but dispell is kind of deadly for magic submarines even with the grace period:
Submerge Ship
 
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@Goldfish, some more stuff.
And In-thread because that way I won't be the only person to remember about what I find.
Because you don't :tongue:
[/jk]
Gloves of the Shortened Path
Aura moderate conjuration; CL 9th; Slot hands; Price 27,000 gp; Weight
DESCRIPTION
Once per day on command, the wearer of these oxblood leather gloves can bend space to extend her reach to a non-adjacent square within line of sight. For the next 10 rounds, she can touch anything in that square as if it were her own square, as long as she has line of effect to the target square. She may change the targeted square as a swift action.
When using the gloves to touch, attack, or manipulate anything in the square, the wearer's arms and hands also appear in that square, allowing creatures and effects to target her as if she were in that square. She cannot use this connection to transfer anything from her square to the target square, or vice versa. If she drops anything, it lands in her square. She can use her hands (including natural attacks from those hands, if any), hand-held objects (such as lockpicks), and melee weapons in that square as if she were there. The square is part of her threatened area, though she cannot use the gloves to provide flanking for herself. She cannot use the gloves to grapple, make ranged attacks, or make attacks that require her to move out of her actual square (such as a bull rush combat maneuver).
Interacting with the target square is distracting, and anything that threatens her in her actual square automatically flanks her.
If the wearer or her square is blocked from using teleportation or planar travel effects (such as dimensional anchor), the gloves do not function. She cannot use the gloves to target a square protected by such an effect.
CONSTRUCTION REQUIREMENTS
Feats Craft Wondrous Item, teleport; Cost 8,000 gp
1/day LoS-based space-fuckery.

Would be a wondrous thing for when Sir Richard is away from the enemy we need immediately murdered.
Hell, he can stand in place and just change squares evey round with Swift Action.
While methodically blendering shit dead.

And this-
Gloves of Dueling
Aura faint transmutation; CL 5th; Slot hands; Price 15,000 gp; Weight
DESCRIPTION
These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.
CONSTRUCTION REQUIREMENTS
Feats Craft Wondrous Item, greater magic weapon; Cost 7,500 gp.
- does this "Weapon Training" thing do basically the same thing as his "Weapon Specialisation/Focus (Greatsword)" but in Pathfinder?
Because if so, these might jsut increase all his attack rolls by +2.
Would make sense, at least.
 
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You know we probably should get a few of those Delvers Lights to research and experiment on while we are at this. Plus any texts on the light to pressure phenomena and the big apparently Moon Goddess related light above the city.
 
and the big apparently Moon Goddess related light above the city.
Yeah, good point.
We should visit their temple in this city while we can. See how different are they from those in Braavos - maybe offer priests passage, I'd bet the priests here are hardier than on PoB.

We can probably get a better communication with her in here anyway - and we voted on asking her to empower Anti-Tiamat amulet this month.
Might as well.
 
Inserted tally
Adhoc vote count started by egoo on Oct 18, 2019 at 3:52 PM, finished with 112 posts and 13 votes.

  • [X] Shopping
    -[X] Commission Enchantments
    --[X] Level 8-9: Eight Rings of Mind Blank (22,000 IM each, 176,000 IM total)
    ---[X] Speak to the Master Enchanters to get an idea of what each would require to permanently enter your services. What kinds of research they might wish to work on, what their goals are and whether or not they would chaff under your employment, etc. Once you get a general idea you can decide whether or not to pose an offer to them before you leave Vialesk.
    --[X] Level 6-7: Twenty-nine +1 Soulfire Mithril Bracers (5,000 IM each, 145,000 IM total), and three Circlets of Perceive Betrayal (26,400 IM each, 73,800 IM total)
    --[X] Level 0-5: One-hundred PfE Rings (800 IM each), one-hundred Healing Belts (150 IM each), one-hundred Wands of Cure Light Wounds (150 IM each), twenty items (spectacles or something) with a constant Detect Aberration effect (800 IM each), ten Gravewatch Pendants to be given to the Night's Watch (1,600 IM each), two-hundred Beads of Newt Prevention (200 IM each), two-hundred Muleback Cords (200 IM each), ten Inquisitor's Monocles (1,360 IM each), and twenty Spectacles of Understanding (600 IM each) - 113,400 IM
    ---[X] Grand Total Expenditure: 508,200 IM
    -[X] Go to the Mirror Market
    --[X] Browse what lore is available for purchase (rare books and regular lore are both of interest, but make sure to get a book on aquatic architecture for use once we get back home)
    ---[X] Also get Extraordinary Maps of Vialesk and the Plane of Water, and the Inner and Outer Planes if any are available (hopefully ones good enough to detail strongholds of the Deep Ones)
    --[X] Browse what aquatic beasts are available for purchase (starting with Hippocampi to buy in bulk but other animals are also of interest)
    --[X] Browse what aquatic plants are available for purchase
    --[X] See what mercenaries/adventurers are available for hire and if any might be tempted into our service, especially against the Deep Ones
    --[X] Hire any available Alchemists
    --[X] Purchase two Titan's Tool equivalents for Coral Growth to properly build up the aquatic sector of Sorcerer's Deep to be equal to the surface
    --[X] Purchase as many of those Aberration-detecting pearls that Relath purchased a while back as you can for use all across the Imperium
    --[X] We will purchase all available single-use Teleport, Plane Shift, and Sending Charms (each should be 450 IM to purchase)
 
Someone, please remind me to nag at everyone to order lots of items with this, the next time we go to Gith.
Detect Psionics
Clairsentience
Level:Psion/wilder 1, psychic warrior 1
Display:Auditory and visual
Manifesting Time:1 standard action
Range:60 ft.
Area:Cone -shaped emanation centered on you
Duration:Concentration, up to 1 min./level (D)
Saving Throw:None
Power Resistance:No
Power Points:1
You detect psionic auras. A psionic aura is given off by any active or permanent power, or during the use of any psionic feat. Characters who have levels in a psionic class, creatures with the psionic subtype, and creatures with the Wild Talent feat possess psionic auras. The amount of information revealed by the manifestation of this power depends on how long you study a particular area or subject.
We need this, now that we know Illithid are fielding infiltrators en-masse :/
At least those are reveal-able because of their powers' nature for now ://
 
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Someone, please remind me to nag at everyone to order lots of items with this, the next time we go to Gith.

We need this, now that we know Illithid are fielding infiltrators en-masse :/
At least those are reveal-able because of their powers' nature for now ://
We commissioned 10 Crystal Masks of Detect Psionics on the 20th of last month when we visited the Githzerai.
 
We commissioned 10 Crystal Masks of Detect Psionics on the 20th of last month when we visited the Githzerai.
Well, we are going to have to comb over all of our cities and us graphing map methods and divination to clear entire districts. SD should be done relatively quickly, and after that we can just screen people at Customs, but the other ones will take some time, so we'll need lots of psionic detection methods.
 
Well, we are going to have to comb over all of our cities and us graphing map methods and divination to clear entire districts. SD should be done relatively quickly, and after that we can just screen people at Customs, but the other ones will take some time, so we'll need lots of psionic detection methods.
Well depending on how those Pearl's work and how many we get we are gonna make them standard in every City and Government building entrance. Plus standard equipment for Inquisitors and Security personnel.

I'd say atleast 10 Detect Psionics for Every Inquisition base if they are supposed to search every person in their entire Province for Psionics....which is kinda what is needed.

Honestly standard practice on one which Psionics is found should be to contact us immediately before confirmation to get around divination and we do what we did the first time.
 
Well depending on how those Pearl's work and how many we get we are gonna make them standard in every City and Government building entrance. Plus standard equipment for Inquisitors and Security personnel.

I'd say atleast 10 Detect Psionics for Every Inquisition base if they are supposed to search every person in their entire Province for Psionics....which is kinda what is needed.
Problem is, the pearls are essentialy "detect abomination" while the spies require "detect psionics"

They still are very much necessary to hunt down the spies and infiltrators that aren't puppeteered bodies... but they aren't the only thing, nor the biggest thing to focus on.

Oh well.
At least, this "arms race" isn't going to last long.
We are 2-3 months before opening on Illithids in full war if I'm not wrong in my guess.

They won't have the time to develop and infiltrate another type of puppet, I don't think.
 
Problem is, the pearls are essentialy "detect abomination" while the spies require "detect psionics"
Oh I know, I'm just assuming we wont be getting literally thousands of Detect Psionics items anytime soon. So till then spread these to every entrance if you have too. With Inquisitors going around checking everyone and their pet from Psionics.

Also the Detection stations. Now that our crafters have some leeway how about getting enough made to cover all the City Gates, Inquisition and Scholorum bases?

Pretty much. Them too if that's a different office already but otherwise Inquisition is the Census. Honestly I'd like all of em equipped with Detect Magic Detect Psionics, Detect Abberation and that detect shapeshifter spell item Maelor got in Molten Skies. That's just good policy. Plus PfE of course. And PfA if we get the spell finalized.

If we are gonna search the entire population though I really do what to do it with atleast both Detect Magic as well as Detect Psionics though. Like a giant search for sunburned individuals. Anyone being mind controlled or hiding something.

Guys from my questions to DP yesterday what type of Protection from Abberations would be better? A Lvl2 Abberation focused PfE that give immunity to Abberation Poisons as well or a Lvl4 PfA with PfE like mind coverage and Immunity to Abberation based Poison and Curses?
 
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