Maybe this has already been stated (way) earlier in the thread but is there any reason why don't we recruit more friendly useful fey via the Entice Fey spell line? Is it easier to just diplomance them?
 
The excitement of this adventure aside, I hope we can get back before the 9th of the month. We can't hardly miss the final day of the celebrations after all.

Speaking of Empire Day, a proposal for the sky parade. What if we fly from Saltcliff at max soeed, Relath joining midway, then blasting at manta ray & squid shaped fireworks until we land at the keep?

Basically reenacting the sky assault that started all this?
 
Maybe this has already been stated (way) earlier in the thread but is there any reason why don't we recruit more friendly useful fey via the Entice Fey spell line? Is it easier to just diplomance them?
Huh, I wasn't aware of those spells. Or I forgot about them.

I'm not sure what we would actually want to summon, though. Fey are kinda...Fey-ish, and thus not necessarily reliable.

It's not like we've really lacked for potential Fey recruits, though.
 
Huh, I wasn't aware of those spells. Or I forgot about them.

I'm not sure what we would actually want to summon, though. Fey are kinda...Fey-ish, and thus not necessarily reliable.

It's not like we've really lacked for potential Fey recruits, though.
It's worth a shot if we want to save ourselves trouble in tracking down Fey in various places. At a bare minimum we could bargain for the intel on the locations and dispositions of different courts.
 
Think that we could make some int 1 hp bags to cast* Life Bolt at the direction of a crew member? A bit of an investment, but we could probably assemble bio turrets of this type for cheap since we want hp and nothing else from the creature. I'd need to look around more for other hp burning spells worth swapping into such a device, but even if it doesn't we could always stack them up in machine gun near style emplacements around the wall.

For the moment Funeral Weapon would be a nice addition to the energy siege weapons ammunition supply. Not effective for ghosts, but still an unpleasant surprise for the others.
Edit:*correction: "activate a command item of "
 
Last edited:
@DragonParadox Are there any devils on board? If so can they see through this?
DP told us earlier that this is an Others version of the spell. Rather than allowing certain Evil beings to see through it, it's only those touched by Winter who can do so. That means Rina might be capable of it, which doesn't help us much right now, unfortunately.
 
DP told us earlier that this is an Others version of the spell. Rather than allowing certain Evil beings to see through it, it's only those touched by Winter who can do so. That means Rina might be capable of it, which doesn't help us much right now, unfortunately.
Aside from that, Devils also have.

  • See in Darkness (Su): Some devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
 
I've been looking for something to help with the shielding problem for the last few hours. No luck so far, but I did get something incredibly metal I thought it would be fun to share. Dimensional Acid it's acid, but for melting space instead of face.

On a more useful note, I have something for incorporeal undead that doesn't require retooling anything on the moonchasers: Grave Salt. If you hit an incorporeal undead creature with this stuff they must make a DC 14 will save or take 1d4 cha damage.

Environmental conditions that penalize ranged attacks make it impossible to just throw handfuls of it at people, but I see no reason that we couldn't include it as a payload in a partially hollow steel bolt. When it passes through the ghost it'll ignore the steel and touch the ghost salt*, which would subject it to the effect since it's a property of the material and not an active effect. If that doesn't work for some reason we can lace beetle bombs with it and get it spread around in the air that way.

It's not perfect, but it does make it possible for the guns to hurt incorporeal undead without anything more than a new type of ammunition.
edit: * this was actually a typo, but I googled it out of curiosity and ghost salt is actually a type of Weapon Blanch that we could easily treat steel bolts with and just skip the grave salt. I think we even used it (or possibly the silver version) to clear a castle in Westeros or something now that I think about it.

We could also apply the blanch to a bolt filled with grave salt for some extra "fuck you" to ghosts. If we blanched stripes on the bolt or left the tip untreated they'd still partially phase into the compartment and get shanked by most of the bolt.
 
Last edited:
I've been looking for something to help with the shielding problem for the last few hours. No luck so far, but I did get something incredibly metal I thought it would be fun to share. Dimensional Acid it's acid, but for melting space instead of face.

On a more useful note, I have something for incorporeal undead that doesn't require retooling anything on the moonchasers: Grave Salt. If you hit an incorporeal undead creature with this stuff they must make a DC 14 will save or take 1d4 cha damage.

Environmental conditions that penalize ranged attacks make it impossible to just throw handfuls of it at people, but I see no reason that we couldn't include it as a payload in a partially hollow steel bolt. When it passes through the ghost it'll ignore the steel and touch the ghost salt, which would subject it to the effect since it's a property of the material and not an active effect. If that doesn't work for some reason we can lace beetle bombs with it and get it spread around in the air that way.

It's not perfect, but it does make it possible for the guns to hurt incorporeal undead without anything more than a new type of ammunition.
5 doses for 110 IM. For 880 IM, you can get 50 doses.

For 800 IM you can get 50 Ghost-Touch property steel bolts, which deal 4d6 damage each.

That's an average of 14 damage per bolt, compared to probably similar to nearly double that amount.

OTOH, that DC is very low for all but the weakest Incorporeal enemies, whereas they can't save against a steel bolt to the ectoplasmic face.

It's just not a great investment given its unreliability in comparison to more generic ammunition.
 
I've been looking for something to help with the shielding problem for the last few hours. No luck so far, but I did get something incredibly metal I thought it would be fun to share. Dimensional Acid it's acid, but for melting space instead of face.

On a more useful note, I have something for incorporeal undead that doesn't require retooling anything on the moonchasers: Grave Salt. If you hit an incorporeal undead creature with this stuff they must make a DC 14 will save or take 1d4 cha damage.

Environmental conditions that penalize ranged attacks make it impossible to just throw handfuls of it at people, but I see no reason that we couldn't include it as a payload in a partially hollow steel bolt. When it passes through the ghost it'll ignore the steel and touch the ghost salt, which would subject it to the effect since it's a property of the material and not an active effect. If that doesn't work for some reason we can lace beetle bombs with it and get it spread around in the air that way.

It's not perfect, but it does make it possible for the guns to hurt incorporeal undead without anything more than a new type of ammunition.
Dimensional Acid is hilarious. I can see Glyra wanting some of that stuff.
 
Dimensional Acid is hilarious. I can see Glyra wanting some of that stuff.
... how feasible would it be to make a weapon of that which our airships could use? The Living Pit especially sounds like a good way to remove problematic targets for at least a few rounds and deal decent damage in the meantime.
 
... how feasible would it be to make a weapon of that which our airships could use? The Living Pit especially sounds like a good way to remove problematic targets for at least a few rounds and deal decent damage in the meantime.
It's a thrown weapon, so we could probably work something out with a mechanical impact trigger to shatter a glass vial. It would be sort of expensive though.


5 doses for 110 IM. For 880 IM, you can get 50 doses.

For 800 IM you can get 50 Ghost-Touch property steel bolts, which deal 4d6 damage each.

That's an average of 14 damage per bolt, compared to probably similar to nearly double that amount.

OTOH, that DC is very low for all but the weakest Incorporeal enemies, whereas they can't save against a steel bolt to the ectoplasmic face.

It's just not a great investment given its unreliability in comparison to more generic ammunition.
Fair enough. The ghost salt looks promising though. It's alchemical, so it doesn't take enchanter time, and costs 4 IM a bolt for the same effect as ghost touch. It only lasts for one hit, but it's not like we reuse bolts anyway so it isn't really a loss.
 
It's a thrown weapon, so we could probably work something out with a mechanical impact trigger to shatter a glass vial. It would be sort of expensive though.
Sure, but it also puts somebody out of commission for ten full rounds unless they can pass a pretty difficult check and deals 40d6 damage while they're there. That's the kind of nasty that would be worth it, in my opinion, at least for a specialty attack.
 
We should also consider more weapon blanches for the moonchasers and Wyverns. It'd only cost 1/10 IM per DR/silver piercing bolt, 4/10 IM per DR/Cold Iron piercing bolt, and 2 IM per DR/Adamantine piercing bolt. They persist on the weapon until they make a successful hit, so we could easily store substantial quantities with the regular bolts.

At the levels we would need it'd still be an appreciable amount of money, but as specialty munitions they'd have a place. The incorporeal one in particular since we can apply more bolts to overcome DR if we have to, but need to wait for a refit to let the main weapons work on ghosts.
 
More spells.
Timeless Engine
School clockwork (transmutation); Level cleric/oracle 7, sorcerer/wizard 7
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Target one clockwork device or construct
Duration permanent
Saving Throw none; Spell Resistance yes (harmless)
DESCRIPTION
This spell halts the normal processes of degradation in a non-magical clockwork device, rendering normal maintenance unnecessary and slowing fuel consumption to 1/10th normal. For magical devices and constructs, the spell greatly slows wear.
The affected magical device does not suffer any penalties for long-term wear, nor does it need fuel, grease, or winding nearly as often. A magical clockwork device, machine, or creature that normally requires daily maintenance instead needs care only once per year. One that requires only monthly maintenance can go a decade between checks.
Any ideas, @Azel? :V
Triumph Of Ice
School transmutation [cold]; Level cleric/oracle 7, druid/shaman 7, sorcerer/wizard 7, witch 7
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range Medium (100 ft. + 10 ft./level)
Area 5-ft. cube or one creature/level
Duration varies (see text)
Saving Throw see text; Spell Resistance yes
DESCRIPTION
You transform one of the five natural elements (air/fog, water, earth, fire, or lava) into to ice or snow. The effect varies depending on the element targeted, as listed below. All damage is limited to 20 dice.
  • Air/Fog: Vapors condense into snow. If cast upon a fog cloud, stinking cloud or a similar effect this spell either suppresses that effect for 1 round per caster level or adds freezing fog to its other effects (your choice). Creatures with the air subtype take 1d6 hp damage per caster level and, if airborne, must make a Fly check (DC equal to the spell's save) or crash.
  • Water: Water becomes a sheet of ice up to one inch thick per caster level. Creatures in the targeted area must make a Reflex save to avoid being caught and immobilized. Escape requires a successful Strength or Escape Artist check against the spell's save DC. Affected creatures with the water subtype take no damage but are paralyzed for 1 round per level if they fail a Fortitude save. If successful, they are slowed for 1 round per caster level if they pass.
  • Earth: You transform earth into permafrost, ending the duration of rock to mud or creating an effect similar to mud to rock. Creatures burrowing through the area do so at half their normal speed until the area thaws. If they can burrow through solid rock, their speed is unaffected. Affected creatures with the earth subtype take 1d4 hp damage per caster level because this spell generates stress fractures that riddle their bodies.
  • Fire: Fire is transformed into shards of ice, which function as caltrops if walked over. The ice melts normally and does not reignite unless it is part of the area of effect of an ongoing spell or similar effect. If that is the case, the flames return after 1 round per caster level. Affected creatures with the fire subtype take 1d8 hp damage per caster level. They also are stunned for 1d3 rounds unless they make a successful Fortitude save.
  • Lava: Lava is cooled and forms a stone crust up to one inch thick per every 2 caster levels. Exceptionally heavy weights may cause the crust to break (see rules for crossing ice). Affected elemental creatures suffer damage or other negative effects depending on their subtype. Treat a creature with the water subtype as if the lava were water, a creature with the earth subtype as if the lava were earth, and so on. Creatures may be entitled to a Fortitude save for half damage or to limit or negate other effects, as listed above.
The effect's essentially reverse Shadow of Doom, just without damage...
That is, until you use it on Plane of Fire. Then it's all pain. :V
Overall seems very... Other, sort of spell. @DragonParadox, note this one. :V
Wild Errantry
School evocation; Level cleric/oracle 3
CASTING
Casting Time 1 swift action
Components V
EFFECT
Range personal
Target you
Duration 1 round/level
DESCRIPTION
You gain divine aid for a single intended action, chosen after casting and attempted before the spell expires.
Wild errantry allows two rolls to be made, both with a +4 luck bonus, to any required skill checks see if a crazy, daring, or unlikely action can be successfully attempted.
Typical actions include leaping across a chasm and through a small opening, jumping from the back of one racing mount to another, or falling some distance and successfully catching hold of (and managing to cling to) a railing, windowsill, swinging rope, or other handhold.
This magic smiles upon far-fetched and even foolhardy actions. If used to aid a relatively straightforward act (swinging across a river on a vine, for example, as opposed to leaping to catch that vine to make the same swinging journey), its benefit decreases to a +3 luck bonus. Wild errantry also benefits actions of chance, such as rolling a particular result with dice (in game), finding something hidden (for example, under shells), or drawing a particular card. If a game of chance has been fixed to be impossible (a selection of cards has been altered, dice are �crooked,� or there's no hidden marker under any shell), this magic tells its caster that.
The ultimate "Glyra"-spell :o
Spell Suppression
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Area 10-ft.-radius
Duration concentration
Saving Throw none; Spell Resistance no
DESCRIPTION
The zone created by spell suppression diminishes the power of any other spell that is cast from within its area of influence. When a spell or spell-like ability is cast within the affected area, reduce the affected caster's effective caster level by 1 for every 4 caster levels you possess.
If the effective caster level has been reduced below the minimum required to cast the spell, the affected caster may attempt a caster level check (DC 5 + your caster level) at his unmodified caster level. If the check is successful, the spell is cast at the minimum level required to cast the spell; otherwise it is lost.
For example, if a 6th-level cleric attempts to cast searing light from an area affected by an 8th-level witch's spell suppression, the effective caster level of the cleric's spell would be reduced to 4th level. Since searing light requires at least caster level 5, the cleric must make a DC 13 caster level check or lose the spell. If the check is successful, the cleric may cast the spell at caster level 5.
Spell suppression does not affect ongoing spells already in effect or spells brought into the area (such as enchantments on characters or objects).
Spell suppression can be made permanent with a permanency spell. The minimum caster level required is 11th, and it costs 7,500 gp.
Feels like it may need balancing, but otherwise, damn, do I want this in the Snare :/
@Goldfish, @Azel note.
 
Also, without the damage is only true if you don't use it on creatures with the fire subtype.
Those take lots of damage.
Uncapped 1d8/CL is heavy stuff.

The damage to Air Creatures is not bad either.
And then there are Rina's bonuses, too...
So, like I said, everything on Plane of Fire is in for an (admittedly short) lifetime of pain.
:V
 
Take note that the Moonchaser is warded against Incorporeal intruders by a Forbiddance spell. The problem with the Wyrmwraiths is that they have a very powerful dispelling ability that makes it possible for them to suppress that warding.

If we want something more secure, my proposal would be either to clad the hull in Plane of Force plates (Riverine without a filling of water) or to embed a Imperial Steel mesh into the hull once that material is available.

Both options are definitely expensive, but also stops any intruder that isn't blasting holes in the hull.
 
Back
Top