- Location
- ?????????
How did we get the seed anyway? I don't remember how or who we got it from but was it loot, did we steal it or did we buy it
What's the vote for again? I could go look, but I'd rather not go back down that dark path that I seemed fortunate to avoid and that you all seemed to just emerge from.Vote people, gotta vote still.
Goldie's gotta a pretty good plan.
Lets see:
Submerge Ship, 2/day, use-activated: 7*13*1800*0,5*2/5 = 3276 IM
Raise from the Deep, 3/day, use-activated: 4*8*1800*0,5*3/5 = 1728 IM
Make Whole, at will, use activated: 2*3*1800 = 1080 IM
Total: 6084 IM
Man, this entire thing is way more affordable than I thought it'd be. And considering a single wreck nets us an entire new ship, plus any precious cargo it might have been carrying...
I definitely want this on the docket for next turn's crafting.
And it's even coming up already!
What if we reduced the Raise from the Deep to just once or twice a day and added in a once per day Unseen Crew? Way, way back, DP said he would buff the spell so that it created four or five Unseen Crewmen per caster level. That would help us crew salvaged ships.
[X] Goldfish
I like your plan, but you might want to mention that the sailor arcanum might take awhile to become a thing @Goldfish
As of now (at least to me) it sounds as though the sailor arcanum is an immediate sign on bonus instead of a long term incentive.
Isn't magical army going to also be a part of this boats SLAs? Or am I tripping?
So I've cut out the usual niceties and opened with a full broadside, catching @egoo with the edge of it.
Pretty much, what @Goldfish said.
...hooray? Glad this is all over.
[X]Plan "Fat Bottomed Ships, You Make This Rockin' World Go Round
This title alone is just amazing.
Also question.
What are we going to do with the... Ahem* "current" captain.
As well as setting up more fae. She will likely attract many through the mere weight of her existence. This is not a big deal though.
While I am all for letting her learn about humanity organically. I would hope we know enough to spare everyone a lot of blood and tears.
Basically give her a bit of a crash course on humanity.
Gladly.Sorry if you saw my stance as a betrayal, dude. I never intended to silence you, or for my posts to be interpretted in that manner.
I really believe we were just thinking in two entirely different boxes, if that makes any sense. Maybe a bit of a cultural misunderstanding?
I have no hard feelings and hope we can move past this entire unfortunate bump in the road.
None, you were just collateral damage.Pretty much, what @Goldfish said.
I had seen the plan presented when it was made by Duesal as "good enough", and so I fought for it, wanting to make profit out of having that meeting at all.
You had seen that as a bad plan and argued against it.
(Honestly, I didn't read Goldfish's answer to you as trying to silence you either, so it seems we all thought in different boxes that day)
I don't really see what my "perceived breach of trust" there was, though :/
So, yeah, No hard feelings.
They may need more than eight hours to sort everything out, after all, depending on the state of the wreck, it would be a tremendous jigsaw puzzle. That's why it's CL 8 3/day.What if we reduced the Raise from the Deep to just once or twice a day and added in a once per day Unseen Crew? Way, way back, DP said he would buff the spell so that it created four or five Unseen Crewmen per caster level. That would help us crew salvaged ships.
Hundred ballistae, five scorpions (which are super neat, being essentially oversized ballistae that are advanced enough to use stone grapeshot or big stone rounds). And we never got around adding that firebreath weapon on the figurehead.I highly doubt it. Magic Army is a spell Viserys knows which we had previously discussed being able to use to temporarily turn all of the many, many ballistae on the Queen Rhaella into magical weapons.
It's back. Reasons.
They may need more than eight hours to sort everything out, after all, depending on the state of the wreck, it would be a tremendous jigsaw puzzle. That's why it's CL 8 3/day.
Would Make Whole take care of weakened/rotted wood, I wonder?
It depends on the following:Also when are we doing the big tree sacrifice to awaken to Deku I mean dawn tree? Next turn I presume?
Problem is it doesn't work on wood that has been warped.Fair enough.
I don't know if Make Whole would work to repair rotted wood. Maybe we can ask DP to make one of the Queen Rhaella's special abilities a variant of Plant Growth/Shape Wood/Make Whole that allows her to cause irreparably damaged ship hulls to regrow in a manner similar to her own Awakening, which transformed the Queen Rhaella into a living ship?
Or maybe we can just fill part of her cargo hold with seasoned lumber and provide a Shape Wood item to let the crew make the most efficient use of it?
The thing is that just about everything in DnD uses the same system of magic items. we just identified a bunch of (probably) Drow loot, after all. There may be exceptions, but they should be rare and exceptional, rather than the rule. Artifacts in the system, you might say.I'd agree with that but even still we're PoB baby!! We do weird shit for breakfast, literally.
Dragons are rare and distant, maybe Drow are too and their creations strange and opaque but we will have to wait and see.
I am not quite caught up to what seems to be the peak of the thread discussion, I'm a little wary.
Name: ???
Alignment: True Neutral
Race: Outsider (Medium, Native)
Feats: Expanded Arcana (x4; Aboleth's Lung, Mass Aid, Mass Conviction, Mass Resist Energy, Swim), Flyby Attack, Versatile Spellcaster
Flaws: Fussy, Love of Nature
Class Features: Elemental Air-Water-Positive Energy Arcanum
Senses: Darkvision (60 ft)
Hit Dice: 7d8 + 14 (??? HP)
Armor Class: 10 + 7 (DEX) + 2(Deflection) = 19 (Flat-Footed: 12, Touch: 19)
Movement: Ground (30ft), Swim (30ft), Flight (100ft; Perfect Maneuverability)
Initiative: +7 (DEX)
Base Attack Bonus: +7/+2
Spell Save: DC: 10 + 5 (INT) + Spell Level
Weapon Proficiency: Simple & Martial Weapons
Immunities: Possession/Mental Control
Special Qualities: Fast Healing 5
STATS:
8 (-1) Strength
22 + 2 = +24 (+7) Dexterity
12 + 2 = +14 (+2) Constitution
14 (+2) Charisma
18 + 2 = +20 (+5) Intelligence
14 (+2) Wisdom
SAVES:
FORTITUDE: 5 + 2(CON) + 2(Resistance) = +7 or +9(vs Evil)
REFLEX: 5 + 7(DEX) + 2(Resistance) = +12 or +14(vs Evil)
WILL: 5 + 2(WIS) + 2(Resistance) = +7 or +9(vs Evil)
SKILLS
Bluff: 10 +2 (CHA) = 12
Concentration: 10 + 2(CON) = 12
Diplomacy: 10 +2 (CHA) = 12
Knowledge (Arcana): 10 + 5(INT) = 15
Knowledge (Geography): 10 + 5(INT) = 15
Knowledge (Nature): 10 + 5(INT) = 15
Knowledge (The Planes): 10 + 5(INT) = 15
Profession (Sailor): 10 + 2(WIS) = 12
Listen: 10 + 2 (WIS) = 12
Sense Motive: 10 + 2(WIS) = 12
Spellcraft: 10 + 5(INT) + 2(SYN) = 17
Spot: 10 + 2 (WIS) = 12
Spells Known (Caster level 7):
--Level 0: Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Purify Food and Drink, Read Magic (8/day)
--Level 1: Blessed Aim, Keep Watch, Mage Armor, Shield, Shield of Faith, (6+2/day)
--Level 2: Aboleth's Lung, Divine Insight, Divine Protection, Glitterdust, Swim (6+1/day)
--Level 3: Mass Aid, Mass Conviction, Mass Resist Energy, Tail Current, Thunderous Roar (4+1/day)
SPECIAL ABILITIES:
--Waterbreathing (Ex): The creature can breathe water freely.
--Gaseous Form (Sp): Use Gaseous Form at will as a Spell-Like Ability with a caster level equal to your HD.
--Fast Healing 5 (Ex): You regain hit points at a rate of 5 per round. Fast healing does not restore Hit Points lost from starvation, thirst, or suffocation, nor does it allow you to regrow lost body parts.
--Positive Energy Ray (Su): Fire a ray of positive energy once every 1d4 rounds with a range of 60 feet. With a successful Ranged Touch Attack, it infuses a target with positive energy healing Hit Point damage equal to 1d4 + Charisma modifier. Undead are damaged by this ability. A living creature who benefits from this ability can gain up to 1 temporary Hit Point per HD if the healing would go over it's normal HP limit.
--Positive Adaption (Ex): You do not exceed your maximum Hit Points or require a Fortitude saving throw due to being in a Positive Energy-dominant environment.
--Positive Energy Aura (Su): Any living creature within 10 feet of you regains 1 Hit Point per round due to your aura of Positive Energy. Creatures immune to Positive Energy effects, are not affected by this aura. You can suppress this aura as a Standard Action.
Boneward Belt Powers (3 charges/day):
1 charge: Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.
Equipped Items: Circlet of Clarity +2 (240 IM), Ring of Protection from Evil (240 IM), Gloves of Zephyr's Grace +2 (240 IM), Boneward Belt (285 IM), Long-Range Dragonbone Longbow, Masterwork Razor-edged Mithral Dagger, Ring of Sustenance (150 IM), Standard Sorcerer's Deep Adventurer's Kit(™)
It depends on the following:
1. For us to talk to Bloodraven about it and about what we want him to do as our reward
2. For Bloodraven to tell us we have a solid plan and we're ready for the sacrifice
3. For us to summon supplemental fiends
I'm hoping we can get another Cornugon if we're lucky, but I'll settle for the three Thanadaemons whose names we know.
That would be pretty amazing. It's going to be the most powerful tree in Prime Material, that much is for sure.Yeah I want this big tree too. Hopefully with the power we pour into it it can encompass the entire empire with its effects...