Joined: May 03, 2014 Posts: 540 Location: My couch
I spent a little money on some nonmagic stuff.
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"Destiny, chance, fate, fortune, mana screw,—they're all just ways of claiming your successes without claiming your failures." —Gerrard of the Weatherlight, Hero's Resolve
Garren: I'm still around, but not sure what the status is on my current character made for this as far as GM approval goes. I have Garemello Josk added to my signature under D&D characters if you want to double check it again.
Yeah sorry about that Shockwave. Literally the second I stepped out off the door after posting I realized I had missed you off the list.
All I can say of you is this; why are you level 4? This is a level three campaign. I mean your math looks good but your like a level above everyone else.
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Welcome! I'm Garren and I'll be your designated villain for the evening.
My favored is Bard. Skills +2 have been added. I'll add the weapon later.
I'm still brooding over the story. One question: Is it possible for someone accidentally falling into a portal to seriously injure themselves? If so, in what kind of situations might it happen?
Joined: Oct 30, 2013 Posts: 7305 Location: England
Oh it's certainly possible. Portals - especially less known ones - can open into all sorts of ridiculous places. There are planes of reality out there made entirely of fire or water, places locked in perpetual war, places where the very plain itself drains the life-force out of a traveler. Stepping through a portal can be a dangerous thing indeed.
Assuming you arrived on a plain that didn't immediately attempt to kill you there are all forms of other hazards. Since a portal can be anchored into any vaguely door-shaped object you could have easily stepped out of a portal and found yourself several stories in the air (the portal in question being tied to a window in this case). Those unfamiliar with Sigil might even see a portal leading to an area covered in vines only to step into it and be caught in a growth of razorvine - Sigil's native razor-edges plant life (think razor wire if the stuff grew naturally).
In addition to the geography you could also have arrived somewhere where the people are just as much a threat. Demons, devil, creatures of chaos - a portal can drop you at the feet of such beings and more.
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Welcome! I'm Garren and I'll be your designated villain for the evening.
Edit: I should read closer. So I can fall from a high place, eh. Mmm. That dexterity is kinda in my way to being injured seriously .-. How high would I have to fall from to seriously injure myself when I have 19 dex and +8 in acrobatics?
Joined: Oct 30, 2013 Posts: 7305 Location: England
Oh. Well a decent amount of that still applies. There is always the chance of falling through a portal that isn't at ground level and injuring yourself that way as well as the above mentioned razorvine that grows everywhere in the city. Those would be the two most likely causes of injury. That or appearing in an ally somewhere and getting bobbed for anything you had on you - especially true if you landed in the Hive District where it would almost certainly have come down to them just knifing you for your belongings.
Edit: To answer the above.
A fall of 50ft or above will be just about lethal unless you got particularly lucky. Buildings in Sigil (depending on where you arrived) can easily reach this height as limited ground space means most buildings build up rather then out. Even if the fall wasn't that high you could have easily fell onto something or through something that would have caused damage. 20ft into a patch of razorvine would probably have severally injured you as well.
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Welcome! I'm Garren and I'll be your designated villain for the evening.
Joined: Oct 30, 2013 Posts: 7305 Location: England
@ Shockwave
You've still got a few things to do to level down 1 level. You Base Attack Bonus should be +2 not +3 (this will have a knock-on effect you your weapons), your Base Saving Throws should be +3/+1/+3 not +4/+1/+4, you have to remove 6 skill points and the maximum ranks for skills is now 3, You have 4/2/1 spells per day not 4/3/2
You also have to do your Spell DC's (next to spells per day) - it's 12/13/14 for 0th, 1st and 2nd level spells respectfully.
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Welcome! I'm Garren and I'll be your designated villain for the evening.
Joined: Oct 30, 2013 Posts: 7305 Location: England
I have just been informed that Zinger will be unable to join us for this game. I can run this thing with four people just fine so assuming people are ready to start we can do that.
I'm going to be away from my computer for most of tomorrow but I'll look to have the IC and OOC threads up and ready at some point over the weekend. You will all be receiving an introductory PM giving you some additional information about events leading up to the start of the game. Once you have received these (and I have got the first post of the IC thread up) we will be ready to begin!
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Welcome! I'm Garren and I'll be your designated villain for the evening.
Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
Preferred Pronoun Set: SE / squinty / squints
From the Pathfinder SRD
Adding Spells to a Wizard's Spellbook Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists.
Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
Spells Copied from Another's Spellbook or a Scroll: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.
If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until one week has passed. If the spell was from a scroll, a failed Spellcraft check does not cause the spell to vanish.
In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.
Independent Research: A wizard can also research a spell independently, duplicating an existing spell or creating an entirely new one. The cost to research a new spell, and the time required, are left up to GM discretion, but it should probably take at least 1 week and cost at least 1,000 gp per level of the spell to be researched. This should also require a number of Spellcraft and Knowledge (arcana) checks.
Writing a New Spell into a Spellbook Once a wizard understands a new spell, he can record it into his spellbook.
Time: The process takes 1 hour per spell level. Cantrips (0 levels spells) take 30 minutes to record.
Space in the Spellbook: A spell takes up one page of the spellbook per spell level. Even a 0-level spell (cantrip) takes one page. A spellbook has 100 pages.
Materials and Costs: The cost for writing a new spell into a spellbook depends on the level of the spell, as noted on the following table. Note that a wizard does not have to pay these costs in time or gold for spells he gains for free at each new level.
Spell Level|Writing Cost 0|5 gp 1|10 gp 2|40 gp 3|90 gp 4|160 gp 5|250 gp 6|360 gp 7|490 gp 8|640 gp 9|810 gp
Replacing and Copying Spellbooks A wizard can use the procedure for learning a spell to reconstruct a lost spellbook. If he already has a particular spell prepared, he can write it directly into a new book at the same cost required to write a spell into a spellbook. The process wipes the prepared spell from his mind, just as casting it would. If he does not have the spell prepared, he can prepare it from a borrowed spellbook and then write it into a new book.
Duplicating an existing spellbook uses the same procedure as replacing it, but the task is much easier. The time requirement and cost per page are halved.
Joined: Oct 30, 2013 Posts: 7305 Location: England
@ Storyteller Crossbow Bolts - I don't think it's ever mentioned anywhere but I generally like to give people 1 free 'clip' of ammo when they buy a a ranged weapon. You have two crossbows ergo 2 lots of 10 bolts.
Wizard Spells - Just to add onto what Squinty said above. Since this is character creation I'm going to wave the actually having to roll a dice to record a spell into your spellbook (assuming you have done it at some point in the past). To add more spell simply purchase a scroll of that spell. You can find the cost per level chart here.
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Welcome! I'm Garren and I'll be your designated villain for the evening.
I have just been informed that Zinger will be unable to join us for this game. I can run this thing with four people just fine so assuming people are ready to start we can do that.
If you want a fifth person, I can throw a character together for you if you'd like. I was minus a computer when the sign-ups were getting going, so I was abstaining from joining more games then, but if you don't like having 4 players, I could make it 5 for ya.
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