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  #1  
Old Oct 16th, 2010, 03:43 AM
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Dreadful Musings

The obligatory OOC socialization thread. Welcome to the game, those picked. Hopefully everyone stays active, posts about once every day or two. I'll look for a replacement for you if you spend a full week without having checked in.

That said, good luck.
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  #2  
Old Oct 20th, 2010, 12:03 AM
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Hooray! Did you want us to start character creation yet, or not? And if so, what ability score method are we using, point-buy, dice rolls, stat arrays? Standard gold? etc. etc.

Haha, trust my luck you edit the character section at the same moment I post this.
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Last edited by Finder of Paths; Oct 20th, 2010 at 12:12 AM.
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  #3  
Old Oct 20th, 2010, 12:13 AM
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I edited the character thread to reflect what I usually do for characters. Standard gold for 6th level, no more than half can be used for any one item, 4d6 drop the lowest for stats.

And yes, feel free to start when you like.
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Last edited by MCP; Oct 20th, 2010 at 12:14 AM.
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Old Oct 20th, 2010, 01:56 AM
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Well it's late here, but now I can read the Advanced Players Guide as a bedtime story to get a jump start on the character creation

Thanks for the invite to your game, boss!
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Old Oct 20th, 2010, 03:45 AM
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For the purpose of getting free proficiency with my revolver (due to Master Tinker) if Neji crafts a Masterwork Revolver, then has someone else enchant it with Craft Magical Arms and Armor, does she still count as having created it? If not, no worries, I can change my Trapspotter rogue skill to get Exotic Weapon Prof (Revolver).

Do you want me to roll craft checks for creating my revolver? It's roughly 1000gp in raw material cost, DC 20 for the masterwork part, and would you rule 20 for crafting the revolver as well? (bows/crossbows are DC 15, exotic melee/thrown weapons are 18) I have +12 Craft (Gunsmith) at level 6, minus 1 point for every level below that (because backstory wise I crafted it before setting out for Absalom), with my Crafter's Fortune spell and Masterwork Tools I would be at +19, so I'd only fail on a natural 1.

Same deal for alchemical items/potions, but a +19 or +24 with Crafter's Fortune.
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Old Oct 20th, 2010, 07:05 AM
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I'm almost done with the character sheet. Tell me if I shall roll instead of choosing 10 for learning my spells from the scrolls.

LvlSpellCostLearn
1Floating disk2510
1Disguise Self2510
1Magic Aura2510
1Enlarge Person2510
1Feather Fall2510
1Reduce Person2510
2Glitterdust @5040
2Web @5040
2Touch of Idiocy5040
2Continual Flame10040
2Darkness5040
2Shatter5040
2Blur5040
2Mirror Image5040
2Alter self5040
2Bear's Endurance5040
2Bull's Strength5040
2Cat's Grace5040
2Eagle's Splendor5040
2Fox's Cunning5040
2Owl's Wisdom5040
2Pyrothecnics5040
3Phantom Steed @30090
3Spiked Pit @31090
3Stinking Cloud @30090
3Heroism30090
3Tiny Hut30090
3Wind Wall30090
3Displacement30090
3Invisibility Sphere30090
3Major Image30090
3Gentle Repose30090
3Vampiric Touch30090
3Fly30090
3Magic Weapon, Greater30090
3Secret Page30090
3Versatile Weapon30090
3Water Breathing30090
Total For Spells 7950

Spell Component Pouch5
Spellbook Tome II15
MWK Adamantite Scimitar3315
Belt of Giant Strength +2 **2000
Handy Haversack2000

All in all 15285 gp

715 gp left
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Last edited by DineDel; Oct 20th, 2010 at 08:25 AM.
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Old Oct 20th, 2010, 06:25 PM
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@Finder - Consider the gun made, but you will need to find someone to enchant it. And doing so will be tricky as guns are scientific weapons and don't take kindly to magic unless the tinkerer knows what they are doing.

@Dine - It looks to be in order.

Also, I added an additional rule to the character section. Any reasonable item costing less than ten gold pieces can be acquired through the outfitter located in the Grand Lodge, provided you bring the items back after your adventure.
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Last edited by MCP; Oct 20th, 2010 at 06:29 PM.
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Old Oct 20th, 2010, 08:34 PM
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Excellent. So if we leave for somewhere cold or woodsy, we can get a spare tent and warm blankets.
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Old Oct 21st, 2010, 03:12 AM
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Exactly. You have to supply your own horse but typical adventuring gear (rope, lanterns, cold weather gear, pitons, crowbars) are supplied by the Society.
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Old Oct 21st, 2010, 03:43 AM
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You want me to find someone after we start the game to enchant it for me? I was thinking something along the lines someone working at the Gunworks could do it outside of work hours for a favour and a lot of gold. I wanted +1 Shock, but just realised that the enchantments alone are 8000gp, and would make the item roughly 9000gp in total.

Perhaps just a simple +1 will suffice? Easier to enchant on the weapon as well.
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Old Oct 21st, 2010, 03:53 AM
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Okay, I don't want the magic on the revolver anyway, not much point really. Instead I want an Ioun Stone (+2 INT) for 8000gp, but the critical question is: can we buy, or do we receive Wayfinders? I'm not fussed about the "extra abilities" when an Ioun Stone is put into a Wayfinder, but it would be cool to be able to get the advantages of the Ioun Stone without it floating around my head (because that's not so good for when you're crafting...or sneaking...or disarming a trap).

Other than that I'm done, unless I feel like making some alchemical items with my last 93gp, probably should just throw some Alchemist's Fire and the like in my bag. Not enough left to make any good potions though sadly, though I can just give people my Cure Light Wounds extracts anyway, and I believe we have an oracle to help out with healing.
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Last edited by Finder of Paths; Oct 21st, 2010 at 08:08 AM.
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  #12  
Old Oct 21st, 2010, 09:02 AM
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Heya. So did all the current applicants get approved? I was just wondering since people are posting here and I don't want to get booted if we did.
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Old Oct 21st, 2010, 11:30 AM
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I don't know about all the secret DM workings, but speaking for myself, I did get a PM saying I was accepted and to go ahead and get started. Does that help?
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Old Oct 21st, 2010, 12:21 PM
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That it does. I'll wait until the accepted apps are posted.
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  #15  
Old Oct 21st, 2010, 05:34 PM
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The three of you have been pre-accepted to expedite the creation process. None of you have Wayfinders yet. It would be hard to get your weapon enchanted due to the fact that Alkenstar is completely magic-dead as it lies in the Mana Wastes between Nex and Geb, though you may have found someone worth their salt in Absalom given some luck.
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