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Fimbulvinter

Started by Steerpike, January 22, 2012, 05:04:09 PM

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Polycarp

Quote from: sparkletwistNot really. It adds +1 DC to Illusion will saves to disbelieve only. That means it helps your silent images but it does absolutely nothing for your color sprays or your haunting mists or whatever.

Ah, you're right about that.

A better comparison might be Spell Specialization, which gives you +2 CL to a single spell.  Meanwhile, the alchemical component Moondew gives you +1 CL to all spell effects of an entire school (Divination), and again that's merely one component of many you'd get for free.

It's hard to compare with other feats because it's a big laundry list of bonuses, and there's basically no other feat that's designed in that fashion.
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Polycarp

A question occurred to me.

Is a Druid who does not yet have the capability to use wild shape aware that, at some point, he could gain the ability to use wild shape?

Kylfa was planning to skin that dragon he gave the killing blow to on the last session I played in, and assuming he actually got it, it occurred to me that he might try to find someone to make bear-barding out of it (as armor doesn't wild shape with you, but you can wear barding once transformed).  He won't gain the wild shape ability for 3 levels to come, however, and I'm not sure whether it would be inappropriate OOC knowledge for Kylfa to anticipate that this might be a thing he will want in the future.

Considering that as a bear shaman he can already turn himself partially into a bear, I can see him anticipating eventually going full bear mode, but I thought I'd check in on that.

(It may be a moot point; I could understand if most armor-makers would be somewhat reluctant to have a tailoring session with a grizzly.)
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Steerpike

#272
I would say it's up to the player whether their character expects such changes. It's certainly possible that they do - they may know others of their discipline that have progressed further than themselves, for example. Kylfa might well have seen other bear shamans in Kvenland assuming the shape of bears. At the very least his knowledge of spiritual matters might mean he knows such a thing is possible.

I don't think it's unreasonable for a leather-worker to make bear-barding (even if it was just a case of "make it to these specifications, don't ask questions, here's some gold"). If you actually showed up in bear form, it might take some reassurances, but historically bear-handling and -baiting was pretty common in the medieval period, so it's not totally crazy to think that people would be OK with interacting with bears.

EDIT: Note, you might need to kill some more Drakes to get enough hide if you're going to become a Large bear. All the more motivation to go hunt some!

Polycarp

Quote from: SteerpikeEDIT: Note, you might need to kill some more Drakes to get enough hide if you're going to become a Large bear. All the more motivation to go hunt some!

I suspected as much, as my recollection of the dragon was that it was probably Large rather than Huge.

Interestingly, it appears you cannot in fact make scale mail from dragon scales.
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Steerpike

Yeah, they were only Large - a clutch of young dragons. I'd say you'd need at least 2 Large hides to have sufficient choice material for hide armour for a bear of Large size, thee hides for Banded Mail, and four for Half Plate, and five for Breastplate (no Full Plate armour in this setting).

It'd be expensive, though. Dragonhide doubles the cost of armour and non-humanoid armour for a Large creature is 4x the cost. So instead of about 340 gp for some medium dragonscale hide, for example, you're looking at 1360 gp. There'll be opportunities to amass this kind of coin, though.

On the upside the leather-worker would be able to afford some of Dangy's spell services afterwards  :P.

Polycarp

Quote from: SteerpikeThere'll be opportunities to amass this kind of coin, though.

Not for a character who has actively avoided taking or carrying any kind of coin thus far.  I'm pretty sure he tried to pay the town gate toll in berries or something.  :yumm:

Regarding scheduling, I'm just going to stay away from the Doodle, let you guys pick a time, and join if it works for me.  I just don't know my schedule in December well enough to say right now.
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius


sparkletwist

Quote from: SteerpikeI think I just don't like this feat... spell components are awesome, in my opinion, and part of the weird charm of D&D spells
I think this is the real difference of opinion. I'm not a fan of spell components for the most part. I can see how they'd sometimes add some unique charm, but I also like the flavor of a caster who can just say the magic words and wave her hands and do magic stuff, which is more what I was going for here. Eschew Materials isn't really worth a feat, though, so I was just looking for something that was worth it.

Dagny is already pretty useless as a spellcaster without her arcane bonded item, and she can craft enhancements onto her arcane bonded item without a feat, so another option is to let her pay some token amount of gold (50 gp would buy 10 component pouches, so maybe that's about right?) and allow it to confer Eschew Materials, but only while it's worn... or something like that.

Quote from: SteerpikeIt'd actually be even cheaper for you if you traded spells withe the other Wizard and earned back some of the costs. If that's the method you were envisoining I think I'd have to impose some limits.
I wasn't envisioning being able to freely trade spells or anything, but I was pricing spell acquisition at the "copying" cost (15 gp for a level 1 spell, 60 gp for a level 2) rather than the much more expensive option of buying scrolls. Scrolls include a multiplier for caster level, so they rapidly become much more expensive-- learning a spell from a level 2 scroll costs 190 gp instead of 60 gp, for example. Please also keep in mind that Clerics get their entire spell list for free...

All that said, if you want to impose some minor limitations on the number of spells Dagny can "buy," I won't complain. Right now I'm thinking of acquiring 7 level 1 spells and 4 level 2 spells, for a total of 345 gp. Is that reasonable?

Quote from: SteerpikeI'd argue, part of the fun and challenge of being a Wizard (I think) is finding new spells and recording them
I'd generally agree. However, I primarily look at it as a means to get some odd spells that I might not have otherwise given a second thought, or whatever-- I think it's a core assumption of the system that the ability to copy spells at a certain cost is generally available to prepared arcane casters. The default Pathfinder setting seems to assume pretty high magic availability, and the mechanics are somewhat built around that.

Quote from: SteerpikeRemember that you do need to make a Spellcraft roll to learn new spells
The DC is 15 + spell level, and you can take ten. Dagny's Spellcraft is +10 so she's fine.

Quote from: SteerpikeThey're slightly more expensive to compensate for their greater durability, which does make sense.
Actually, they are cheaper. The cost given is not an added cost, it is the cost. That's why vellum costs 12.5 gp (i.e., the standard price for the standard material) and you need a feat to scribe scrolls on birchbark for only 2.5 gp because otherwise that would be kind of silly.

Steerpike

Quote from: sparkletwistDagny is already pretty useless as a spellcaster without her arcane bonded item, and she can craft enhancements onto her arcane bonded item without a feat, so another option is to let her pay some token amount of gold (50 gp would buy 10 component pouches, so maybe that's about right?) and allow it to confer Eschew Materials, but only while it's worn... or something like that.

Dagny actually has her bonded item - the Jarl gave it back to her on the condition she doesn't use her magic in Wulfheim. It's this Dvergar pendant thingy. From the log:

"Dagny grins and opens the chest.

Inside are a number of scrolls, as well as a strange Dvergar device - a collapsible metal wand graven with Dwarf-runes, and your other arcane effects, including your eldritch pendant and your dagger."

:)

Quote from: sparkletwistRight now I'm thinking of acquiring 7 level 1 spells and 4 level 2 spells, for a total of 345 gp. Is that reasonable?

Oh, that's fine! Not a problem there. I just didn't want you to get like 35 level 1 spells or whatever.

Quote from: sparkletwistThe default Pathfinder setting seems to assume pretty high magic availability, and the mechanics are somewhat built around that.

Oh, definitely. I would say, however, that this particular game definitely tinkers with some of the core assumptions (for one thing, it's E8) and doesn't assume as high magic availability as is standard. However, acquiring a few spells at "character re-creation" like you're doing is just fine.

Quote from: sparkletwistThe DC is 15 + spell level, and you can take ten. Dagny's Spellcraft is +10 so she's fine.

Totally didn't realize you could take 10 on that roll, but checking I see that that is indeed possible. My mistake!

Quote from: sparkletwistActually, they are cheaper. The cost given is not an added cost, it is the cost. That's why vellum costs 12.5 gp (i.e., the standard price for the standard material) and you need a feat to scribe scrolls on birchbark for only 2.5 gp because otherwise that would be kind of silly.

Ah, you're right! In that case, all the more reason to use them, if you like!

sparkletwist

Quote from: SteerpikeDagny actually has her bonded item
Right. Sorry, I was unclear. What I meant was that the main mechanical impact of the material components pouch is "a thing that severely ruins your spellcasting day if you don't have it," but, having an arcane bonded item, Dagny already has one of those-- so I was asking if I could pay a small amount of gold to essentially consolidate those two things and fluffwise pretend that the material components don't actually exist. Put another way, it would make the pendant confer Eschew Materials, but only while it's an arcane bonded item being worn by the person it's bonded to.

I just really don't like material components very much, I guess. :grin:

Quote from: SteerpikeAh, you're right! In that case, all the more reason to use them, if you like!
No, it's ok. I think that part of the reason copper plates are cheaper are that you can't roll them up, and scrawling on something cylindrical completely defeats the limitation.

Polycarp

Quote from: sparkletwistI was asking if I could pay a small amount of gold to essentially consolidate those two things and fluffwise pretend that the material components don't actually exist. Put another way, it would make the pendant confer Eschew Materials, but only while it's an arcane bonded item being worn by the person it's bonded to.

I just really don't like material components very much, I guess. :grin:

Can't you just get a Spell Component Pouch for this?  That's nearly the same thing as pretending components don't exist, and it's like 5gp.  You're not even supposed to worry about components unless they're either significantly expensive or you're in some extenuating circumstance (e.g. gagged) that makes a component impossible.

The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Steerpike

Oh, I see. So it's just a flavour thing, but you'd rather not take a feat? Sure, just deduct the cost of the pouch, and we'll say the amulet does it. If everything got stolen you'd end up getting it all back at the same time anyway. Not a big deal. I like the ritual feel of spell components (seems very "ceremonial magic" to me), but to each their own.

Steerpike

#282
I thought I'd better repost the races, now with Light Elves added. I've tweaked the Dvergar description as I'm not as pleased with the sort of steampunk feel I'd given them before. There's still a hint of that, but less so.

[spoiler=Dvergar]Dvergar

The Dvergar, or Dwarfs, are a race of maggots in humanoid form born out of the putrid flesh of Ymir, the primordial giant from whose cadaverous hulk the world was made.  Dwelling within the fossilized bowels of Ymir – the endless tunnel-realm of Svartálfheim – the Dvergar are a notoriously avaricious and appetitive people: they are the physical manifestations of hunger, be it for knowledge, flesh, or gold.  Miners and smiths of exceptional ability, Dwarfs are driven by an insatiable need to dig deeper, to understand more thoroughly, to expand and consume.  They have constructed many devices of wondrous power, including mechanical creatures, strange weapons that hurl fire, blades of surpassing strength and keenness, and all manner of other wondrous machines.  Their cities are said to be mad, sprawling labyrinths of gigantic gears and rune-graven stone.

Physically, Dvergar are short, stocky creatures with pallid, sallow flesh frequently stained with soot or dirt. By and large they prefer to avoid physical combat, preferring to rely on their skill with magic. All are exceptionally hairy, with enormous beards, and also exceptionally ugly (by human standards), with small, black eyes, sharp little teeth, and squashed, unpleasant features.

With but a few rare females, Dwarfs frequently seek out mortal women as consorts; children sired from such unions are pure Dwarf – there is no such thing as a "Half-Dwarf."  Some human settlements have been known to trade their women for weapons and other devices of Dwarf make, though the Dvergar guard their greatest secrets with care, refusing to relinquish their more powerful treasures not out of any altruistic motive but from sheer jealousy.  Becoming a Dwarf-bride is often presented as an honour, but in truth most women greatly fear such a fate – the Dvergar are infamously depraved, and their lust unquenchable.

Dvergar are rarely seen in Midgard itself, and maintain no permanent settlements there.  Trade with humans is conducted at those rare places where Svartálfheim borders Midgard, the chthonic orifices of the earth.

Dvergar Characters:


+2 Constitution, +2 Intelligence, –4 Charisma: Dvergar are hearty and crafty, but also stubborn and belligerent.

Medium: Dvergar are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Dvergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dvergar can see in the dark up to 120 feet.

Greed: Dwarfs receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hardy: Dvergar receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Craftsman: Dwarf are known for their superior craftsmanship when it comes to metal and stone works. Dwarfs with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone.

Stability: Dvergar receive a +4 racial bonus to their CMD against bull rush or trip attempts while on solid ground.

Stonecunning: Dwarfs receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Light Sensitivity: Dvergar are dazzled as long as they remain in an area of bright light.

Languages: Dwarfs begin play speaking Dvergar and Northspeech.

Weapon Familiarity: Dwarfs treat crossbows and any weapon with the world "Dwarf" in its name as a martial rather than exotic weapon.[/spoiler]

[spoiler=Trollblood]Trollblood

Also called Half-Trolls, Trollspawn, and Trollkin, Trollbloods are humans with partial Troll parentage. Though some are solitary creatures many are members of degenerate tribal lineages, born into the primitive hill-clans of savage wildmen found in remote mountain valleys and rugged highlands throughout the North.  In many cases full-blooded Trolls rule over such tribes, keeping harems of wives (or husbands) and placing the offspring resulting from such unions in positions of power.  In the harsh days of Fimbulvinter increasingly famished Trollblood clansmen often descend from their caves and fastnesses to raid the settlements of more civilized folk.

Physically, Trollbloods may inherit any number of attributes from their monstrous parents; Trollish heritage can manifest in a variety of ways.  Many sport fangs, tusks, claws, or pointed ears.  Some possess great stature, prodigious physical strength and toughness, stony skins, and hunched postures.  Others have multiple heads or limbs, and others still are born with natural sorcerous talent, able to weave enchantments and hexes as easily as breathing.

Typically, Trollbloods are shunned and ostracized outside of the insular clans most originate in.  With the slow collapse of civilization during Fimbulvinter, however, some Trollbloods have found greater degrees of acceptance, often making excellent warriors.  In the dark, cold days of winter unending, old prejudices are forsaken along with the laws of decency and restraint, and thus Trollbloods are becoming a more common sight throughout the North.

Trollblood Characters:

+2 to One Ability Score: Trollblood characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Trollbloods are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Trollbloods have a base speed of 30 feet.

Darkvision: Trollbloods can see in the dark up to 60 feet.

Intimidating: Trollbloods receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Troll Blood: Trollbloods count as both humans and Trolls for any effect related to race.

Troll Ability: Select two of the following:

•   Ferocity: Once per day, when the Trollblood is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

•   Two-Headed: The Trollblood receives the Two-Weapon Fighting feat as a racial bonus feat even if they do not meet the prerequisites.

•   Tusks or Fangs: The Trollblood gains a Bite attack (1d4).

•   Claws: The Trollblood gains two Claw attacks (1d3).

•   Stony Skin: The Trollblood gains +1 AC.

•   Regeneration: The Trollblood heals at twice the normal rate when resting.

•   Sly: The Trollblood possesses a fiendishly cunning tongue, granting it a +2 racial bonus on all Bluff checks.

•   Extra Limb: The Trollblood has an additional off-hand (if the Trollblood also selects the Claws Troll Ability, he does not gain three Claw attacks).

Weapon Familiarity: Trollbloods are proficient with greataxes, greatswords, and greatclubs, and treat any weapon with the word "Troll" in its name as a martial weapon.

Illiteracy: Trollbloods do not automatically know how to read and write, and must spend two skill points to gain the ability.

Light Sensitivity: Trollbloods are dazzled as long as they remain in an area of bright light.

Languages: Trollbloods begin play speaking Giantish.[/spoiler]

[spoiler=Ljósálfar]Ljósálfar

The Ljósálfar or Light Elves are inhabitants of the world of Álfheim, said to be a verdant realm of vast forests and clear skies with many beautiful halls, ruled over by Frey, god of prosperity, fertility, and fair weather. There was a time when Light Elves were almost never seen in Midgard, but now that the Doom of the Gods approaches some of their kind have been seen wandering the world on missions of unknown purposes. Though Frey is their god they have many kings and queens among them, as well as powerful workers of sorcery. Unlike the Dvergar, though, their skill lies not with iron and rock but with the magic of trees, wind, and water.

A surpassingly fair people, Light Elves are typically pale of hair and skin, and at times their very forms seem to shine softly – though many can also make themselves unseen when they wish. Taller and more slender than mortals, they are ageless beings as much of spirit as of flesh, appearing forever young. In manner they are generally courteous and kind, although they find the laws and customs of humans strange and do not feel themselves bound by the rules of men. They often find beasts more comprehensible than humans. As a result, they can appear haughty or even cruel to some.

Light Elves are capable of interbreeding with humans, though such unions are rare. The resulting children almost always reside in Midgard.

Ljósálfar Characters:

+2 Dexterity, +2 Charisma, and –2 Constitution: Ljósálfar are graceful, both in body and mind, but their form is frail.

Size: Light Elves are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Light Elves are Humanoids with the elf subtype.

Base Speed: Light Elves have a base speed of 30 feet.

Lightbringer: Light Elves are infused with the radiant power of the heavens. They are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Charisma scores of 10 or higher may use light at will as a spell-like ability.

Fleet-Footed: Light Elves are naturally swift creatures and receive Run as a bonus feat and a +2 racial bonus on initiative checks.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, Ligh Elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Low-Light Vision: Light Elves can see twice as far as humans in conditions of dim light.

Languages: Light Elves begin play speaking Álfari.[/spoiler]

sparkletwist

#283
Thanks Steerpike. :D

I have doodled! I would like to add the caveat (because it is below the granularity of the doodle) that on weekdays I've marked 12 PST I'm actually not going to be available until 1 PST, but I can make most of that window, so we could start a bit later or Dagny could show up late or whatever. :)

Things seem to have aligned fairly well!

Edit: Link to Doodle, in case anyone needed it. All times are PST.

Kindling

Although I have doodled it might be subject to change - I seem to be getting told my shifts about 24hrs in advance of working them at the moment so in the doodle I'm just predicting when I think they're likely to be.
all hail the reapers of hope