SotS's War of the Burning Sky campaign

StreamOfTheSky

Adventurer
Three Weeping Ravens levels up in PsyWar (Now a Monk 2 / Psychic Warrior 8)!

He gains +1 BAB and fort save, 8 hp, and 3 skill points (all into Concentration...he was behind on ranks there)
He gains 4 pp from class and another 3 from ability bonus, total +7 pp.
He learns Hostile Empathic Transfer as his power.
He will get Expanded Knowledge as his bonus feat to pick up Energy Missile.
He also gained +1 stunning fist per day.
Tashalatora does nothing this level, next level it'll add +1 AC and Greater Flurry
 

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StreamOfTheSky

Adventurer
Loot has been updated in post 6. You can't sell or buy anything beyond mundane stuff still, unfortunately. Torrent's armor is still being re-sized and needs another day or two. You will start next session finally rested, so...I guess just Tansley needs to prepare spells. Since Torrent is currently absent, along w/ her healing wands, Tansley may wish to prepare significantly more healing spells than normal. She does also have the wand of lesser vigor from Gallo.
 



begooler

First Post
Can the material components for Last Breath or Revivify be purchased with group wealth? Are they accessible here?
(500 and 1000 gp respectively.)
 

StreamOfTheSky

Adventurer
Eresh has a purchase limit of 800 gp (and no magic items), so the 500 gp component is fine, not the 1000. You can get up to two of the component if you want.
 

StreamOfTheSky

Adventurer
The Wayfarer Cirqueliste is available as a prestige class. Has been since the end of Ch. 3, actually. I thought it was in the Player's Guide, sorry. It is a 9-level class.
[sblock]Wayfarer Cirqueliste
Hit Die: d6
BAB: Poor (as a Wizard)
Saves: Good Reflex, Poor Fort and Will
Skill points: 4 + Int
Class Skills: Balance, Bluff, Climb, Concentration, Craft, Disguise, Escape Artist, Jump, Knowledge (arcana), Knowledge (geography), Knowledge (planes), Perform, Profession, Speak Language, Spellcraft, Tumble, Use Magic Device, and Use Rope.

Entry Requirements
Skills: 9 ranks in one, and 2 ranks in any other two, of the following skills: Balance, Climb, Disguise, Jump, Knowledge (geography), Perform (any), Tumble.
Spells: Ability to cast Wayfarer’s step as an arcane spell. (1st level spell from the campaign)
Special: Complete an audition (see details below) and swear the oath explained (see details below).

Class Features:
All of the following are class features of the Wayfarer cirqueliste class.

Weapon and Armor Proficiency: A Wayfarer cirqueliste gains no new weapon or armor proficiencies.

Spellcasting: Levels of Wayfarer cirqueliste stack with your arcane caster level for the purposes of caster level and familiar advancement.
Additionally, at 3rd, 5th, 7th, and 9th level, a Wayfarer cirqueliste gains additional spells per day and spells known as if he had gained a level in his previous arcane spellcasting class.

Wayfarer’s Step (Sp): A Wayfarer cirqueliste can use Wayfarer’s step a number of times per day equal to his caster level plus three. His effective caster level for this and all other class spell-like abilities is the same as his arcane caster level.

Dimension Door (Sp): A Wayfarer cirqueliste can use dimension door once per day at 1st level, twice at 4th level, and three times at 7th level.
After using this ability, the Wayfarer cirqueliste’s turn does not end immediately, unlike normal dimension door.

Traveler (Su): A Wayfarer cirqueliste can ignore effects that would restrict her movement. This acts as the freedom of movement spell, and can be used a number of rounds per day equal to twice the Wayfarer cirqueliste’s class level. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and
can operate multiple times per day (up to the daily limit of rounds).

Expanded Spells (Sp): At 2nd level, a Wayfarer cirqueliste may select one spell of 2nd level or lower from either the bard or sorcerer/ wizard spell list. This spell must be related to travel or movement, such as jump, levitate, or spider
climb; during the campaign saga, resist energy would also be a valid choice for this ability, because it protects warded characters against the fires of teleportation.
The Wayfarer cirqueliste may expend one of his daily uses of Wayfarer’s step to use the chosen spell instead as a spell-like ability.
At 4th level, the Wayfarer cirqueliste gains another spell, which must be of 3rd level or lower. At 6th level he gains a spell of 4th level or lower, and at 8th level he gains a spell of 5th level or lower. Whenever he gains a new expanded spell, the Wayfarer cirqueliste can choose to also replace one of his other expanded spells with a new spell.

Sense Teleportation (Su): At 2nd level, a Wayfarer cirqueliste can sense recent teleportation. If a Wayfarer cirqueliste comes within 60 feet of a location where teleportation either arrived or departed within the last ten minutes, he is immediately aware of it. By concentrating for one round he can locate the exact location the spell occurred, and by concentrating a second round he knows whether the subjects were arriving or departing. Finally, by concentrating for a third round he can sense the area the subjects departed from or arrived at, getting enough
information about the area to teleport there as if the area were “viewed once.” If the Wayfarer cirqueliste does not follow the teleportation within ten minutes, he loses this sense of that area, and treats that area as “never seen“ (unless he has, in fact, seen it before).

Teleport (Sp): At 2nd level, a Wayfarer cirqueliste can use teleport once per day, twice at 5th level, and three times at 8th level. Using this ability requires one full minute. At 8th level, the Wayfarer cirqueliste can use teleport as a standard action.

Extra Passengers (Ex): At 3rd level, a Wayfarer cirqueliste can take additional creatures with him whenever he uses dimension door, teleport, or greater teleport. For each use of Wayfarer’s step he expends, he can bring along one additional Medium creature.

Splendorous Passage (Ex): At 3rd level, a Wayfarer cirqueliste adds his Charisma bonus (if any) to Balance, Climb, Escape Artist, Jump, Ride, Swim, and Tumble checks.

Swift Step (Ex): At 4th level, a Wayfarer cirqueliste can use his Wayfarer’s step spell-like ability as a swift action. Only his Wayfarer’s step spell-like ability is quickened. Spells he has access through Expanded Spells are not usable as swift actions using this ability.

Abduct (Su): Starting at 5th level, a Wayfarer cirqueliste’s teleportation spells and spell-like abilities can affect unwilling creatures as if they were willing. Such creatures may make a Will save (DC 10 + spell level + Wayfarer’s Charisma modifier) to avoid being forced to teleport.

Celeritous Strafe (Ex): At 5th level, a Wayfarer cirqueliste who uses a move action to move can take his standard action for the turn at any point during his movement.

Greater Teleport (Sp): At 6th level, a Wayfarer cirqueliste can use greater teleport once per day. Using this ability requires one full minute. At 8th level, the Wayfarer cirqueliste can use greater teleport as a standard action.

Spellrunner (Su): At 7th level, whenever a Wayfarer cirqueliste casts a spell with an instantaneous duration, he may expend a daily use of Wayfarer’s step to teleport to any space within that spell’s area or adjacent to one of its targets, as long as that space is within 800 feet of the Wayfarer cirqueliste and is unoccupied.

Unanchored (Su): At 7th level, a Wayfarer cirqueliste can attempt to use dimensional travel even when an effect — like dimensional anchor — prohibits such movement. Whenever he casts a spell or uses a spell-like ability with the teleportation descriptor he may make a caster level check against DC 11 + caster level of the prohibiting magic. If he succeeds, his teleportation spell or spell-like ability functions normally. If he fails, the spell or ability is wasted.

Planar Spell (Su): At 8th level, any spell a Wayfarer cirqueliste casts can affect an incorporeal or ethereal creature just as it would a corporeal creature, at the Wayfarer cirqueliste’s choice.

Prescient Dodge (Ex): At 8th level, once per day a Wayfarer cirqueliste can take a move action as an immediate action. If he does this in response to an attack and moves to a space the attacker cannot target, the attack misses him. If he moves but is still within reach or range, the attacker automatically readjusts his aim, and the attack is resolved normally. Using this ability must be declared after an attack is announced but before the attack roll is made.

Teleportation Circle (Sp): At 9th level, a Wayfarer cirqueliste can use teleportation circle once per day. Using this ability requires ten minutes.[/sblock]

Qualifications
[sblock]Every Wayfarer must be a talented acrobat or performer, and possess some level of magical skill. Most importantly, however, Wayfarers are not beholden to any government, choosing instead to maintain strict control over the affairs of their members. Should one Wayfarer raise the ire of an influential noble, a city, or an entire nation, the Wayfarers will punish their own rather than risk their entire business destroyed.
Wayfarers are required to pay the Cirque a fee for each teleportation spell they provide, even to friends and allies. Because of this fee, Wayfarers usually charge for their services except in extreme circumstances. In exchange, the Cirque offers its members protection and rescue in times of trouble, and can practically ensure business. Those who need to get somewhere quickly know they can trust the Wayfarers.
Anyone who is discovered to have joined the Cirque merely to learn their secrets and then use the knowledge only for themselves is tracked down and punished; the punishment is fierce indeed.[/sblock]

Fees Owed (to the Cirque)
[sblock]Dimension door or other local teleportation – 20 gp
Teleport – 300 gp
Greater teleport – 500 gp
Other services (for example, Wayfarer cirqueliste class abilities) -- To be determined[/sblock]

The Wayfarers’ Oath (as long as you stick to teleporting the party only, can be largely ignored)
[sblock]The Wayfarers want to maintain their near-monopoly on teleportation-for-hire, and so new members of the Cirque must pledge to pay the Cirque a fee for every time they teleport someone. Wayfarers are not required to charge for their services, as long as the Cirque gets its money.
A Wayfarer must speak to one of the Cirque leaders at least once a month and submit to a discern lies spell, then report how many times he has provided teleportation services to others. A Wayfarer who fails to hand over the mandated commission is put on probation, and is not allowed to make any profit from teleportation for a month.
A Wayfarer is not required to pay for teleportation used when his or an ally’s life is at stake, but when rescuing strangers the Wayfarer is still required to pay — the Cirque is not interested in a reputation as a philanthropic organization.
A Wayfarer who regularly shirks or ignores the requirements is stripped of his powers quite violently. Stories tell of a trained wight that the head of the Cirque keeps in the Wayfarers’ Theater ship, which sucks the life from those who transgress against their oath until they have no more power than an apprentice wizard. The former Wayfarer is then placed in an oubliette for one year, removing from him even the freedom to travel by conventional methods.[/sblock]
 
Last edited:

begooler

First Post
Going over my schedule, and I'll be late coming back from work this Thursday. I think I will leave there around 9:30 at the latest (10:30 your time). It's only a few minutes away.

Also I am going out of town Labor Day weekend and am not sure if I am traveling on the Thursday or the Friday. I'll let you know.
 

StreamOfTheSky

Adventurer
Sorry about that. My internet was down the entire night. Maybe we can play Monday night? I will try to post the text of the conversation you were in the middle of so we can pick back up.
 


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