Castle Clover: METACHAT

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BMR
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Post by BMR »

For Harvey:


Undead Totem

This bone has been carved into the shape of a small skull and can be used as a cloak fastener or a brooch. As long as it is in the possession of a character, that character can activate it as a swift action. Upon doing so, the character's next sneak attack works normally against undead. This does not grant the ability to perform sneak attacks.

Spell Used: Grave Strike (Spell Compendium)
Spell Level: 1
Caster Level: Lowered to 1

Use-activated or continuous: 1 (spell level) × 1 (caster level) × 2,000 gp = 2,000 gp
Require Class (Rogue): 2,000 gp - 30% = 1,400 gp

Final Cost: 1,400 gp & 56 xp (2 days)




This might also be interesting to make, but it's rather expensive:

Skull of Answers

This skull has been harvested from the body of the assassin Jehan. It glows with evil energy and radiates malice. Three times per day, the owner of the skull may question it as per the speak with dead spell. The skull is compelled to answer to the best of the knowledge Jehan had in life.

Spell Used: Speak With Dead
Spell Level: 3
Caster Level: Lowered to 5

Spell Used: Preserve Organ (Book of Vile Darkness)
Spell Level: 0
Caster Level: Lowered to 1


Speak With Dead
Command word: 3 (spell level) × 5 (caster level) × 1,800 gp = 27,000 gp
Charges per day: 27,000 gp / (5 / 3 charges per day) = 16,200 gp
Require Alignment (Evil): 16,200 gp - 30% = 11,340 gp

Preserve Organ
Use-activated or continuous: 0.5 (spell level) × 1 (caster level) × 2,000 gp = 1,000 gp
Continuous: 1,000 gp × 0.5 = 500 gp
Add to existing: 500 gp × 50% = 750 gp


Final Cost: 12,090 gp & 484 xp (13 days)
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Bob the Hamster
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Post by Bob the Hamster »

Spoonweaver wrote: Jehan's things:
2 potions (much like the one he drank) [magic] {Potions of Heal}
a suit of leather armor (with the chest burst out)
a ring [magic] {+4 dex}
exotic looking boots [magic] {boots of +12 move silent}
a sack of coins (410gp, 2 med. rubies) {rubies of greater teleport}
a necklace (seems to be a necklace of fireballs) [magic] {Type V- 9d6,7d6, missing}
a fine black cloak [magic] {cloak of +7 hide}
and a potion of time travel
So Kalar has already claimed the rubies of teleportation. What do other people want?

Rob is happy to keep the Potion of time travel for safe-keeping, but I guess that is more of a plot-item than usable gear.

Seems like some of that stuff would be pretty well suited for Harvey. +12 Move silently and +7 hide for a magic sniper? ...or conversely, since he is already pretty great at those things, would those items be a good fit for Rachelle, so she can sneak up close to whack something with that magic stuck?

I have my eye on the Necklace of Fireballs for Rob-- except that it might really be a better match for Lynda, since she can throw them while flying for better results. I find the idea of Lynda reigning fire down from overhead slightly terrifying-- but also very fun-- so unless she refuses it, I think Rob will not ask for it.

Rob could certainly use at least one of those healing potions, since he is a bit fragile healthwise compared to the others, and also he can deliver it quickly to someone in dire need thank to Stumpy's speed and/or his Cape of the Mountebank
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Post by Gizmog »

I already get +5 to my hide and move silently checks from my armor so I don't think they'd even work for me. My intention had been for Harvey to take Jehan's trademark silver dagger, but Lynda handled that way better. Honestly, I think Harvey's biggest takeaway from all this is that Jehan is dead and that it was very cruel and unusual.
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Post by Gizmog »

Double post! I wonder if Kalar could summon another devil/demon/whatever and ask him about Lynda's condition. It's clearly related to Levistus, and maybe they'd know the answer?
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BMR
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Post by BMR »

That's one of the spells I could try. Planar Ally or something, see if it can do something. Was also thinking of either break enchantment or remove curse.
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Post by Master K »

How would it go over that Ardan possesses the/a skull, Lynda paints said skull red, and then uses it as her holy symbol.
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Post by BMR »

Might not work, seeing as how it's already invested with some of Kalar's magic, which is tied to Dispater. It's his skull of undead sight, allows him to do detect undead at will.
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Bob the Hamster
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Post by Bob the Hamster »

I bet a slimebuck that the dwarf is Gontort, somehow regenerated and alive again.
Last edited by Bob the Hamster on Wed Oct 07, 2015 6:05 pm, edited 1 time in total.
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Post by Gizmog »

Bob the Hamster wrote:I bet a slimebuck that the dwarf is Gontort, somehow regenerated and alive again.
I'll take that action.
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BMR
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Post by BMR »

So when Kalar teleports back, he won't be with the rest of the party because he doesn't know where they are. Instead, he'll teleport back to where he left Jim and Jehan. Without anyone else around, he'll be mostly free to Speak With Dead Jehan without revealing how he's aligned to Dispater.

Kalar is CL 10, so that's 5 questions he can ask Jehan. I was thinking:
  1. What does Archie know of Baalzebul's forces encroaching from the north?
  2. What is the connection between Archie, Moriamis, and Nathaire?
  3. Typically, what defenses does Archie have on his person?
  4. Is Archie aware of any organized opposition against him?
  5. How can we prevent any future Inquisition agents from attacking us?
Not sure about those last three though. Suggestions? Maybe something like, "What does Archie fear most within Averoigne?" or "Where did you stash your extra gear/treasure?"

Also, as Speak With Dead doesn't actually call the soul back, and instead works off an imprint left behind in the body, here's hoping Jehan's allegience to Archie (and in turn, Levistus) won't interfere with anything.
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Post by BMR »

In light of what Jehan "said", Kalar can make one of these for everyone:




Brooch Scry Poison

Once per day, the owner of this brooch can activate it with the word "exdivinos". For the next 8 hours, any time the owner is subject to a mind-affecting or divination spell, the caster of the spell is affected with the Estadrach psychic poison. The poison save DC is 22, the primary damage is 1d8 Wis, and the secondary damage is 2d8 Wis.

Spell Used: Psychic Poison (Book of Vile Darkness)
Spell Level: 4
Caster Level: Lowered to 8

Command word: 4 (spell level) × 8 (caster level) × 1,800 gp = 57,600 gp
Charges per day: 57,600 gp / (5 / 1 charges per day) = 11,520 gp
Require Class (Class of recipient): 11,520 gp - 30% = 8,064 gp

Final Cost: 8,064 gp & 323 xp (9 days)




They are pretty darn expensive though.
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Post by Gizmog »

It isn't a very effective preventative though. We'd have to know when someone was scrying to activate it, and even if they're poisoned they'd still be able to send inquisitors to where we are.
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Post by BMR »

True, but it does last for 8 hours, so that's most of the day traveling. Or the night sleeping. And on a failed save, the scrying spell fizzles, so they won't know about our location anyway. Hmm, I guess I should have added that fizzle bit to the item text. It's in the spell text, but I guess I forgot to add it here.

But yeah, perhaps not worth the investment. I'm sure I could make better stuff. The one I'm currently planning is an addition to Kalar's glove. It would allow him to do necrotic cyst at will an unlimited number of times each day. And without having to use a command word, so he could just shake a dude's hand, or touch you while he's healing you to activate it, hehe.

As for the scrying bit, there is a spell that I could slap onto an item, but it's a 5th level spell and would cost a ridiculous amount of money. That said though, anyone attempting to scry the person/location protected by the spell would take 10d6 damage and have their scrying ended. Might be worth considering pooling money for it.
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Post by Feenicks »

Okay, here's my issue with the anti-scrying thing; there's more than one way to spy on someone. Even if scrying's the most effective way, I have to assume that there's other ways of getting information on where people are that don't run the risk of suddenly getting 10d6 to the face.

Covert agents in all the towns, with a magical communication network set up for them. Whatever the magic equivalent of microphones/video cameras are at markers on paths. The knowledge that, hey, this group was at ____ several days ago, and it usually takes X days to get to some other town we know they're going to. Flying sentries or something.

Look, there's plenty of ways for the enemy to get information, but scrying's really the only one we have a way to deal with. Making that obvious now, when they won't be learning anything new from us regarding where we're going, is hardly a good idea.
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Post by Bob the Hamster »

What we need is a spell that can reliably deceive scrying-- like when somebody tries to scry us, they see an illusion of all of us having retired from our quest, and taken up trout fishing in a quaint riverside village.
Azedarc wrote:"Hmmm... They sure do love fishing all of a sudden. It seems to be all they ever do... that looks fun and relaxing. I should retire from being Archbishop and take up fishing. Thank you for showing me the path to true happiness, player party!"
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