Ascension - Merchant's Guild

Game Master bbangerter

Cliff Face


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F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I need to mention that I'll be out of the country on vacation from the 6th through the 15th. I'll have a laptop with me but am not sure how often I'll have internet so my posting could be interrupted, but i hope not too much.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

have a great trip


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

hmm. Do we have or do we need an updated map?

By the way, I am back from my trip. Lets try to wrap this fight up.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

there are a whole bunch of goblin more along with their hobgoblin boss


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Hello to all.

i will be away for a mountain vacation until the 31 with Zero internet connection.

Please Bot me as appropriate.

I will be available today if you have a question tough.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Sounds like great fun to me. Enjoy.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

i'll tell you after a week of ski trek :)


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Hello to all,

I am back from my trip so give me a day or two to catch up with the post in this game and the others i play in...


Sorry for the delay. Had some internet connection issues and we had some layoffs at work yesterday.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

No worries DM :)


By the way, I only have three rounds left on Bane. I cast flaming on Vayga since he has a better chance at breaking through the DR. I will continue to try to at least add a little damage from here on out.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I do not think the map has been updated.

My thought is that there is no way we can get the people that are down out without provoking. If Cindy gets hit again, even after a cure light, she will likely be down. And if Cindy, strength 8, is pulling Carmick, it will be faster than us and chase us down the hall.

We have to be close to taking this thing down. I think we fight a shooting retreat and Amon can take it down.


I just used my last bane round. If I didn't drop it, I can cast one more FOF and try to finish it while retreating.


For a withdraw I was going to have Vayga be the last one out (she should be good for taking 3 hits and not going down), and thus blocking the passage while everyone else moves. That also gives Cindy more time to move at the slower speed if dragging Cormick. Or Amon grabs Cormick and Cindy just withdraws.

Alternately Amon could take last spot and probably take 4 hits easy, 5th may or may not drop him.

If you want to try and fight it out though, then I can change Vayga's actions to attack again instead.

I will get a map up tonight. That last attack might end up against Amon instead of Cindy thinking about it now.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Amon, how many arrows did you use in the fight with the golem?

Weapon Blanch - Adamintine does 10 arrows per dose (100gp/dose)

I am planning on purchasing some of the material for you in case this happens again. Might want to buy some as a group cost also.

We may also want to look at Abundant Ammunition if you don't have that spell already. The weapon blanch does not make the arrow magical, so it would be replaced on the in the quiver at the start of the round.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Amon and I have been discussing the merit of just that alchemical blanch. :)


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

i have a decent alchemy craft skill i should be able to make them :) (if the skill covers it of course)


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

The normal crafting rules for alchemy make it take a long time for expensive alchemicals. In general people agree that they do not work. But please give it a try. I fear it would take a week or more to make a single blanch.


The DC for adamantine blanch crafting is 25.
Two successfull rolls (over a 2 week period) would create one blanch.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

with the proper equipment i can make it with taking 10.

Accelerated Crafting You may voluntarily add +10 to the indicated DC to craft an item. This allows you to create the item more quickly (since you'll be multiplying this higher DC by your Craft check result to determine progress). You must decide whether to increase the DC before you make each weekly or daily check.

would be more dicey, without the use of Crafter's fortune spell...


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

If we have the down time that would great Aerin. We certainly need some for our archer. And maybe at least one adamantine melee weapon in the group too. :)

Dark Archive

I do not mean to complain about the fight at all, but did want to comment that we just took down an improved stone golem at 6th level without an adamantine weapon after we had used most of our resources. A normal stone golem is a CR11 encounter. This one was at least tougher than a normal one. Plus it was medium sized without any obvious impact to its combat ability (Seemed like it hit as well and as hard as a large one). We found well as a team overcoming quite a tough encounter.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

the DM was nice enough to focus on Aerin till she went down... :) cause it miseed me a bunch of time.

Also it made me realize that i din't choose the right weapon enhancement.

i should have gone for an Agile weapon instead of spellstoring.

i hope i can trade it when we get to the city


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

You are correct. A more tactical play from the DM could have likely taken us apart quickly with that creature. And yes. You have a strong build, but an agile enchant would be great for you. When/if we level Cindy will pick up the feat that lets her cast a hex on an enemy a second time if they make their first save. That should help in situations like this when a Misfortune is just want we need.


If anyone has extra time on their hands they are wanting to burn, there is a game I'm a player in that lost two players to real life.

If you are interested post in that games discussion thread.

Current players are myself a magus 5/rogue 3, an Oracle 8 (with the wrecker curse), and a cleric (merciful healer) 8.

It is the published module Cult of the Ebon Destroyers. Initial recruitment post was the following:

So I've decided that I can manage one more PbP, I think, and I wanted to try something higher level (since APs take seemingly forever to get into the midlevels, let alone anything higher). As a result, I'm opening up recruitment for a PbP of Cult of the Ebon Destroyers. I'm looking for 5 players, no more, and will be choosing on the basis of player enthusiasm, party balance, interesting roleplaying and character background (that list's pretty much in order). Submissions should include race, class(es) and levels (including archetypes or prestige classes), alignment and general character concept, but need not be full builds.

Your characters cannot be native to Jalmeray (they can be from pretty much anywhere else, however), but should have some reason to be sailing on the Fare Winds, a merchant vessel sailing to Niswan, the capital of Jalmeray, from Absalom (and before it, Katapesh) and scheduled to put into port just in time for Niswan's famous Festival of Colors.

Here are my usual chargen rules for PbPs, modified for this particular game:

* 20 pt buy (with level advancements as usual, of course)
* Standard core rules races
* Any classes/racial traits/archetypes from core, APG, Ultimate Magic and Ultimate Combat, plus the ARG (3PP material potentially allowed - I don't have a lot of it, though, so it's by approval only). Archetypes from basically any Paizo (and potentially 3PP, as I said) sources are permitted; prestige classes from non-core sources are likely to be approved, but I reserve the right to veto anything I feel doesn't fit the story
* Feats and spells from any Paizo-produced Pathfinder RPG source (with stuff from the 3.5 Pathfinder era potentially allowed - I'm mostly thinking of the spells from Gods and Magic that haven't been converted yet)
* Two Traits
* 33,000 in starting gold, with no single item costing more than 10,000 gp
* PFS-style hit points advancement by level (d6 classes gain 4+Con mod hit points each level after the first, d8 classes gain 5+Con mod each level, d10 classes gain 6+Con mod, and d12 ones get 7+Con mod)

I am not automatically opposed to non-standard races, but I tend to lean a little harder on them than most other rules options. Consider them by-approval-only, but please feel free to ask. Of course, as noted above, archetypes from the Advanced Race Guide are fair game for any race I choose to allow in the game. Ultimate Equipment is also open for use essentially without restriction.


Cindy Lu wrote:
You are correct. A more tactical play from the DM could have likely taken us apart quickly with that creature. And yes. You have a strong build, but an agile enchant would be great for you. When/if we level Cindy will pick up the feat that lets her cast a hex on an enemy a second time if they make their first save. That should help in situations like this when a Misfortune is just want we need.

Fortunately the golem was very single minded in its purpose :).


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

your map is fine dm :)


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

not rolling since Aerin can't fail a DC Kn Check. So we left Coran The capital of the Kingdom to Akleta (who isn't on the map that show the south of the Kingdom. I can't make sense of where that Frans Kingdom is, but it doesn't really matter.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Here are the rules outlined for buying and selling spice. Cindy filled her haversack with 80 lbs of spices, hoping they could be sold for more in the remote farming town.

"So 160gp, (you can take your 5% discount).
I'll allow a bluff (diplomacy) roll to knock the price down further.
1-10, no change in price.
Each 5 (or fraction thereof) over 10 take off another 5% at a max of 40% additional off.
Selling it on the other end will allow some markup based off also on bluff (diplomacy) roll.
1-10 normal market price of 2gp per pound.
Each 5 (or fraction thereof) over 10 add an additional 5%, at a max of 50% increase.
That gives a theoretical maximum ROI of around 300%.

These values are of course for a single haversack. If others have space in their packs etc and want to carry more they may do so."

Amon rolled a 22 on the purchase deal, netting a total of a 20% discount. So 160 gp of spice was purchased for a net of 128 gp.

Selling, with Cormick's roll of 41, he negotiates a price of 35% above the 160 gold, or 218 gold. So this is a net profit of 88 gold for everyone who also carried 80 lbs of spices. Worth the effort, but not significantly enriching. We would need three assists to increase this to the next category, likely unreasonable.

I would have thought there would be an increase in base price in the remote city, but per the original posting the base price per pound was 2 gp in both cities.

Thanks for the help Cormick.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

The spice profit is split two way as aerin got in the game after it was purchased.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Right. but this was actually an individual decision to participate. Cindy speculated that some profit could be made by investing personal coin on commodities that was rare where we were going. Our DM came up with a mechanic to support the idea. The idea was that a few of us had room in haversacks to transport spices. Cindy did, and per the math above, profited 88 gold. Not sure who else did.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

No problem on the checks, glad I could help.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Quick questio dm: since we are in town will we be looking to replace vayga?

i can ask around the table i play that have solid and steady players if you wanted

Also would it it be possible to exhange her spellstoring enhencment that she hasn't used for Agile ? ( same cost, i kinda did not think things true when i did her weapon)


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

We should be buying first things a wand of CLW with the cash we just retrieved...


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Without a dedicated healer, I would suggested a wand of CMW instead. A clw wand averages 5.5hp and cmw averages 12hp. I know it costs more, but creatures are doing more than 6hp per hit, so we will not keep up with damage taken with a clw wand. They are great for out of combat, if we can afford both.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

well we currently have 1500 gp in cash.

oh and btw Cormick you might want to answer the nice woman in the gamethread :)


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

We could sell the spellbook (i have mine and won't have any 3rd level spell until next level)

i think we should sell the ring of the grasping grave

Give the scroll of lightning bolt to Cindy (she can use it since its on her spell list...)

Sell the MW weapon and armor if no one wants them

and allocate the:

2x Cloak of Resistance +1
Chime of opening (4 charges)
Ring of Sustenance


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I agree with Aerin about what to keep and sell. Note we should also keep the 3 potions of cure moderate wounds. Cindy has a cloak of resistance already. She would put name in for the Ring of Sustenance as she can already craft enchantments into her mask and plans to take another crafting feat at some point. Here are the values of what we found.

Frist, valuing a spellbook is somewhat not strait forward, as the value = the cost of acquiring the spells plus the cost of scribing them. If you have to buy scrolls of the spells then a third level spell costs 375. But the book also mentions that a friendly spell caster might sell you the right to copy a spell for half the cost of scribing it. A 3rd level spell costs 90 gold to scribe, so the cost for access would be 45 gold. That is wide range: 45 compared to 375 for a single spell.

So the spell book value (sells for half) has a minimum of 892.5 gold (figured the cheaper way) and a maximum of 2692.5 gold. I would think that its hard to get spell casters to simply open their books for copying for such a cheap fee suggest that the price would fall somewhere in between. Splitting the difference, the book's value is about 1800 gold and would sell for 900. Is this reasonable?

That gives us this picture:

Mwk Greatsword - 350 - sells for 175
Mwk Chain Mail - 250 - sells for 125
Spellbook - 1800 - sells for 900
Ring of the grasping grave - sells for 1000
Gems and gold value = 1500

Total value in coin = 3700 gold.

And we hope to still go back and get the bulk of the 1500 gp of goods in the caves. Not sure we will be able to sell it easily with the attack and all, but we should plan to try.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

I am realy hopping that you will be taking craft wounderous items..

I have no dire need for the ring myself so if some one else really wants it..

I probably wouln't count the 1500gp of good awaiting recovery in our loot as most of thay stuff belongs to a merchant.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Right, but there should be some reward…

When we split I guess we need to split with Vayga even though she will be departing. I count 5 of us.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

how do you want to proceed for magical item given to party member?

Buy back value ? or some other method?


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

We have been just allocating them as needed, but I am good going forward with some more equitable approach. I am really the only initial member of this team. Buy back sounds fine. There is a little carry over accounting involved as you seldom have enough gold to resolve everything.

If two people want something they can make their case and can roll off if nether concedes greater need.


Vayga will depart at this point. No need to split the loot with her.

I won't be looking for a replacement.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

any point of view from cormick / amon on the loot?

DM do you want us to look for a replacement or do you want us to continue with only four? :)


Continue with just 4.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Works for me it will only make victory sweeter should we face the other teams (and win..) :)

now if i could just convince Cormick to become a battle bard or cleric ;)

hum i should go and look for some heavy mind control spell (just teasing of course...


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

We do lack heavy hitting. Aerin, your AC is likely near the top of any we will see (except maybe that Synth Summoner with a level of Oracle that gets charisma to AC) but your punch is not optimized. Amon is good at range unless he has to punch through DR. I have lots of hit points but enter melee only as a last resort. Cormick can stand toe to toe for a few rounds but delivers pin pricks.

So we have to develop tactics to capitalize on this. :)

Gear:

Amon and I have cloaks so Aerin and Cormick take the two cloaks. Wear them in good health. Cindy will take the ring, and will be either crafting or taking a double watch with it. :) Cormick has the best Disable roll so maybe he should carry the chime. Its group property though. I do not care who carries it.

If someone else needs the ring we can trade it back and forth as well.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

I hit decently hard (except things things like outsiders and construct) but would indeed hit harder if i could trade my spellstoring enchantment for Agile :)

Now if you are going to craft wounderous items i am 500% for chaining you to the Craft Factory ;)

Aerin list of shopping:
-Amulet of Nat Armor
-Ring of protection
-Ioun stone +1 AC
-Jingasa of fortunate soldier
-Bane Baldric
-Boots of Speed
- Spell storing Mitril Chain shirt (with magic..)

that reminds me i can craft some alchemical blanch in order to bypass adamantium DR (would need a decent lab for a day + crafter's fortune spell).

Any other items you think the party could use?


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

So, I could take the Craft Woundrous Feat at 7th level, and maybe should. But I had my heart set on the feat that lets me recast a hex the following round on someone who just made their save against said hex.

Note that witches are not the best crafters due to their limited spell list.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory.

----

if you don't have the spell it just up the DC by 5, you just need the necessary Craft feat and a really high spellcraft skill (or someone else that can provide the spell)

but you knew all of that already ;)

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