Ascension - Merchant's Guild

Game Master bbangerter

Cliff Face


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

Not sure what I am going to do about Cormick's combat abilities yet. I'll have to see now that we are out of the goblin caves what I can do. Hopefully we will run into some spell casters.

@GM Ascension: Would you allow the retraining rules from Ultimate Campaign?

There may be some gear that can also shift my combat side some.

As far as cleric, if I choose anything it would be oracle to leverage my charisma.

I'll add the cloak +1 to my profile.


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

Now that you have tried out the archetype, GM Ascension might allow you to switch into another archetype… I have concluded, that while you play it to its potential, the Sandman archetype is under-powered.


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

Well i am sure you can make a great good combat bard.

Any archetype you are liking for this options ?

( i haven't tried the arcane duelist or the savage skald yet..)


I will be out of town through sunday and my posting will be very limited till then.

I need to read the retraining rules but doing so should be fine Cormick. A swap in archetypes is also fine.


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

So in light of DM's ascension post any idea cormick?


The way you guys divided the loot is fine. I need to find a way to get my animal companion in places like the cave. He would have made a difference, except with the Golem's DR.

It would also be nice if Cormick could "retrain" since we have lost our barbarian. We really need a heavy hitter.


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

Got a couple of ideas, will look closer at them this weekend.

Currently we have healing spread out between a few of us, with no dedicated healer.
Also we have lost our primary melee damage. We still have great defense ability, but that can wear out if the fight takes to long.

I still like bard, but the Sandman archtype is not combat focused.
So I'll keep thinking.


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

I love bards and they can be heavy hitters (arcane duelist / dawnflower dervish (Average Dam: 15 AC 19)/ Dervish dancer (Average Dam: 17 AC 18) [i am currently playing a level 3 one on the boards as well as a Dawnflower too] are combat focus)

heck a vanilla back with dex + Agile weapon or just Decent Str with any melee weapon + inspire courage has the same bab as a fighter.

Just slap power attack and you have good melee abilities

(if you want idea just ask... :)


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

One of my thoughts is just to drop the Sandman archtype and go vanilla. I get back the inspire courage, competence andversatile performance. This also keeps my backstory valid.


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

I am going to be out of the loop for the next few days, so my posting will be at a minimum until 6/30.


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 until Tuesday so expect very very little posting from me.

Please bot me if needed

Tks


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

Aering will have asked the party if the can hold on to the gems untill then end of the party.

she will explain her Plan A

She can carve an arcane mark in the bottom of a small jewelry box.

The idea if to give this small very valuable box to the Gov for safekeeping until the day after the party (where we shall leave town)

He would place it in his safe (along with all the other important documents)

that would:

1) let us see where the safe is located

or

2) if he doesn't allow us to see him place the box, allow me to track it following the permanent magic of my arcane mark)

=> that way it would make the operation of reading the documents easier during the ball ?

-----
You ok with this first part of plan?
any idea etc?


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 too am away this weekend.


Was having internet problems last night. Will be update the game when I get home.


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

Sure thing dm...


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 am not big on telling the governor about the dwarves carne but that cat is out of the bag. Its possible they will go and loot it.

I have forgotten what resources we have from the spoils. Anyone have that handy? I'll try to look back later today. I am good with getting at least one wand of cure light. If partial charged wands are available. it might be better to spread the changes out between two or even three wands since three of us can cast the spell.


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

Aerin gave an area that is at least 15 miles off the proper target.

+ the fact the the hidden doorway is extremely hard to find and so is the front entrance i think that the place is safe.

+ We don't know what we are going to do next


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

per Cindy request:

----

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

---------


Partially charged wands are available at the expected pro-rated amount.

Just a rules clarification for something that came up in another thread (as it is not specifically covered by the game rules).

If a character is under the effects of magical flight and is knocked unconscious/put to sleep/etc the character will drift downward as though under the effects of feather fall.

Aerin, you are unable to convert your weapon from one enchantment type to another. You'd need to sell you current weapon (at half price of course) and buy a new one at full price (minus 5% merchant discount) - along with the two day crafting time.


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

Crap oh well i will keep my weapon as is for the moment i don't have 4k to spend like this :)


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


Just a rules clarification for something that came up in another thread (as it is not specifically covered by the game rules).

If a character is under the effects of magical flight and is knocked unconscious/put to sleep/etc the character will drift downward as though under the effects of feather fall.

I agree with this call. In a PFS game a week or so back I used Hideous laughter on a flying enemy. The DM had him feather fall to the ground when he fell prone.

Hmm, but as the known flyer in the group, I now feel paranoid. :)


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

So what is the individual portion of wealth we are receiving from the above wealth. I have some items I would like to see about purchasing.


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

it would depend on how much we want to invest in Wands of CLW

(i would say the equivalent value of 2 full want so 1500)

leaving with 3700-1500 = 2200 / 4 => 550 gp per person


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

Instead of 100 charges of Cure light wounds, how about 50 charges of Cure Light and 10 charges of Lesser Restoration? That would cost 1650.


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

Works for me.

but i would say it depends what we do next. cause if we are leaving for enemy territory and not being able to resupply for a while i'd rather have more hp.

I can live with lowered stats but i can't live without hp ;)

(we could do 6 charges of lesser resto for important stats and a few charges of healing)


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

Or we could spend all the cash on wands. :)


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

i need some to buy potion of darkvision and see invisibility for emergency :)

Btw do you have an idea on what you want do to after that?


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

Not sure I understand all the options. Lets try to lay them out.


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

Sure here is what i see:

1) Prepare to head toward Gumlat on behalf of the merchant guild who wants reliable Intel on the situation before resuming trade and sending caravan

(no matter what we get from the governor)

2) Head back to Coran (and on the way retrieve the stuff left in the complex and return it to its rightful owner) and get next mission from the guild.

3) Fight in the mountain pass to get Intel on goblin outpost and do some skirmish to make sure they don't come back for a while.

4) Mission given by the local head office of the Merchant Guild

Aerin doesn't work directly for the Merchant guild council. She was landed and as such as more freeway (possibly) then some others as she isn't an employee of the guild.


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

Some additional thoughts:

Has anyone offered us money for any of these tasks? The only paying gig I can think of is recovering the trade goods. I would not mind poking around in the cave complex further and might really want to, depending on what you find out from the dwarf, Aerin.

I am not sure how far towards Gumlat we will get before we encounter skirmishers or at least people fleeing the war.

I think we are about to do the merchant guild mission. Speaking of which Cindy tells the group about the carpet in front of the cabinet and talks some about the governor's secretary explaining how interested in our gear she was and how observant. She also points out that she was excited about engaging the goblins and that if we wanted to we could suggest she come with us to "document" the findings for the governor. Not sure there is any advantage to that though. Thoughts?


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

under the cabinet is a possible vault. it might be the one we are looking for but not sure at a 100%. the main vault with the most important stuff should be in the Governor's office.

----

So far no one has offered directly to us any money for anything.

The Governor said that he would give a reward for each goblin killed but that is all.

The current Guild given mission (of sorts, its more of a request than anything else) is to find out as much info as possible on the Fate of Grumlat from the Governor.

Hence the two course of actions undertaken by aerin:

1) Give the Governor the impression that we are extremely capable and have him entertain the idea of hiring us to go scouting the Grumlat. (He would have to tell us pretty much all that he knows if he wants us to agree to head there + cash) => hence fulfilling the request of the local merchant guild

2) Get the info from the paperwork stored in the private vault during the party.

----
Poking around the complexe trough the double door we left close is a definite option should we head in that area ( either while returning to Coran or hunting Goblins in the mountain)

----
Aerin will use the next day (day of the party) to manufacture some Alchemical blanche. (will need access to a portable alchemist lab + crafter's fortune from cindy + some cash)

----
No idea as of yet about what to make out of the assistant's interest in the dwarven complex but i can try to find out.


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

If anyone else in interested in coming to see the historian please say so :)


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

Cindy will come. Also, The cabinet was in the governors office. And I do not believe the governor has offered money for ears. That was his secretaries idea and he mentioned he would entertain it, or something like that.

I'll say again, there is something to this secretary. We might get what we want by befriending her. We might get more than want even. I say its worth a try. So you charismatic people, get to it. :)


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

@Cormick: so how is the rebuilding coming along? if you need any input i did have one idea if you need :) (tough i know you can build extremely effective character...)


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

I am staying built as I am. While Cormick may not be the most combat efficient character, I think I am jumping the gun by basing my decision on everything that has happened on the fights in the goblin lair.

when the opportunity presents itself to acquire 'pages of spell knowledge', that will increase his spell selections.

As far as what is occuring in the govenor's estate or what we are supose to be doing, I haven't a clue. So I am here for the ride.


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

Cormick,

Did you see my thoughts on the governor's secretary? Myabe she is a body guard too, or an adventurer wanna-be. But I think something is there that might yield some good intel. Maybe you can sweet talk her at the party.


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

I can do that.... I'll go back through the posts again.


Dear goodness!!!! My campaign wasn't updating! I am way behind! I am sorry! Catching up now.


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

let's see if i get this right:

To determine how much time and money it takes to make an item, follow these steps.

Find the item's price in silver pieces (1 gp = 10 sp).
Find the item's DC from Table: Craft Skills.
Pay 1/3 of the item's price for the raw material cost.
Make an appropriate Craft check representing one week's worth of work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you've completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn't equal the price, then it represents the progress you've made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.
If you fail a check by 4 or less, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.

Progress by the Day: You can make checks by the day instead of by the week. In this case your progress (check result × DC) should be divided by the number of days in a week.

---

Item cost is 100gp => 1000 sp

With crafter's fortune + lab bonus and taking 10 i can have a 27 skill Check

so 27*25 = 675 silver.

so yup indeed around 1.5 week just to craft that.

-----

I think we are better off buying the dam thing :)


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

let's see if i get this right:

To determine how much time and money it takes to make an item, follow these steps.

Find the item's price in silver pieces (1 gp = 10 sp).
Find the item's DC from Table: Craft Skills.
Pay 1/3 of the item's price for the raw material cost.
Make an appropriate Craft check representing one week's worth of work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you've completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn't equal the price, then it represents the progress you've made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.
If you fail a check by 4 or less, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.

Progress by the Day: You can make checks by the day instead of by the week. In this case your progress (check result × DC) should be divided by the number of days in a week.

---

Item cost is 100gp => 1000 sp

With crafter's fortune + lab bonus and taking 10 i can have a 27 skill Check

so 27*25 = 675 silver.

so yup indeed around 1.5 week just to craft that.

-----

I think we are better off buying the dam thing :)

Right. Many DMs agree that the crafting rules for non-magical items need to he redone. Time is an order of magnitude too long for most items. There are alternative crafting rules out there that some people use.


Cindy, do you have a reference for the alternative crafting rules?


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

Before the party:

Aerin will have asked you to memorize as many dispel magic as possible.

Cause there my be magical alarm spell and other contingencies (protection) surrounding the vault)


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

Cindy, do you have a reference for the alternative crafting rules?

Sorry, I do not. I will look for them, but a quick look did not turn up any. I think I will have to ask around.


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

Dispel Magic

School abjuration; Level antipaladin 3, bard 3, cleric/oracle 3, druid 4, inquisitor 3, magus 3, paladin 3, sorcerer/wizard 3, summoner 3, witch 3


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 did not say I could not have it. I said I do not have it. I am not a divine caster. Nor can I learn spells from wizards. I have to find a scroll of the spell and burn it to learn a spell.


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

lets buy you a scroll then :)


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 wanted to give a heads up that I'll be traveling from Wednesday through Sunday (going to Gen Con) and my posting will be limited. I'll still try to check this game at least once a day, but will likely be posting from a phone when I do post.


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

Good luck and have fun at the Con


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

The ACG has now this little gem for very specialized weapon:

Slashing Grace (Combat)
Prerequisites: Dex 13, Weapon Finesse, Weapon Focus with chosen weapon.
Benefit: Choose one kind of one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler’s or a duelist’s precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The weapon must be one appropriate for your size.

And

Player's Companion: Advanced Class Guide Origins. the proposed feat in the post for us to use:

Pathfinder Design Team wrote:
FENCING GRACE (COMBAT)
Your extreme style and fluid rapier forms allow you to use agility rather than brute force to fell your foes.
Prerequisites: Dex 13, Weapon Finesse, Weapon Focus (rapier).
Benefit: When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size.
In addition, if you have the panache class feature, you gain a +2 bonus to CMD against attempts to disarm you of your rapier while you have at least 1 panache point.


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

Hi all. I am back home after a long travel day yesterday. But now I am slammed at work and am catching up. I hope to also have my games caught up by cob today. Thanks.

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