Council of Thieves

Game Master Mug

"We did not fail Aroden—he failed us, though we Wiscrani held the faith! We embraced that adversity and replaced his betrayal with strength and order." —Alcini Vitaron of Alcini’s Apothecary

**Combat Map**
*Map of Westcrown*


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Yup, the Chelish Crux, said to contain the keys and locks which will ultimately allow (or lead to) access to Delvehaven. The Crux's last known location was the Asmodean Knot, thus the entire endeavor to gain access to the mayors house and then the Knot.

Delvehaven is suspected to house the reason behind the shadow creatures plaguing Westcrown, at least according to the pathfinder Ailyn Ghontasavos.


excessively busy day today, sorry folks. should be less busy tomorrow.


M Human Commoner/1, Expert/1

I'm a big fan of diving in with the first plan that works and dealing with problems as they come. Althought his complaint is coming from the guy who has little to nothing to offer our problem solving efforts. When we get back to town I must invest in a ladder and the materials to build a bridge. Perhaps a bag of holding?


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

You'll be like a giant gnome.


Female Dwarf Rogue/4; Cavalier/1
Stats:
Max hp 43 | Init +3 Per +7 (+9 stone; Darkvision 60ft) | AC 20/ T 13/FF 18 (+2 vs Aberrations) | F +5/R + 6/ W +1 (+2 vs poison, spells, spell-like) | CMB +8 CMD 20 (24 stability)

TIL that ability score damage doesn't actually reduce your ability scores.

Ability Score Damage wrote:

Diseases, poisons, spells, and other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability.

For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability.

So it looks like that -3 str isn't as debilitating as I thought it was, only weighing in at a -1 penalty on attack and damage. Huh.


Yeah it reduces your overall stat, not your bonus directly. Sorry if I wasn't clear with that before.


Male Human Witch/5
Stats:
(HP 22/22; Init +5; Perception +9; AC with mage armor: 19/14/16; AC without mage armor: 14/14/11; F+1, R+4, W+4; CMB +1, CMD: 15

Mug:
I don't want to change any of what has happened already in the event you forgot, but for the future I want to confirm my understanding that the creature should have had to roll twice on the slumber will save and take the worse of the two results due to the ongoing misfortune. That's why I try to put on the misfortune hex before trying the slumber hex...


Sabinus:
Oh dang I forgot to reroll the slumber save! I remembered all the combat rolls, but the save slipped my mind. Thanks for reminding me and I'll be sure to remember next time.


Male Human Witch/5
Stats:
(HP 22/22; Init +5; Perception +9; AC with mage armor: 19/14/16; AC without mage armor: 14/14/11; F+1, R+4, W+4; CMB +1, CMD: 15

Mug:
I thought from your phrasing that maybe you forgot. The flavor of this combat is cool, and Sabinus is managing to have some effect, so no worries.


Sabinus:
Well good. Hopefully it doesn't come back to bite me in the rear! Correct me if I'm wrong but Misfortune only lasts 1 Round until level 8, right?


Male Human Witch/5
Stats:
(HP 22/22; Init +5; Perception +9; AC with mage armor: 19/14/16; AC without mage armor: 14/14/11; F+1, R+4, W+4; CMB +1, CMD: 15

Mug:
It only lasts one round if he doesn't cackle, but if he continues to cackle it can be maintained indefinitely. Cackle: "A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round."


retired

Everybody else:

I read all those spoilers anyway! =P


perfect! thanks!


Male Human Witch/5
Stats:
(HP 22/22; Init +5; Perception +9; AC with mage armor: 19/14/16; AC without mage armor: 14/14/11; F+1, R+4, W+4; CMB +1, CMD: 15

At 5th level Sabinus can fly as an aspect of his flight hex! (For 5 minutes a day, divided into one minute increments.)


retired

Level 5!

+1 Level in Spell-less Ranger (Rngr 4/Sorc1)

HPs: 1d10 + 3 ⇒ (9) + 3 = 12

+1 BAB
+1 Fort Save
+1 Ref Save
+Hunter's Bond (Companions)
+Ranger Talent: Ranger Feat - Instead of a talent, you may choose a feat for which you qualify from your chosen combat style.

Feats
+Precise Shot (from Ranger Talent)
+Deadly Aim

Skill Points (7)
+2 Disable Device
+1 Perception
+2 Stealth
+1 Spellcraft
+1 Survival


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

Enko is going to take a level of Cleric! Sir Vorpal Kickasso! Mug, does Enko need to do Separatist to gain a 'forbidden' Domain? (Repose)


Thanks for posting that Caladius, and I'd appreciate it if everyone could do the same with their level 5 stat increases.

Enko - Yes.


retired

Enko! What a SWEEEEEET! direction for Enko to go in. Man! I really, really like that, dude. Very cool choice!


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

Excellent. :) It makes sense, story-wise--he'll follow Iomedae, but in his own way, having had so many brushes with the undead, from those skeletons to the book he currently holds. A daring split from the Upper Reach to follow his own destiny.

...

...plus Touch of Repose kicks butt when a monk wields it. (Staggering Critical, Lucon? :) )


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

Ok, so, leveling up....

+1 Level in Cleric of Iomedae
Separatist Archetype
Domains: Good, Repose
HP: 1d8 ⇒ 8 whoa!

+1 Fort
+1 Will

Good Domain: Touch of Good, 6x day, 1 round bonus granted to skill, ability, attack rolls.
Repose Domain: Gentle Rest, 5x day, staggers target 1 round.
Channel Energy 1d6 3x day
Domain spells: Protection From Evil

Feats: Eclectic

Skills:

+1 Acrobatics
+1 Kn (Religion)
+1 Perception
+1 Sense Motive


Male Human Witch/5
Stats:
(HP 22/22; Init +5; Perception +9; AC with mage armor: 19/14/16; AC without mage armor: 14/14/11; F+1, R+4, W+4; CMB +1, CMD: 15

Sounds great, Enko. It seems like a cool and logical direction. I will probably not be able to post my level 5 details for a couple of days because I leave for my folks' place tomorrow.


retired
Enko Laberan wrote:

HP: 1d8 ⇒ 8 whoa!

It seems Iomedae approves!


Female Dwarf Rogue/4; Cavalier/1
Stats:
Max hp 43 | Init +3 Per +7 (+9 stone; Darkvision 60ft) | AC 20/ T 13/FF 18 (+2 vs Aberrations) | F +5/R + 6/ W +1 (+2 vs poison, spells, spell-like) | CMB +8 CMD 20 (24 stability)

Level Up:

Rogue[/dice]

[dice=HP]1d8+2

+1 BAB
+1 Reflex
+1 Str

Skills (8 + 1)
+1 Acrobatics
+1 Bluff
+2 Knowledge (Planes)
+4 Ride
+1 Stealth

Class Abilities
Rogue Talent (Coax Information)

Scout's Charge

Feats
Weapon Focus (Dwarven Waraxe)


Female Dwarf Rogue/4; Cavalier/1
Stats:
Max hp 43 | Init +3 Per +7 (+9 stone; Darkvision 60ft) | AC 20/ T 13/FF 18 (+2 vs Aberrations) | F +5/R + 6/ W +1 (+2 vs poison, spells, spell-like) | CMB +8 CMD 20 (24 stability)

Oh, durr... I didn't format right and panicked for a second because I thought I'd lost my roll. Turns out they persist for days. So that's nice.

Health: 1d8 + 2 ⇒ (8) + 2 = 10

Edit: Looking back through the archives, it turns out I've been taking the average with Ava. So I'll have to go with that instead. Ah well.


Magnificent bull-rushing train of justice and smack-downs | Init +1 Per +2 | AC 25/12/23 or AC 21/12/19| HP 45/45 | F +6/R + 2/ W +3| +3 bravery, +1 trait bonus vs. devils CMB +8 CMD 19 | Conditions: None
Attacks:
pick one-handed power attack w/shield +8 (1d6+9) | pick two-handed power attack +10 (1d6+13/x4) | pick one handed w/shield +10 (1d6+5/x4) or two handed +12 (1d6+7/x4) | bardiche +10 (1d10+13/19-20; reach, brace) |

Is that the way it works?

Lucon will gain weapon training, a point of BAB and two ranks in heal (a prerequisite for the mantis style line, but also adding to the "gentle giant" thing Lucon has going on if we ever resort to nonmagical healing for some reason.

As for his feat, I've unfortunately reached the three feat gap between Combat Reflexes and Stunning Fist that I haven't the faintest idea what I want. Keeping in mind that Lucon is a beefy, battlefield displacement kind of fighter (and that I havent really opted for reach weapons with him, although I might have to make that investment in the future to stay relevent...)

Option One: I opt for Dodge, Mobility and Combat Patrol (APG) for a slight increase in the area I can threaten, helping me hold the line better.

Option Two: I opt for Shield Focus, Saving Shield and Covering Defense, allowing me to give an AC boost to adjacent allies as an immediate or full round action.

Option Three: If I don't opt for either of these chains, Greater Overrun seems very worth it (free AoOs? yes please.), and the other two feats can go to weapon specialisation (in god knows what), another improved/greater maneuver, or defensive feats (toughness, save feats, etc.)

Option Four: I don't know... any better ideas?


retired

Option 1 paired with a reach weapon would work really, really well with Disruptive if you commit to that particular feat chain.

Lunge would also be worth considering if you're looking to expand your threatened range.

Dark Archive

M Human (Chelaxian) Wizard 5 (conjurer)
Stats:
Init +5 Per +4 | AC 15 (w mage armor) otherwise 11/11 | HP 35/35 | F +2/R +2/ W +5| CMB +3 CMD 15

The Viscount will take a level in ...... WIZZARD- with two z's.
HP dc1d6 + 1 ⇒ (6) + 1 = 7

Spells for spellbook:
Lvl 3: stinking cloud
Lvl 3: haste

Skills:
Fly
Appraise
Spellcraft
Knowledge arcana
Knowledge religion
linguistics (add language: terran)

I'm still debating on feats.
Feat:
Bonus magic feat:

Do you want me to roll to learn the spells in the 'borrowed' book?


Female Dwarf Rogue/4; Cavalier/1
Stats:
Max hp 43 | Init +3 Per +7 (+9 stone; Darkvision 60ft) | AC 20/ T 13/FF 18 (+2 vs Aberrations) | F +5/R + 6/ W +1 (+2 vs poison, spells, spell-like) | CMB +8 CMD 20 (24 stability)

aww yiss, level 3 spells. Now things are getting good.

Also: You can just take 10 on your spellcraft checks to learn them. Might take a while though, at 1 hour/spell level.


@Corneleous, yes or you can take 10 as Ava suggested. There's some time in-game before we need to press on so there's plenty of time to learn the spells in the spellbook. Also I left 1 spell for each spell level blank for you to choose what you wanted. So choose a 1st, 2nd, 3rd, and 4th level spell that you'd like to be in the borrowed spellbook.


retired

Oh! Lucon, speaking of reach weapons, would you prefer to have Anvengen's Edge? Is there a feat out there somewhere that will let you wield a polearm or spear with one hand in conjuction with a shield?

Speaking of that, Mug, did we ever get stats for the glaive?


Alrighty, it's that time again - Post-dungeon loot.

From this little jaunt we managed to pull in 5700gp, 3230gp in valuable tomes and texts, 1600gp in precious stones and a 120gp gold ring.

(10650gp all up, 1775gp six-way split)

There's a bunch of loot that needs to be claimed or sold too:

From the Haversack (We kind of forgot about everything when the Runecurse came up)
- Scrolls: Chill Touch, Command Undead, Ray of Exhaustion, Vampiric Touch and False Life.
- Pearl of Power II

- Masterwork Full Plate
- Heavy Repeating Crossbow
- Mithril Scimitar
- Spyglass
- Mummy Dust

- Unholy Symbol of Asmodeus
- +1 Keen Longsword
- +1 Defending Longsword
- +1 Cold Iron Battleaxe
- Minor Crown of Blasting
- Ring of Feather Fall
- Wand of CLW (35 charges)
- Golembane Scarab
- Wand of Rusting Grasp (9 charges)

Ava doesn't really need any of it. A +1 weapon might be good, but they're also worth a pretty penny when sold.

A link to the equipment sheets. They're mostly correct... But I forgot to track arrows and wand charges. If you know the correct numbers, let me know!

Checking over the thread to see if I've missed anything.

Edit: Added some stuff to the list.

Edit Edit: Updated with appraised values! (ty Mug)


retired

Caladius' current arrow count:
70 arrows
24 cold iron arrows
19 alchemical silver arrows
4 masterwork arrows


Avengen's Edge:

Anvengen’s Edge
Aura moderate transmutation; CL 13th
Slot none; Price 11,508 gp; Weight 10 lbs.
Statistics
AL LE; Int 10, Wis 12, Cha 10; Ego 5
Senses: 30 ft.; Communication: empathy
Powers: bleed at will; divine favor 3/day

Description
This +1 keen glaive bears a fragment of the soul and mind of Westcrown’s first mayor after the fall of Aroden and
the rise of the House of Thrune. The glaive itself has taken Anvengen’s name for its own, but can only communicate with
its wielder via empathic urges. If its wielder worships Asmodeus, the glaive uses bleed on any of its wielder’s foes it notices is dying, and grants divine favor on a wielder who commands it to do so. If the wielder doesn’t worship Asmodeus, the glaive uses bleed on any dying creature it notices and only grants divine favor against chaotic or good foes—if a wielder commands it to not use bleed in a battle or commands it to grant divine favor against a nongood or nonchaotic foe, a personality conflict occurs and the glaive attempts to gain control of the wielder.

However, and this would have come up in-game, but none of the soul fragments retained their exact powers once they left the Knot. The glaive does remain magical, but is no longer sentient. It's now a +1 keen glaive and it's two powers (bleed at will, divine favor) are intact but cannot be used against an evil alignment. It's not evil, but it's evil sympathetic. ;)

How many precious stones remain? All of those obtained from Livia are 100gp each.

*EDIT*

- Golden Ring Drowned Jabe's chamber: 120 gp


Female Dwarf Rogue/4; Cavalier/1
Stats:
Max hp 43 | Init +3 Per +7 (+9 stone; Darkvision 60ft) | AC 20/ T 13/FF 18 (+2 vs Aberrations) | F +5/R + 6/ W +1 (+2 vs poison, spells, spell-like) | CMB +8 CMD 20 (24 stability)

Huh... A curious thought:

When using a Defending weapon, you keep your Masterwork attack bonus when you shift your enhancement bonus to AC. That's pretty neat.


retired

Oh dang - it's not gonna drive Big C crazy any more?! I'm happy to trade out a great sword for a magical glaive if no one else cares to claim it? If someone else would prefer it, I'll just spend some cash on a better greatsword like I'd intended.

It makes sense that bleed can't be cast on an evil target, but divine favor is a buff. How's that work? Is it supposed to be no bleed on evil targets and no divine favor on good targets?

Anyone wanna call dibs on the glaive?


retired
Ava Wavesdotter wrote:

Huh... A curious thought:

When using a Defending weapon, you keep your Masterwork attack bonus when you shift your enhancement bonus to AC. That's pretty neat.

That is pretty neat! I'd never considered that before. So with a +1 weapon, you're really trading +1 damage for +1 AC. Not too shabby!


Caladius Rend wrote:
It makes sense that bleed can't be cast on an evil target, but divine favor is a buff. How's that work? Is it supposed to be no bleed on evil targets and no divine favor on good targets?

Yes, that's what I was intending to say. No Divine Favor on good targets, and no bleed on evil targets. It's sell value is 5900gp, fyi.


retired

Awww man. I think it might be worth keeping. Ava, Corneleous and I think Sabinus would all be valid targets for the divine favor, plus anything Corneleous might summon as well.

Edit: With a CL of 13, that's a SWEET +3/+3 *luck* bonus to attacks and damage.

Still, for 6k I could swap it for a +1 adamantine greatsword, which sounds downright lovely, to be honest.

Thoughts/Suggestions from anyone else?


M Human Commoner/1, Expert/1

Keep it! looks awesome.


Female Dwarf Rogue/4; Cavalier/1
Stats:
Max hp 43 | Init +3 Per +7 (+9 stone; Darkvision 60ft) | AC 20/ T 13/FF 18 (+2 vs Aberrations) | F +5/R + 6/ W +1 (+2 vs poison, spells, spell-like) | CMB +8 CMD 20 (24 stability)

I think Ava might be the only one who can use it to full effect, with Divine Favour being a Personal range spell. This level sees significant upgrades to her martial abilities with the power attack bump and enough gold for some shiny equipment, and that +3/+3 might even let her be a full-on frontliner alongside Lucon.

If that's the case, I might even choose (glaive) for weapon focus. (Ugh, weapon focus is so prohibitive... But I need it as a prereq for Low Templar. My homegroup houserules it to apply to fighter weapon groups rather than single weapons. It's pretty nice.[/tangent])


retired

Awwww yeah! In that case the glaive is yours, Ava!

Dark Archive

M Human (Chelaxian) Wizard 5 (conjurer)
Stats:
Init +5 Per +4 | AC 15 (w mage armor) otherwise 11/11 | HP 35/35 | F +2/R +2/ W +5| CMB +3 CMD 15

Group comments: The Viscount will put in a shingle for the crown, you know nobility and all ;).

I'm also stuck on which feats to add- I get a magic feat this level. I could take a magic craft one, otherwise I'm looking at metamagics or one that enhances my summons.

Any feedback on what items people would want crafted ?

GM:

Spellbook choices:

Level 1: feather fall
Level 2: Glitterdust
Level 3: FIRE-Freakin-ball
Level 4: Stoneskin

To learn the spells from level 1-3:
9 first level spells= DC 16 (one conjuration = +2)
10 second DC17 (one conj +2)
7 3rd level DC 18 (two conj +2)

90g + 400g + 630g = 1120 gold cost materials. I could memorize each time I need them from the borrowed spellbook, but I'd have to roll every day. That would be more economical, I suppose.

Learning: I would absolutely take 10 on Summon Monster III and Fireball.
I'll risk the dice on others.

Ludicrous number of dice rolls:

They're out of order (move the conjuration spell to the end of the list).

1st level spell (dc 16) 1d20 + 12 ⇒ (15) + 12 = 27
1st level spell (dc 16) 1d20 + 12 ⇒ (19) + 12 = 31
1st level spell (dc 16) 1d20 + 12 ⇒ (1) + 12 = 13
1st level spell (dc 16) 1d20 + 12 ⇒ (19) + 12 = 31
1st level spell (dc 16) 1d20 + 12 ⇒ (3) + 12 = 15
1st level spell (dc 16) 1d20 + 12 ⇒ (9) + 12 = 21
1st level spell (dc 16) 1d20 + 12 ⇒ (6) + 12 = 18
1st level spell (dc 16) 1d20 + 12 ⇒ (19) + 12 = 31
Conj 1st level spell (dc 16) 1d20 + 14 ⇒ (18) + 14 = 32
Fail on flare burst and hydraulic push

2nd level spell (dc 17) 1d20 + 12 ⇒ (18) + 12 = 30
2nd level spell (dc 17) 1d20 + 12 ⇒ (11) + 12 = 23
2nd level spell (dc 17) 1d20 + 12 ⇒ (9) + 12 = 21
2nd level spell (dc 17) 1d20 + 12 ⇒ (3) + 12 = 15
2nd level spell (dc 17) 1d20 + 12 ⇒ (5) + 12 = 17
2nd level spell (dc 17) 1d20 + 12 ⇒ (3) + 12 = 15
2nd level spell (dc 17) 1d20 + 12 ⇒ (2) + 12 = 14
2nd level spell (dc 17) 1d20 + 12 ⇒ (13) + 12 = 25
2nd level spell (dc 17) 1d20 + 12 ⇒ (17) + 12 = 29
Conj 2nd level spell (dc 17) 1d20 + 14 ⇒ (6) + 14 = 20
Fail on detect thoughts, badgers ferocity, & Fire breath
3rd level spell (dc 18) 1d20 + 12 ⇒ (9) + 12 = 21
3rd level spell (dc 18) 1d20 + 12 ⇒ (8) + 12 = 20
3rd level spell (dc 18) 1d20 + 12 ⇒ (18) + 12 = 30
3rd level spell (dc 18) 1d20 + 12 ⇒ (4) + 12 = 16
conj 3rd level spell (dc 18) 1d20 + 14 ⇒ (2) + 14 = 16
fail on aqueous orb and cloak of winds.


Female Dwarf Rogue/4; Cavalier/1
Stats:
Max hp 43 | Init +3 Per +7 (+9 stone; Darkvision 60ft) | AC 20/ T 13/FF 18 (+2 vs Aberrations) | F +5/R + 6/ W +1 (+2 vs poison, spells, spell-like) | CMB +8 CMD 20 (24 stability)

Craft wondrous would save us a lot of money in our down-time, but I fear that it will simply take too long to make the higher-level items in the long run unless we get whole weeks off for crafting.

If you do get it though, I imagine everyone could do with a +2 Ability item; and I'm sure our friendly neighbourhood cleric could provide the spells needed. But that would take... almost a month of crafting. Criminy. Or we could craft half of them and buy the rest, so whoever needs one effectively only needs to pay 3000. I plan on picking up a Belt of Giant Strength either way.

A little less expensive is the Cloak of the Hedge Wizard (Ultimate Equipment p.264) at 2500gp. The Transmutation version gives Enlarge Person and Expeditious Retreat 1/day each, which would be handy for Ava or Lucon to help in positioning an' stuff. Large size with reach(!)


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

We still get an item crafted one time for us by...um...that guy, right? Is it a one time thing? (I am on my phone on route to another fattening feast)

I'd love to get that Agile AOMF if I can afford it now...


Yes you do get one item crafted by that eccentric guy, and it is a one time thing. :)


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

Oh my gosh, how long have I had a Ring of Protection and not been using it? Maybe I was using Hero Lab for the iPad at the time.

I will take 2000 gp to Dellano and get an Agile Amulet of Mighty Fists, +0. :) It is 50% of list price, yes?

Ava--Enko has used one silver blanch, the flash powder, and the Elixir of Tumbling. Oh, and he tossed oil on Caladius' brother (?).

I like the idea of crafting some +2 ability items and buying the others, as a way of splitting the difference.

Oh. Huh. I guess I should pump Dex for fights. I'll buy two potions of Cat's Grace as well.


retired
Viscount Corneleous Ornelos wrote:
Any feedback on what items people would want crafted?

I've actually got a wish-list spoilered under my profile. Here it is for ease of reference.

Caladius' Gearful Wishlist:

Weapons
Masterwork Greatsword: 350gp
  • Adamantine Greatsword: 3,050gp
  • add +1 enhancement: +2,000gp
  • increase enhancement to +2: +6,000
  • add bane: +8,000gp

Masterwork Composite (+4 Str bonus) Longbow/Shortbow

  • add +1 enhancement: +2,000gp
  • add seeking: +6,000gp
  • increase enhancement to +2: +8,000gp

Cold iron arrows (50): 2gp
Alchemical Silver arrows (50): 3gp
Adamantine arrows: 61gp (per arrow)
Slaying arrow: 2,282gp (per arrow)
Greater Slaying arrow: 4,057gp (per arrow)

Armor
Add +1 enhancement bonus: 2,000gp

  • exchange for +1 mithral breastplate: 5,200gp
  • -OR- exchange for +1 adamantine breastplate: 11,200gp
  • increase enhancement to +2: +3,000gp
  • add shadow: +3,750

Other Equipment
belt of incredible dexterity (+2): 4,000gp

  • increase enhancement to +4: +12,000gp

bracers of archery, lesser: 5,000gp

  • improve to 'greater' version: +20,000gp

dust of tracelessness: 250gp per pouch

efficient quiver: 1,800gp

cloak of elvenkind: 2,500gp

  • exchange for cloak of resistance +2: 4,000gp
  • increase bonus to +3: +5,000gp
  • add displacement, minor: +29,500gp

boots of striding and springing: 5,500gp

  • add speed: +14,750gp

ring of protection (+1): 2,000gp

  • increase bonus to +2: +6,000gp
  • increase bonus to +3: +10,000gp


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

!!!!

Materialism is not of the Upper Reach, Caladius.

-makes a note to make a big whopping monk item wishlist-


retired
Enko Laberan wrote:

!!!!

Materialism is not of the Upper Reach, Caladius.

-makes a note to make a big whopping monk item wishlist-

Good thing you defected over to the Inheritor then, eh? =P


Male Human Witch/5
Stats:
(HP 22/22; Init +5; Perception +9; AC with mage armor: 19/14/16; AC without mage armor: 14/14/11; F+1, R+4, W+4; CMB +1, CMD: 15

sorry I've been incommunicado -- busy family and travel stuff. I've read what I've missed and I'll post today. I don't think Sabinus had much to contribute in what I missed other than identification of items.

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