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Dave the Dwarf Presents: Legacy of Fire!

Game Master Gandrik Th-kar

Loot Log

The Great Dome Map(outside)

Not in use

Not in use

Current Battle map

Notes

Characters


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M Human (Keleshite) Ranger 5
status:
HP 46/46 , AC 18, T 14, FF 15, Melee +10 (2d4+5 18-20x2), Ranged +8 or +5/+5(1d8+3), Perception +10, Init +4, Fort +6, Ref +6 Will +3

I'm in somewhat the same situation as Grim. I've not been able to post as normal at work, because there are some poeple reporting negatively on me.

punks.

this is my favorite PbP also Hajar. So know that I'm trying. I'll make a point of posting during lunch. If I'm not able to up my posting rate, I'll bow out to allow you guys to proceed at a better pace.


Male(Human) Paladin 3 | HP 36/36 | AC/Touch/Flat 17/11/16 | Fort/Ref/Will +8/+5/+5| Init: +1 | Percep: +0

Actually, from what it seems. I'm the only one who can post more frequently, so perhaps I just need to temper my enthusiasm a bit!

I'm ok with letting this PbP drop down to 1x or 2x daily but we were having 24hr periods with no posting.


M Human (Keleshite) Ranger 5
status:
HP 46/46 , AC 18, T 14, FF 15, Melee +10 (2d4+5 18-20x2), Ranged +8 or +5/+5(1d8+3), Perception +10, Init +4, Fort +6, Ref +6 Will +3

I understand. I can post when I get home as well, but once my wife gets home, I try to spend that couple of hours with her.

I should be able to get 2-3/day. I just need to make sure that I get them in. I love this PbP, and I especially love the characters that we have.


Raj Ajir wrote:

Ok, so some heavy duty rules questions coming up:

Raj is summoning a mud elemental: there is some disagreement on the paizo forums as to whether summoning them is allowed, however as the summon monster 2 spell says "small elemental" not "small elemental from the Beastiary 1", and the mud elemental is listed as, well, an elemental, I went ahead and did it. It has been allowed in pathfinder society games. If you are against this however, I will change to an air elemental.

Now for the clarification question: Raj has the feat Spell Focus (Conjuration) which gives him a +1 bonus to the save DCs for his conjuration spells. Does this bonus apply to save DCs for the abilities of Summoned Monsters?

Mud elemental is find.

Spell Focus (Conjuration) what other spells besides summoned Monsters would have save DC's? I will look at conjuration spells later myself but give me some examples. IE what are you conjuring that an opponent makes a save against it?


Male(Human) Paladin 3 | HP 36/36 | AC/Touch/Flat 17/11/16 | Fort/Ref/Will +8/+5/+5| Init: +1 | Percep: +0

Mud Ball, Web Bolt, Web, Acid Arrow...

Nalun is a conjuror with both Spell Focus and Greater Spell Focus !!


I am happy to hear that you all like this game so much. I thought it was going into the toilet a few times there. The corporate Douche is gone so now I am just dealing with the aftermath of his report.


Hajar nar Jundi wrote:

Mud Ball, Web Bolt, Web, Acid Arrow...

Nalun is a conjuror with both Spell Focus and Greater Spell Focus !!

Yea then no to the question about spell focus making the summoned monsters more powerful. I don't think Wizards need any more help by me bending the rules.


Skills:
Acrobatics +7 [Jump +11], Bluff +4, Craft (alchemy) +9, Diplomacy +2, Knowledge (arcana) +7, Knowledge (nature) +7, Perception +6, Spellcraft +7, Stealth +6, Survival +5.
Hp 42/43; AC 19 / 14 / 16; (Init +3; Perc +7 Fort +6, Ref +6, Will +3) CMB+6, CMD +19

well i do like this game a lot (along a few others so i am here to stay until the end)


Along with the Ultimate campaign rules on downtime you can do any of these following things with your year of downtime. Each has its own unique benefit in game.

The more you roleplay this stuff out the bigger effects or bonuses I will give you.

Administration: The PC befriends Garavel and gains Almah’s absolute trust.

Business: The PC opens a business in Kelmarane. This is easiest if the business is located in the battle market, which soon draws traffic from the northern trade routes, but the PC can choose to set it up wherever he wishes.

Church of Sarenrae: The PC receives the rank of Abbot-Protector of Kelmarane’s Sarenraen community, and is treated as an authority second only to the high priest, who soon arrives from the coast.

Crime: The PC befriends the surviving smugglers, Undrella, or crooked merchants who arrive with the first wave of settlers, gaining information on the criminal network of Katapesh.

Explore Personal Mystery: The PC spends the off-year focusing on a personal mystery.

Moldspeaker: The PC who has become infused with the moldspeaker (Hajar) is free to choose any focus for the yearlong sabbatical, but you can choose to explore your moldspeaker powers.

Patrol Kelmarane Hinterlands: Although the Kulldis tribe has been soundly defeated, they were but one of the numerous gnoll tribes in the Pale Mountain region. As the months pass after the reclamation of Kelmarane, it becomes obvious that many of the other tribes in the region aren’t too happy with having humans as new neighbors. News
and rumors of periodic attacks on caravans by gnolls (and even some bold minor attacks on Kelmarane itself ) can serve to keep things on their edge over the year. A PC who decides to spend his time patroling Kelmarane and the environs (perhaps with Dashki as a guide) gets into regular skirmishes with small groups of gnolls.

Personal Romance: The PC chooses an NPC on which to focus his or her romantic attention.

Rebuild: The PC spends a year rebuilding the ruined structures of Kelmarane.

Research: Characters who spend the year investigating the frescoes in the monastery and ruined church, learning the history of Kelmarane, and interviewing its inhabitants learn a great deal about the recent events.

Travel: While traveling the lands away from Kelmarane, the PC comes is exposed to all manner of customs and sights.


Male(Human) Paladin 3 | HP 36/36 | AC/Touch/Flat 17/11/16 | Fort/Ref/Will +8/+5/+5| Init: +1 | Percep: +0

I would like to focus Hajar's time in the Church and Monastery...I'm not sure which of those that is.


Church of Sarenrae: The PC receives the rank of Abbot-Protector of Kelmarane’s Sarenraen community, and is treated as an authority second only to the high priest, who soon arrives from the coast.

Hajar after the year is over you will have the rank of Abbot-Protector of Kelmarane’s Sarenraen community.

In addition choose one of the following as a gift for your work on the monestary from the high priest. These were the items you did not loot in the crypt.: phylactery of faithfulness, a periapt of Wisdom +2, a necklace of fireballs (type III), or a lesser strand of prayer beads.


Male(Human) Paladin 3 | HP 36/36 | AC/Touch/Flat 17/11/16 | Fort/Ref/Will +8/+5/+5| Init: +1 | Percep: +0

I'd take the periapt if I were given a choice. However, I'd rather not take items from the church coffers. Instead I'd like to put my services towards getting Tempest enchanted as a Holy weapon. I'm not sure of the cost of that as Tempest gains in power as I level.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Not sure if that will work, since Tempest is basically a minor artifact. Adding enchantments gets a little difficult with those...


Male(Human) Paladin 3 | HP 36/36 | AC/Touch/Flat 17/11/16 | Fort/Ref/Will +8/+5/+5| Init: +1 | Percep: +0

Your right Raj, I thought of that. I'd be willing to forgo Tempest gaining a couple of levels of power to become a Holy Weapon. I'm fine either way, Tempest will be an awesome weapon eventually I'm guessing. But from what Dave tells me though, it isn't ever Holy aligned.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Makes sense, since it was a weapon of a more or less arcane war.

Announcement to Everyone! Raj is taking both Craft Magic Arms and Armor and Craft Wondrous Item this level, so from now on as long as he can make it with a +13 Spellcraft Bonus, you can just have him build one if you want it. I will charge yo a little though. (Not to be a penny pincher, it's just that I spent a whole feat on gaining the ability to provide us with more powerful weapons, and I'm going to need some gold for some items of my own to make up for that in battle. It will be FAR cheaper than market price though):

Raj will make anyone any weapon or wondrous item for 60% of market price, as long as it has a low enough caster level that he should fairly easily succeed with a +13 spellcraft.

Raj spends the year bent on two tasks: 1 learning Jahrvul's true name. If he can discover the true name of the genie, Jahrvul will be bound to his will. (Actual success will come by means of a wizard discover that replaces a feat, and that will not happen until he's like level 16 or something...) During the entire year, Raj has gets only one lead, but it doesn't get him very far.

The other task, and the one on which he spends most of his time, is creating a weapon capable of defeating Jahrvul. Raj knows he's out there somewhere, and now that he has learned so much more of his history he is intent on making sure Jahrvul NEVER comes to power again. He quickly realizes that this endeavor is also currently out of his reach, so he settles on the next best thing: practice. Just minor trinkets at first, but by the end of the year the reopened Ajir Emporium just out side the battle market is once again a popular stop for the patrons of the Battle Market looking to get a 'special' edge. He begins by making the journey to (whatever that city we talked about was...) only a week after Xulthos' defeat, both to purchase supplies and sell the items that the party does not want (or he can sell those in his shop, possibly at market price :D).


Male(Human) Paladin 3 | HP 36/36 | AC/Touch/Flat 17/11/16 | Fort/Ref/Will +8/+5/+5| Init: +1 | Percep: +0
Raj Ajir wrote:

Makes sense, since it was a weapon of a more or less arcane war.

Announcement to Everyone! Raj is taking both Craft Magic Arms and Armor and Craft Wondrous Item this level, so from now on as long as he can make it with a +13 Spellcraft Bonus, you can just have him build one if you want it. I will charge yo a little though. (Not to be a penny pincher, it's just that I spent a whole feat on gaining the ability to provide us with more powerful weapons, and I'm going to need some gold for some items of my own to make up for that in battle. It will be FAR cheaper than market price though):

Raj will make anyone any weapon or wondrous item for 60% of market price, as long as it has a low enough caster level that he should fairly easily succeed with a +13 spellcraft.

Raj spends the year bent on two tasks: 1 learning Jahrvul's true name. If he can discover the true name of the genie, Jahrvul will be bound to his will. (Actual success will come by means of a wizard discover that replaces a feat, and that will not happen until he's like level 16 or something...) During the entire year, Raj has gets only one lead, but it doesn't get him very far.

The other task, and the one on which he spends most of his time, is creating a weapon capable of defeating Jahrvul. Raj knows he's out there somewhere, and now that he has learned so much more of his history he is intent on making sure Jahrvul NEVER comes to power again. He quickly realizes that this endeavor is also currently out of his reach, so he settles on the next best thing: practice. Just minor trinkets at first, but by the end of the year the reopened Ajir Emporium just out side the battle market is once again a popular stop for the patrons of the Battle Market looking to get a 'special' edge. He begins by making the journey to (whatever that city we talked about was...) only a week after Xulthos' defeat, both to purchase supplies and sell the items that the party does not want (or he can sell those in his shop, possibly at market price :D).

I'd like to have a set of +1 Fullplate made asap.


Skills:
Acrobatics +7 [Jump +11], Bluff +4, Craft (alchemy) +9, Diplomacy +2, Knowledge (arcana) +7, Knowledge (nature) +7, Perception +6, Spellcraft +7, Stealth +6, Survival +5.
Hp 42/43; AC 19 / 14 / 16; (Init +3; Perc +7 Fort +6, Ref +6, Will +3) CMB+6, CMD +19

Dm Grim has the Reclaiming your roots does that qualify for personal secret to try and discover? is there something to actually discover or was it just pure fluff for the background?

in any case Grim will spend the year becoming a crime Lord :)


Male(Human) Paladin 3 | HP 36/36 | AC/Touch/Flat 17/11/16 | Fort/Ref/Will +8/+5/+5| Init: +1 | Percep: +0

Hajar heartily disproves of the title Crime Lord, he would rather you title yourself Purveyor of Illgotten Goods.


Skills:
Acrobatics +7 [Jump +11], Bluff +4, Craft (alchemy) +9, Diplomacy +2, Knowledge (arcana) +7, Knowledge (nature) +7, Perception +6, Spellcraft +7, Stealth +6, Survival +5.
Hp 42/43; AC 19 / 14 / 16; (Init +3; Perc +7 Fort +6, Ref +6, Will +3) CMB+6, CMD +19

Will do Hajar :)

Raj unforgettably i thin so far grim has gotten 33gp in cash from the adventure (plus the magical dagger's ) so he can't have you craft anything yet...


Skills:
Acrobatics +7 [Jump +11], Bluff +4, Craft (alchemy) +9, Diplomacy +2, Knowledge (arcana) +7, Knowledge (nature) +7, Perception +6, Spellcraft +7, Stealth +6, Survival +5.
Hp 42/43; AC 19 / 14 / 16; (Init +3; Perc +7 Fort +6, Ref +6, Will +3) CMB+6, CMD +19

well the ring can go on any melee character.

Grim isn't interested by the rest save the potions for party healing


Add 1500 gold to party treasure for lost members share.

Also guys never take an NPC's first monetary offer if you are playing an AP you could have diplomacyed Almah up to 1000 gold for each of you instead of the 500 you got.


Skills:
Acrobatics +7 [Jump +11], Bluff +4, Craft (alchemy) +9, Diplomacy +2, Knowledge (arcana) +7, Knowledge (nature) +7, Perception +6, Spellcraft +7, Stealth +6, Survival +5.
Hp 42/43; AC 19 / 14 / 16; (Init +3; Perc +7 Fort +6, Ref +6, Will +3) CMB+6, CMD +19

Good point to know for future ap :)


Skills:
Acrobatics +7 [Jump +11], Bluff +4, Craft (alchemy) +9, Diplomacy +2, Knowledge (arcana) +7, Knowledge (nature) +7, Perception +6, Spellcraft +7, Stealth +6, Survival +5.
Hp 42/43; AC 19 / 14 / 16; (Init +3; Perc +7 Fort +6, Ref +6, Will +3) CMB+6, CMD +19

BTW if any one is interested i am looking for someone willing to make a level 2 cleric for a game of RoTRL as a replacement for someone who left due to personal stuff


Male(Human) Paladin 3 | HP 36/36 | AC/Touch/Flat 17/11/16 | Fort/Ref/Will +8/+5/+5| Init: +1 | Percep: +0

Grim you also got like 270gp from earlier sell off of normal non magic goods. So the total so far looks like

270+1000+whatever personal gp you have

from magical item loot Hajar has already claimed

+1 Splint Mail
+2 CHA cloak
Tempest (An artifact basically)

So the ring should go to one of you other folks.

Honestly, right now Hajar is so far above his WBL..... I feel bad even talking about loot.

GM: Hajar is going to sell his +1 Splint Mail for 675gp bringing his gold total to 1954. He will purchase a suit of MWK Full Plate armor for 1650gp. This leaves him with 304gp total.


Np

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Ok Dave, how am I calculating stuff for the shop, and does it allow me to sell any of our stuff for market price?

If it helps, I have a +14 Bonus on Appraise and a +3 on Profession Merchant.


Kurlakk your beau gets you a present you choice of one magic item up to 2500 gp in value or 2500 gold.


Hajar how would ultimate campaign deal with it.

Raj your shop makes 250 gold profit a month 3000 gp for the year.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Sounds good to me!


This stuff is from the AP guys just so you know lol.

Hajar I'm debating your question.


Male(Human) Paladin 3 | HP 36/36 | AC/Touch/Flat 17/11/16 | Fort/Ref/Will +8/+5/+5| Init: +1 | Percep: +0

Hey GM. I took Divine Bond (Weapon) at 5th level. I can just add the holy property to Tempest that way. I'm cool with the weapon staying as is, if I want to add Keen or Holy or anything else I can do it through Divine Bond.


Nice. Choose your reward from the church.


Male(Human) Paladin 3 | HP 36/36 | AC/Touch/Flat 17/11/16 | Fort/Ref/Will +8/+5/+5| Init: +1 | Percep: +0

Don't really want a reward. Give it to someone else?

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Oh come on Hajar, you're an agent of the church, and it's only right that the church's resources go to its own.

Shopping trip Summary:

Total fees for copying spells from other wizards spell books: 1340ish gp. However, many of the spells are rare (aka, non PHB), and it says that rarer spells cost more to copy. I say we just call it an even 2000gp.

Raj Sells his Bracers of Armor +1 for 500gp (unless he can sell them in his shop for closer to market value, leave that up to Dave...)

Raj gets his Staff. Base price for a masterwork darkwood staff is 340gp. The Jewels are just fluff, and I'm subsuming them in the cost of materials to make this staff magical (as Raj did one end while in Katapesh), if that's all right with you Dave. If you think I get a discount because of the vipers let me know, but I'm okay with paying full up.

Raj purchases a used wand of charm person with 13 charges and a used wand of color spray with 12 charges for 375gp total.

Raj Purchases another spell book since his current one is getting full:15gp.

Actually writing the spells costs roughly 1,700gp

Enchanting the staff cost 1,000gp

Total Cost of trip, (not including reagents, just going to calculate those as I go): 4,590gp

That's more than I have without the shop profits, but actually not extravagantly more... Eh, end result's the same, isn't it?

EDIT: Whoops, almost forgot my masterwork light crossbow: +300gp, so 4,890gp for trip.
Also, anybody want me to use the party cash for a CLW wand or something? Maybe a used wand of restoration?


Skills:
Acrobatics +7 [Jump +11], Bluff +4, Craft (alchemy) +9, Diplomacy +2, Knowledge (arcana) +7, Knowledge (nature) +7, Perception +6, Spellcraft +7, Stealth +6, Survival +5.
Hp 42/43; AC 19 / 14 / 16; (Init +3; Perc +7 Fort +6, Ref +6, Will +3) CMB+6, CMD +19

wand of CLW yes please do so :)


Hajar nar Jundi wrote:
Don't really want a reward. Give it to someone else?

Hajar You will have some rewards of a less magical nature. I will give you the details soon.


Raj Ajir wrote:

Oh come on Hajar, you're an agent of the church, and it's only right that the church's resources go to its own.

Shopping trip Summary:

Total fees for copying spells from other wizards spell books: 1340ish gp. However, many of the spells are rare (aka, non PHB), and it says that rarer spells cost more to copy. I say we just call it an even 2000gp.

Raj Sells his Bracers of Armor +1 for 500gp (unless he can sell them in his shop for closer to market value, leave that up to Dave...)

Raj gets his Staff. Base price for a masterwork darkwood staff is 340gp. The Jewels are just fluff, and I'm subsuming them in the cost of materials to make this staff magical (as Raj did one end while in Katapesh), if that's all right with you Dave. If you think I get a discount because of the vipers let me know, but I'm okay with paying full up.

Raj purchases a used wand of charm person with 13 charges and a used wand of color spray with 12 charges for 375gp total.

Raj Purchases another spell book since his current one is getting full:15gp.

Actually writing the spells costs roughly 1,700gp

Enchanting the staff cost 1,000gp

Total Cost of trip, (not including reagents, just going to calculate those as I go): 4,590gp

That's more than I have without the shop profits, but actually not extravagantly more... Eh, end result's the same, isn't it?

EDIT: Whoops, almost forgot my masterwork light crossbow: +300gp, so 4,890gp for trip.
Also, anybody want me to use the party cash for a CLW wand or something? Maybe a used wand of restoration?

I cool with the way you did this.

Hajar your my rules man you see anything out of place?

I have a tendency to bend rules and break games so its nice having everyone review the rules with me.


For book 1 I was playing encounters that I thought would be a challenge with just minor adjustments to the AP. Almost all of the combat went totally in your favor. Sometimes it was just crazy good rolls on your part and bad ones on my part.

For book 2 I am going to do some major alterations to the encounters. I do not want to kill a character but if it starts heading in that direction you are going to need to run away.

A lot of times enemies would die at 1 to 5 HP left and not use healing potions. That is going to change. I still will not hit characters when they are down or use death knell just because I don't think that's right.

Just be warned I am going to change monsters and add more ect. to this next book of adventures.

Also Naziri is able to post less and less at work so I am going to Half NPC him but not kick him from the game. I think I have a pretty good grasp of his personality and combat style.


Skills:
Acrobatics +7 [Jump +11], Bluff +4, Craft (alchemy) +9, Diplomacy +2, Knowledge (arcana) +7, Knowledge (nature) +7, Perception +6, Spellcraft +7, Stealth +6, Survival +5.
Hp 42/43; AC 19 / 14 / 16; (Init +3; Perc +7 Fort +6, Ref +6, Will +3) CMB+6, CMD +19

sounds like a challenge there dm for book 2 :)

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Don't worry, Aqueous Sphere should even things out right quickly...

Uh-oh, I'm looking through the loot log, and it appears that the party share of the gold we had been saving accidentally got deleted, either by me or someone else. Anyone remember how much was there?

We still need to place that +2 Ring.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Whoops, just caught a mistake myself. Writing those spells would have cost roughly 2,700 gp not 1,700.

Ok people, what should I make for you guys so I can get my cash back up?


Male(Human) Paladin 3 | HP 36/36 | AC/Touch/Flat 17/11/16 | Fort/Ref/Will +8/+5/+5| Init: +1 | Percep: +0

Dave distributed that out as the extra 1500 gold mentioned in the log.

I vote that Naziri gets the ring. In fact I'm gonna pretty much insist on it, I don't think he has gotten 1 piece of loot this entire AP so far. Honestly, Hajar has gotten way more than his fair share so...I'm gonna buy some CLW Wands for the party with his extra funds. I'm just waiting on the sell off amounts to distribute.

Also, will we include Kuralaak in the distribution of the book's final loot value?

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

I don't think so, the extra 1500 was to make up for the treasure we lost with Gunk, Leyli, and Hamzah. I agree that Naziri should get the ring. Correct me if I'm wrong Kuralaak, but I think he already has level appropriate treasure picked out.

Including the party treasure divided by four, each of us should have about 10,500 gp worth of treasure.

Total party loot = 1,800 something gp, + (whatever got deleted) + value of party items (about 3,500 gp currently), for a total of roughly 6,500 gp. Divide by four -> 1,625 gp of each of us's loot, so we should each have a little under 9,000 gp worth of treasure.

For instance, my shopping trip was about 5,000, but I also have the slippers that are worth 5,500 by themselves, + a couple hundred more gp in coin and misc items, so I'm doing fairly well, and a bit above average thanks to the off year.

Tempest is currently a +1 weapon, so I'll count it like that:

Hajar, you have 1,300 in gold, 2,000+ in Tempest, 4,000 in your cloak, (Roughly) 1,600gp in your armor (don't know if you sold the banded stuff already), and a couple hundred gp in your other stuff, for a total of about... 9,000gp. Add in your funding from the church for the off year, and you're right on par!


Male(Human) Paladin 3 | HP 36/36 | AC/Touch/Flat 17/11/16 | Fort/Ref/Will +8/+5/+5| Init: +1 | Percep: +0

Tempest is a +1 Frost Weapon now.

Right now I'm calculating that everyone should get about 2300GP in gold from selling the items that we have looted. Hajar will use 600 of it to get his Armor enchanted by his favorite wizard pal. The rest he will spend to buy a couple of CLW wands and then donate the rest to charity or something. Hajar will be done with his yearly stuff then.


M Human (Keleshite) Ranger 5
status:
HP 46/46 , AC 18, T 14, FF 15, Melee +10 (2d4+5 18-20x2), Ranged +8 or +5/+5(1d8+3), Perception +10, Init +4, Fort +6, Ref +6 Will +3

Thanks for being understanding Dave.

Hajar, I will take the Ring. It stacks with armor yes?

What I will need, is to get a composite longbow +3 or get a +1 STR item so I can use the composite +4's. I also need to make my falchion +1/Keen. Those are my material priorities.

Naziri will Patrol Kelmarane Hinterlands. RP post will be upcoming.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Okaaay then...

Well, if you want to donate to Naziri and Grim, Grim's just got a pair of +1 daggers and Naziri has a +1 ring of protection... actually, where'd that amulet of natural armor go? I know somebody had it...

Grim, If you'd like to improve the powers of your daggers, I can make either one a +2 dagger for 3,300gp. (3,000 for materials, 300 for my cut.)

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Naziri, I can also make your falchion a +1 keen weapon for 4,400gp, or just +1 for 1,100gp.

Unfortunately, the ring of protection will not stack with your current one, but you can just exchange it with grim for (1000? 2000?) gp, freeing up some resources for other treasure.


Skills:
Acrobatics +7 [Jump +11], Bluff +4, Craft (alchemy) +9, Diplomacy +2, Knowledge (arcana) +7, Knowledge (nature) +7, Perception +6, Spellcraft +7, Stealth +6, Survival +5.
Hp 42/43; AC 19 / 14 / 16; (Init +3; Perc +7 Fort +6, Ref +6, Will +3) CMB+6, CMD +19

Sorry Raj so far as i know grim only has the 2 magical +1 daggers and has 1303 gp (included to his leftover 33gp from start)

so he can't pay for any magic upgrading and stuff


Kakooyapesh the Gnoll Barbarian

Definitely leave me out, your loot is your loot. If i'm under powered due to gear I will work with Dave to set Kuralaak up.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Well, you've got another 2300 to 2800 gp coming your way from the loot, and another 3000ish gpfrom the off year it looks like.

Anybody know who wound up with the amulet of natural armor?

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