GM Endless Forms' Shattered Star (Inactive)

Game Master Mike Tuholski

The Dead Heart of Xin (Book 6).

Combat Maps | LOOT!

Varisia | Magnimar | Magnimar after Reforging


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The Flaxseed Pathfinder Lodge

As I'm sure you're all aware we're still having internet issues at the new house. Spent 45 minutes on the phone with ATT this morning and they decided they needed to send out a technician this afternoon. So I should have internet by tonight but then again I haven't had good luck so far on that front.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

I'm not sure what my schedule is going to look like next week, though I might be available Tuesday or Wednesday night if all of you have time for some concentrated effort to push ahead.


The Flaxseed Pathfinder Lodge

My nights are usually free.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Tuesday night I'll be out of town but I should be in the hotel room, other than finding dinner somewhere I'll be in the room. If we wanna try another session I'm more than willing.


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Sadly, leading up to Gen Con everything is chaos for me. I've got several RL things this week that are going to keep me busy and...

I just got my first PFS writing assignment! Which is due in the beginning of Sept so that it can be published for play at the end of Sept!


The Flaxseed Pathfinder Lodge

Wow, awesome! I look forward to playing/running it! You will be running it on here, right? Right? [puppy dog eyes]


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Yeah, right? Maybe we could playtest it.


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

I very likely will run it. I'll let you guys know for sure :)

However, it is very unlikely there will be time to playtest it in a PbP format.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

That's cool. I was merely offering to do it if you needed to test it out on Roll20 or something. I playtested for a local game here in Houston called Mana Punk and it was fun to do.


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Gen Con Warning!

Starting tomorrow through Sunday it is highly unlikely that I will read or post due to Gen Con. Please bot as appropriate.

For those of you who will be at Gen Con, I hope to see you around the Sagamore ballroom. I am going to be acting as Overseer for the Friday night special, Legacy of the Stonelords and I expect a good time will be had by all*!

*Optimistic expressions of enjoyment are not to be confused with character survival.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

"I died horribly! But I had fun anyway! "

-Posted with Wayfinder


The Flaxseed Pathfinder Lodge

I will be at GenCon as well, mostly GMing but playing in said special. Thursday is my all-day GMing marathon. I likely won't be posting much either.

*playing, hopefully not dying.


The Flaxseed Pathfinder Lodge

Hey everyone! I'm off to GenCon and may be unable to post until Sunday night or Monday. Hang in there and maybe I'll see some of you around the Con!


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

In case you haven't seen it elsewhere, there is a PFS/PbP survey that just got launched. I wasn't part of putting it together, but I like data. I feel like people can make decisions based on data. Feel free to add data! (Or not).

2014 PFS PbP Survey


The Flaxseed Pathfinder Lodge

Yeah, I saw that. Haven't had time to fill it out yet but I will soon.


The Flaxseed Pathfinder Lodge

We're almost finished with Book 3, which means chronicle sheet time!

Here it is.

Level 9-11. Once you decide who to apply it to, post that character's PFS number so I can report it. Hopefully we'll wrap it in the next week.

Now I need to decide who I'm applying this to....


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Oooh, if I apply this to Faldoc (#79644-2) then he'll be level 10 and can sign up for the Ruby Phoenix thingy. Is that a 1 XP or 3 XP thing?


The Flaxseed Pathfinder Lodge

This one or Ruby Phoenix? Both are 3 XP. We'll probably wait for Desmond for Ruby Phoenix and it'll be a few weeks before his current scenario finishes.

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

3 xp.

I'll be applying mine to Flinders again


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Hmm, ok cool. Eyes of the Ten is something special also, but you have to be exactly 11.0 to play it, correct? Faldoc will be 10.1 after I apply this one and he finishes the game he is currently in. I'm not sure I really care if I miss Eyes... or do I? Guess I can only do either Ruby or Eyes, not both.


The Flaxseed Pathfinder Lodge

You have to be exactly 12.0 to play Eyes of the Ten actually. Eyes of the Ten is a four-scenario arc (but the first one is double-length and awards 2 XP) so you get 5 XP in total and end at level 13.2 which in a way is inconvenient because the only two things you can play to get to 14.0 and not be stuck at X.2 forever are the season 4 and 5 specials (Race for the Runecarved Key and Siege of the Diamond City).

But I would highly recommend playing Eyes if you get the chance. First of all, it is a blast. It's really well written and still challenging even for being older (the first two parts are season 1, the last two parts are season 2). It also gives you some insider knowledge into the Pathfinder Society that only people who have played Eyes know.

Second of all, the PFS leadership has said that eventually they will write a new "Seeker Arc" for level 12 characters and Eyes will be retired (the content has become a bit outdated; being season 2 there was some Shadow Lodge stuff in it that is no longer relevant). They have said that when this happens the change will occur at the end of a season (August) and it will be announced several months in advance so you can try to play Eyes before it is retired. So watch out for the announcement early next year if the new Seeker arc happens this year (they haven't made any comments on it for quite some time so who knows when it will actually happen-I thought it was going to happen last year but I was wrong).


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

My highest-level character is about to hit L7, so it'll be a while before I can apply it to anyone. Make it for László Kovács, #67750-2.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Oh, 12? I can play both then! Excellent. Use it on Faldoc then.


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

#9783-1 please, Kuduro al-Lazuri.


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

I've gone ahead and setup the campaign for Slave Ships here. We can start sorting that all out for starting next week.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Everyone good with Bert carrying the Shard of Gluttony? OTOH, it might be better in the hands of Argust or Karn; the ioun stone adds +2 CON, and the shard adds 1 HP/level, so whoever holds it is going to have a lot more HP.

Also, is there going to be time for Bert to use the tome of clear thought +1 before the next segment starts? It takes a month to recharge, and I'm pretty sure Brelar used it as soon as he could.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

August has a shard already. Maybe Karn could use the extra HPs since he has the lifelink thingy.

Or you can keep it. I'm easy that way. :)


The Flaxseed Pathfinder Lodge

Yeah, you can take a couple weeks off to let the Tome recharge so Bert can use it. I don't think there's any impending reason to jump into the next book. But then again I haven't looked at the next book yet.

Also, I've got a Carrion Crown Roll20 game tonight but I will try to get the book 4 intro up tonight if I can.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Karn's got a shard already, too--the ioun stone in it adds +2 CHA, so it was a good fit for him.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Seems like its yours then! I don't think Brelar really can use it.


The Flaxseed Pathfinder Lodge

So, since you guys might be traveling through Sandpoint (the setting of most of Rise of the Runelords), would you like to make a cameo in my Rise of the Runelords game? Karn is playing in that one.

I thought it might be funny if your characters popped in to see the "heroes of Sandpoint", perhaps dramatically D-dooring into the dungeon and helping them finish off some ghouls or something like that? You can then interact for a bit in character before heading back on your way.

Let me know if you're up for it. It just popped into my head and I thought it would be a cool surprise for that group. (They're in the middle of book 2 and are level 5 right now.)

I can remove you from the campaign once the scene is over if you don't have it showing up on your campaign tab permanently.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

If we all do it I'd do it.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Sure, sounds like fun.


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

I'm in!


The Flaxseed Pathfinder Lodge

Excellent! here is the campaign. Go jump into the gameplay; they just stumbled onto a set of ghouls in a cavern (using the cavern map right now). You guys can d-door in and take out the ghouls (or try your best). Once you've taken care of them you can explain you were in the area and wanted to meet the so-called "heroes of Sandpoint". Awesome, I'm excited to see their reactions!


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Bert, were you wanting to join us for Slave Ships of Absalom?


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Hmmm...I'm in a lot of games at the moment, but two of them are close to done. The only character I have available in 4-5 is, as it happens, an L5.2 Andoran/Liberty's Edge trip fighter. Sure, as long as you don't mind a slow start.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Bert would like to keep the amulet of natural armor +2 out of the loot, and sell his amulet of natural armor +1 (or give it to any of you who might not have one). I'm thinking we sell the pistols and the other weapons we recovered.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

BTW, anyone going to Flatcon? Last full weekend in October, in Bloomington, Illinois.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Nope, not me.

So do we know what our shares of gold are yet?


The Flaxseed Pathfinder Lodge

This is all from the Faction Guide if you own it. I'll only copy some of the lower-cost things you can do but if you want to learn more, you can look it up in the Faction Guide.

Varisian Wanderers:
The native clans of Varisia have wandered without a permanent home since the Age of Darkness, and exploring the word for 5 millennia has created a culture of wanderlust and strong family bonds. They walk with the wind at their backs and songs in their hearts. To outsiders, they appear to be insular and untrustworthy, obeying no laws but their own. But for insiders, the clans are a support network stretching across Varisia and beyond, offering ancient magic, modern gossip, transportation, trade goods, protection, prophecy, and loyal company. Most importantly, they offer guidance to all the secret places of Golarion.

Goal: One More Road:
Varisians want to see it all-a simple goal but one that's far from easy. As an old Varisian saying goes, "it is easier to grow a flower at night than to grow a man without travel." They value freedom and experience over temporal wealth, and new exploits require health, freedom, and someone to share them with. Each clan fosters these traits in its own way, usually through strong family bonds. Anything that restricts these virtues is anathema. Though largely independent, caravans band together to resolve larger threats to the open road, be it a plague, a washed out trail, or greedy settlers.

Alignment: CN:
The wandering clans have little organization beyond family lines and a handful of major festivals. Even within a single clan, influences and priorities shift as casually as the weather, and a stay in town may become a cross-country journey on as little as an hour's notice. To most Varisians, the world isn't seen as black or white, but rather as varying degrees of loyalty and separation from the self. A Varisian might fight fiercely with a sibling, only to team up with that sibling against an uncle, and the siblings might ally with their uncle in turn to deal with an outside threat.

Joining:
The Wanderers rarely let non-Varisians join their family-like organization. While they will trade news and wealth with those who treat them well and respect their wandering ways, only under unusual circumstances do they let an outsider become part of the clan-such as a hero saving the life of a family elder.

Resources (Prestige Purchases):
Though the Wanderers are knowledgeable about travel in most parts of the world, outsiders are often most interested in their unusual magic, such as their knowledge of the Harrow deck and the art of tattooing.

5 Fame, 5 Prestige: Gain a permanent +5 bonus on Knowledge (geography) checks relating to travel in and near civilized areas of a particular country or Knowledge (local) checks relating to a particular settlement. This benefit requires 1 week of study with a group of Varisian Wanderers knowledgeable about the chosen location. A character can select this multiple times; each time it applies to a new country or settlement.

5 Prestige: Gain a Varisian tattoo that grants the character the ability to cast a 0-level spell from the sorcerer/wizard spell list three times per day. The caster level for this ability is equal to the character's level. The save DC for this spell is 10 + the character's Int or Cha modifier. The character must have an Int or Cha score of at least 10 to gain this ability. A character can only have three such tattoos at one time.

There you go! I purposely only gave you 4 PP and the lowest cost is 5 PP so you can see what to work for if you run across more Varisian Wanderers and want to gain a better reputation with them!


The Flaxseed Pathfinder Lodge

Oh, and you guys certainly gained some prestige with the Troll Augurs and the librarians of the Therassic Spire in Kaer Maga. They don't have listings in the Faction Guide but I'll choose similar organizations from that book and steal the awards, etc. I'll decide how much PP you have with them and what the awards will be later and let you know.


The Flaxseed Pathfinder Lodge

Ok, you guys have also earned 8 Prestige with the Troll Augurs and 12 Prestige with the librarians of the Therassic Spire[/b] in Kaer Maga.

If you have the Faction Guide, you can use the page for the Arcanamirium (pp 6-7) for the Therassic Spire and the page on Religious Factions (pp 42-43) for the Troll Augurs. The relevant prestige purchases are copied below in case you don't own the book.

Librarians:

1 Fame: When in the Therassic Spire, gain a +5 on Knowledge (arcana) checks. The check takes 1 hour, reflecting the need to reference the appropriate materials.

1 Prestige: Gain a +5 bonus on any one Profession or Craft check representing 1 week or work. This benefit requires daily access to the library for 1 hour each day during the week the check occurs.

1 Prestige: Transcribe a common spell (any in the CRB) from the school's library into a wizard's spellbook or alchemist's formula book. This benefit does not require a Spellcraft check or any additional transcribing costs.

5 Fame, 1 Prestige: Become familiar with an uncommon or rare spell from the school's library, allowing a bard, sorcerer, or similar spellcaster to select it as a spell known at the next available opportunity (this benefit allows such a caster to gain access to bard or sorcerer spells from sources other than the CRB without having to do spell research or find a copy of the spell while adventuring).

5 Fame, 1+ Prestige: Borrow a magic item from the school's collection for 1 week. The PP cost is 1 per 1000 gp of the item's market price. Increase this cost by 1 PP if the item must travel far from Kaer Maga, by 1 PP if the use doesn't further the interests of the academy, and by an additional 1 PP if there is a significant risk of the item's loss or destruction. Most of the library's items are utilitarian (such as a lyre of building) rather than destructive or flashy (such as a horn of blasting). The library does not lend out charged items or items that are destroyed after use.

Troll Augurs:

5 Fame, variable Prestige: Purchase a magical service from the following list: consecrate (1 PP, 24 hours duration), hallow (3 PP plus 3 PP per level of the spell to be included int eh area), heroes' feast (4 PP), imbue with spell ability (1 PP), speak with dead (1 PP, members of the faith only, one question per caster level).

10 Fame: Demand a minor favor from any member of the faith whose level is lower than the character's level. Minor favors never put the member in direct danger but may entail the expediture of up to 10 gp worth of goods or 1 week's worth of services (including lost income due to the believer taking time off, though not an actual cash offering to the character) for a series of activities. Generally, the character can call upon only one favor at any given time; exerting this privilege more than once during any given month costs 1 PP for each additional favor. However, at the discretion of the GM, the character could call upon many believers to perform a very similar service so long as the gp cost does not exceed the total of the favor (such as asking many craftsmen to help build a temple for a week for free). (etc)

10 Fame, 1+ Prestige: Inspire other members of the faith with great zeal, allowing them to exceed their normal limitations. The character can affect a number of people (including herself) equal to her character level times the number of PP expended (so a 6th-level character spending 5 PP can inspire 30 members of the faith). The character decides if the affected targets gain a morale bonus on attack rolls, saving throws, or skill and ability checks. The bonus is equal to the character's Fame divided by 10 and lasts for 1 minute.

10 Fame, 3 Prestige: Gain the assistance of a specialist (any NPC member of the religion with a class level equal to half the character's level) for 1 week. What sorts of characters are availble varies from religion to religion-Gorum has few druids in his service, and Cayden Cailean has few monks, but both have many clerics, fighters, and rogues ready to serve.

10 Fame, 10 Prestige: Gain the assistance of a master specialist (any NPC with a class level equal to the PC's level) for 1 week).


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

I will try and get the loot sheet caught up today, sorry I was a terrible scribe this time around :)


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

LOL, no problem. I'm thinking that if I can afford to I'll up my weapon to a +3 now. I think with that +3 I'd be able to bypass resistances like cold iron and stuff, right?


The Flaxseed Pathfinder Lodge

Yep, +3 bypasses DR/cold iron and DR/silver, +4 bypasses DR/adamantine (but not hardness, which still requires real adamantine), and +5 bypasses alignment DRs (such as DR/good or DR/lawful).

And the common mistake is that the above is only based on the number, not any other special abilities. So a +3 flaming greatsword bypasses cold iron and silver, but not adamantine. Flaming is a +1 enhancement so the weapon is +4 equivalent for pricing purposes but is still only +3 for DR purposes.


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

So I finally got off my duff and got the loot taken care off. 18162 gp each currently, but there is some stuff people might want to take off there. Have a look and put your name next to anything you want not sold. I took the +1 undead bane disrupting club off since that seems like something we might use in the future? If you want want to sell it instead that's fine with me.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

OK, well I can't quite get to +4 on the weapon so I'll go to +3 on it as well as +3 on the armor.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

I kept the amulet of natural armor +2 and put the amulet of natural armor +1 into the items to be sold. The new total is 17387.75, at least until Karn has a crack at the items.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

OK, adjusted. I still have about 2800 gp left.

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