GM Kate's Ruins of Azlant (closed) (Inactive)

Game Master Kate Baker


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N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Where'd we learn that Eliza was a psychic spellcaster? I missed that, and think it'd be an interesting detail for Purpose Creche!


Ghost Level Delve || Extinction Curse

I suppose I should have made someone make a Spellcraft check, but Toby had his mind attacked with a Mind Thrust. The folks back at the village would be able to figure it out.

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Should we confront Eliza next? If we can intimidate or frighten her, we may be able to hinder her Psychic spell casting.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

I’m immune to mind-affecting stuff, too, so if we’re worried about getting our brains melted I could talk to her.

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Oh that might be perfect. Mind Thrust is mind-affecting. Go figure. Haha

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

And just to make sure I understand, is it our belief that Eliza is evil in her own right? That she has an evil alignment even without being dominated?


Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

Yes. Joli was able to determine that.

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Thanks, that’s what I thought. Do you think she was actually in cahoots with the dominating entity then? I guess we can find out if or when we question her.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

I think she probably was. When we were encountering them, we learned that she seemed more in control of her actions than Rayland did. My assumption is that's 'cause she was at least partially down with whatever it was the entity was up to.


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N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

"partially down with whatever it was up to"

English prepositions, man


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Misc. downtime thoughts:

I definitely need to study with the celedons, since I told them I would! Do they know languages other than Azlanti?

Definitely spend some time crafting, but that means I need to update the loot sheet first. I can craft quicker than usual, too, so I doubt that'd take the whole 6 weeks—possibly wood working training, too?

Need to learn Aquan from Silt!

Maybe Purpose and Joli could use their amateur carpentry skills to make a kind of cupola on top of the oathsworn's house? We seem to spend a lot of time up there!


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

Toby's been hanging out in the smithy a lot, so I imagine that will be part of his downtime. I'm trying to decide between Profession (Blacksmith) or Craft (Weapons) or Craft (Armor). He'll probably go learn Azlanti from the Celedons as well.


Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

I'm not sure whether you'd want to make Joli's careful tending of the village flock one of his downtime activities. I think what it might look like is a bonus no Diplomacy, Sense Motive, Intimidate, Know Local checks involving the settlement? If it doesn't make sense as a goal, Joli'd likely also go learn Azlanti.


Ghost Level Delve || Extinction Curse

I'll definitely keep it in mind for future events, but visiting the celedons is certainly an easier project right now!

I actually can't recall if there are any Knowledge (local) checks about the town coming up, but everyone can make then untrained because you live here.


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

Speaking of purchases, what do we have planned for our gold? I'm sure we all have things we'd like to buy (I know Toby would like to enchant his armor, for example). We should definitely sell another batch of things, but what are our purchasing priorities?


Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

Did anyone claim the second ring of protection?


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Not that I'm aware of, but I coulda missed it.

Kate, a few things that might be valuable and for which I don't have a price:

Choker cave under the well:
damaged porcelain tea set
steel flask of whisky with elaborate "R"
silver mirror with rose motif
wooden dice in leather cup

Celedon site:
stone tablet w/ image of strange tower on island


A bit behind here.

1. Kate: Did aerating the farmlands and practicing a trade to train others count as 2 things for Silt? Otherwise he'd like to also start planting a thorny, rass-berry garden maze around the village for defense.
2. Purpose: we should definitely sell the +1 tridents as they require martial proficiency. They're not very useful in this group unless I am missing something. Same for the ring belt, perhaps? After that, we can probably just split the gold 5 ways and make whatever purchases we like.
3. Kate: MWK Stoneplate is on my list, but at level 5. Would it be reasonable to purchase that ahead of time or should Silt wait?

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

To help Hakkuho and Cedar share the same feats, Cedar is going to go a natural attack route with his claws. So an Amulet of Mighty Fists would be good, especially if it’s Agile, or could eventually be enchanted as such.


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Ghost Level Delve || Extinction Curse
Sil'tchaak wrote:

A bit behind here.

1. Kate: Did aerating the farmlands and practicing a trade to train others count as 2 things for Silt? Otherwise he'd like to also start planting a thorny, rass-berry garden maze around the village for defense.
...
3. Kate: MWK Stoneplate is on my list, but at level 5. Would it be reasonable to purchase that ahead of time or should Silt wait?

1. If you're not going for the free skill rank, then training others could be rolled into planting the maze or working the farmlands.

3. The ship won't arrive again before you hit level 5.

Choker cave under the well:
steel flask of whisky with elaborate "R" 150 gp

Celedon site:
stone tablet w/ image of strange tower on island 500 gp


Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

I'm considering Craft Wands at 5th level. If that's of any interest to discussion.


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I still want to do a little scene with language learning & downtime; I'll try to post later today.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Just about done with the loot sheet. Current sale value of stuff is 3760, and includes a wand of flaming sphere and wand of color spray which I didn't think we'd likely use.

Kate: We found a spellbook in Spindlelock Tower, does it have a listed gp value?

Doug'tchaak: I know you've got a +1 longspear; are you gonna keep that now that you've got the greatsword?

Joli and Cedar: There's a wand of mage armor with a few charges that you might like, otherwise we can sell it. There's also a mwk chain shirt.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Oh, there's also some of Rayland's stuff! +1 breastplate I was planning on using, a mwk longsword, and a mwk spiked light steel shield. We can use/sell 'em I suppose, but it does seem weird to do since he's still at the colony!


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Ghost Level Delve || Extinction Curse

If you want to let him keep his stuff, you can just have equivalent gold!

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin
GM Kate wrote:
If you want to let him keep his stuff, you can just have equivalent gold!

I like this idea. I think we want him to keep his equipment. Is the flask with the R his too?


I’m thinking the longspear will be good to keep since it’s reach and piercing. If we are close on making a purchase we need I can certainly sell it, though.

Did we ever finalize what our net profits thus far are?


Ghost Level Delve || Extinction Curse

Is it fun or annoying to keep track of collected gear? If it's annoying, we could have people use found gear as desired, and then just get up to wealth by level when the supply ship arrives. Less paperwork, if that's desired.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

I don't mind tracking stuff, just haven't been keeping up on it~

I think it is a little tougher to do the usual loot chats in PbP; who's carrying what, what're we selling, etc.

Just assuming anything we don't personally use gets folded into the colony's resources, then expecting a supply ship (or other story-driven thing) to get us to WBL might be a good solution. That would mean we'd each have to track the value of stuff we're carrying, and possibly keep track of what % is consumables and things—as I recall, only a certain % of your WBL is expected to go to permanent items like headbands of vast intellect +2


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N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)
Sil'tchaak wrote:
Did we ever finalize what our net profits thus far are?

Rayland's keeping his gear, but Kate said we could get the equivalent value in gold. If we're talking normal sale value (that is, 1/2 of buyer's price), then this sale batch is 4681.5 gp; adding in our previous coin, that'd be 6302.7 gp to spend on stuff!


Whoah. That is not a lot to split 5 ways. Let's sell the +1 spear for another 1151 GP (total: 7453.7GP). I thought we had more funds than this. I'm sure we'll come across other piercing weapons later.

Kate, if Silt buys MWK stoneplate now can I re-flavor it as coral for the material just for RP purposes? Maybe if he purchases the armor now he could be "growing" the coral a bit in he water nearby, so it fits him nicely when he takes the feat at level 5.

Although, MWK stoneplate is about 1900 GP, which is far more than my 5th of the loot so far.


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Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

Silt, you might be interested in this.


That looks a lot like my own idea. I was even thinking about watering it so it keeps growing and changing, too!

In a way it's better than Stoneplate because it's not "extremely slowing." It's 3PP, though — not sure how we feel about non-paizo stuff.


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Ghost Level Delve || Extinction Curse

I will totally approve 3PP so you can have coral armor. I might approve other stuff too; it's worth asking me.


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

Personally I would prefer abstracting to wealth by level at appropriate intervals (flavored as bonuses paid by the lumber consortium? by the Pathfinders, if we're doing work for them?), as this seems like a real challenge to get us outfitted to where it feels like we 'should' be. Maybe my internal feeling of wealth by level is colored by PFS, I'm just thinking about where a normal PFS character would be, gear-wise, by this level and it feels like Toby's way off that (and looking at the chart and the value of my gear in Hero Lab, it appears Toby is about 3750 gp below wealth by level). It's hard to get to level when some things are high-value and tied to one player, and the other things get their value cut in half when we sell them. I'm fine continuing as-is if that's what everyone else prefers, but since Kate suggested it I figured I'd make my vote known.


Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

I am a fan of building characters up based on found and crafted items. With Purpose crafting wondrous things I think we can get closer to appropriate wealth levels. But I’m open. :-)


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Small update: selling the saltspray ring, the equivalent value of Rayland's cloak of resistance +1, plus our preexisting coin would put us as 10203.7 gp
If we want a little more, there's the ring of ferocious action; I remember you being lukewarm about it, Doug. Selling it'd get us 1500gp.

Re: stoneplate/coralplate, I'm ok if we don't split things 5 ways! In my home group we've always moved stuff around to help people buy items that are big upgrades for their characters.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

We've also got Eliza's cloak of protection +1 and a ring of protection +1 still unassigned—I'm still alright having my shield cloak, but no one else needs the cloak of resistance then I'll nab it.


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Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

Also Purpose you could potentially add Resistance to the shield cloak if Kate is ok with custom items.

Joli would ideally have a ring and cloak if they aren’t assigned to him.


Ghost Level Delve || Extinction Curse

You can have full cash value on Rayland's stuff, since you were planning to use the expensive stuff directly anyway.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Sweet! That puts us at 11,620.7 gp to spend on stuff. (I assumed we'd only get 1/2 value on the saltspray ring, it'd be 13,870.7 if we get full value)
And I can craft thangs for half price—we should be able to get headbands or cloaks pretty easy in our 6 weeks!


Ghost Level Delve || Extinction Curse

Since Ramona makes use of it for Eliza, sure, full value. She'll comp you for it.


Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

Headband of wisdom would be SWEET. Though Joli is currently about right for wealth by level. With the ring of protection and cloak of resistance that is.


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

I'd like a belt of con (though eventually I may want to upgrade to one that's dex and con).


Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

If we have the cash left over I'd definitely like a headband of wisdom. Though a belt of dexterity might be just as good... Hrm...


Other than the MWK armor, Silt is done requesting stuff.

I added a traveler's any-tool to the list, but this can be shared by the party. I just think it's a really useful item.


I'm assuming Karl is trained to ride by now (he had one more trick: stay).

Is he large size yet? Can we give him a saddle for Silt?

Also, did Purpose have a way to handle water yet? It looks like Joli can give hime slipstream, so we probably don't need a Silt saddle anymore. However, that was something we discussed crafting as well.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

I still like the idea of a Silt saddle! My Swim skill's also better now, since that's the skill I put in the headband of vast intellect.
We should probably also figure out costs for my gargoyle bust surveillance system.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

With guidance I can't whiff the belt/headband crafting roll, so Cedar's items are done!

Re: Siltsaddle, an exotic riding saddle is 30gp and 30lbs; that sounds like it'd fit the bill

I think all that's left for our downtime item stuff is a value for the Spindelock spellbook


Ghost Level Delve || Extinction Curse

Sorry about that! The spellbook is worth 1,670 gp if sold.

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