GM Niles Iron Gods (Inactive)

Game Master nilesr

Hajoth Hakados
Numeria
The Scar of the Spider
5 Kuthona 4714 (Day 100)
Hero Points
Seven.teen 2
Jarreck 1
Guaire 2
Mort 2


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Current Map

You can retrain/retcon the 4th level selections! That is fine. The guys will vouch that I am easy when it comes to retraining things.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Thank you, working on that wanted to get it worked out while I had time and not to delay everyone else.

hp+Con bonus: 1d12 + 1 ⇒ (11) + 1 = 12

please verify my number think I'm missing something on what I had previously listed.

+1 Glaucite Longsword:

1d20+6 = base(1d20)+BAB(3)+Str(2)+weapon bonus(1) - had this listed at 1d20+5

1d8+4 = base(1d8)+Str(2)+two handed(1)+weapon bonus(1) - 1d8+3 when TWF

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

I haven't made the changes to the alias but here is the proposed new character sheet for Jarreck with the new level in barbarian. Actually get to pick up firearms for free too!

Updated sheet please review:

Jarreck Lightfoot Martial
Male Elf (Varisian) Rogue(Technic Scavenger) 3/Barbarian(Savage Technologist) 1
N Medium humanoid (elf)
Init +5; Senses Perception +9
-----------------------------------
Defense
-----------------------------------
AC 19, touch 14, flat-footed 16(+4 armor, +3 Dex, +1 natural, +1 deflection)
AC vs Traps 20, touch 16, flat-footed 14
HP 39 (3d8+3+4+1d12)
Fort +5, Ref +7(+8 vs traps), Will +2; immune to magic sleep effects, +2 saving throw against enchantment spells and effects
-----------------------------------
Offense
-----------------------------------
Speed 40ft
Melee
+1 Glaucite Longsword +6 (1d8+4[19-20/2])
MWK Shortsword +6 (1d6+2[19-20/2])
TWF +1 Glaucite Longsword +4(1d8+3)/MWK Shortsword +4(1d6+1)
Ranged short bow +6(1d6/*3)60'
Special Sneak attack (2d6) deals extra damage anytime her target would be denied a Dexterity bonus to AC
-----------------------------------
Statistics
-----------------------------------
Str 14,Dex 16,Con 12,Int 14,Wis 10,Cha 14
Base Atk 2;CMB +4; CMD 17
Traits Reactionary, Numerian Archaeologist
Feats Point Blank Shot, Technologist, Evasion, Precise Shot, Two Weapon Fighting, Exotic Weapons Proficiency(Firearms)
Skills Acrobatics +10, Bluff +7, Climb +6, Diplomacy +5, Disable Device +12, Escape Artist +7, Intimidate +5, Knowledge(Dungeoneering) +7, Knowledge(Engineering) +7, Knowledge(Local) +6, Perception +9, Sense Motive +4, Sleight of Hand +7, Stealth +10, Survival +1, Swim +6, Use Magic Device +7

Languages Common, Elven, Varisian, Draconic, Andoffan

Gear Amulet of Natural Armor +1, Mithral Chain Shirt, Cloak of Resistance +1, MWK Thieves Tools, Backpack, Bedroll, Chalk, Flint & Steel, Grappling hook, 50' Silk Rope, Hooded Lantern, Oil, Parchment, Ink & Ink-pen, Arrows(20), Metal Arm(fragment), 18gp, 2sp
------------------------------
Special Abilities
------------------------------
Weapon and Armor Proficency A savage technologist is proficient with all simple and martial weapons, all firearms, light armor, and shields (except tower shields).

Technic Training 1/2 rogue level to perception checks to locate mechanical or high tech traps and to Disable Device skill checks(minimum +1). Gains Technologist as bonus feat; cannot use Disable Device to disarm Magical Traps. This replaces Trap Finding.

Technologist you are considered trained in any skill against a technology based subject. If the skill in question requires training to use even against non-tech subjects; you must still have ranks in this skill

Silent Hunter reduce the penalty for using Stealth while moving by 5 and can make checks while running at -20 - This replaces the Elven Magic Trait.

Elven Immunities immune to magical sleep effects and gains a +2 bonus to enchantment spells and effects

Numerian Archaeologist when using a timeworn item, roll twice to determine any glitches that might happen and choose which to use; also grants Andoffan bonus language

Point Blank Shot +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30'

Rogue Talent(lvl 2) (Combat Trick) - Precise Shot (Combat) You are adept at firing ranged attacks into melee.Prerequisite: Point-Blank Shot.Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Trap Sense +1 At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Two Weapon Fighting You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Fast Movement (Ex) A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage (Ex) A savage technologist can enter rage as a barbarian, except she gains a morale bonus(+4) to Strength and Dexterity instead of Strength and Constitution, and she does not take a penalty to Armor Class. She retains the bonus on Will saving throws. When a barbarian ability would increase the savage technologist's Strength while raging, it increases her Dexterity instead. This ability alters rage.

Attacks:

Melee
+1 Glaucite Longsword +6 (1d8+4[19-20/2])
MWK Shortsword +6 (1d6+3[18-20/2])
TWF +1 Glaucite Longsword +4(1d8+3)/MWK Shortsword +4(1d6+1)
Ranged short bow +6(1d6/*3)60'
Special Sneak attack (2d6) deals extra damage anytime her target would be denied a Dexterity bonus to AC
-----------------------------------
silver dagger +6 (1d4+1/19-20*2) 10'
sap +5 (1d6+2/x2)

@GM - Niles if I'm reading the retraining right it would be 200 gp to retrain my rogue talent:combat trick(precise shot) to Power Attack, and I need access to a 5th level character with power attack.


Current Map

Don't worry about the retraining rules. Just pretend you DIDN'T take a level of rogue for level 4 and instead you took a level of Barbarian.

so, you would lose your rogue talent but gain whatever abilities a 1st level barbarian gets.

Also, we don't roll HP, we take 1/2+1....so for d12 that's 7.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Gotcha the retraining was for my level 2 rogue talent - precise shot. The 4th level one that went back was the firearms training - the 1st level technic barbarian gains firearms for free. Overcoming hardness the power attack will be of much more benefit at I don't think I've been able to shoot at someone else in melee combat for quite a while.

So subtracting 5 that sets the hp at 34.


Current Map

So your plan is to 2hand the longsword and pull the pistol when needed? I also suggest perhaps looking into Quickdraw asap also...

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

At least during the next level, I won't be picking up that feat ability from the barbarian until level 2. This way I am getting a +3 damage bonus for a -1 attack penalty.
So that puts me at 1d20+5 for 1d8+7 {and when raging - 5 rounds(currently) - 1d20+7 for 1d8+10 [6(Str)+1(Wep)+3(PA)]} two handing the +1 longsword ignoring 2pts of hardness and getting a 2d6 bonus to damage when able to SA.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Is it just me or does the fact you can't use the timeworn chemalyzer to check unknown potions put a pretty serious limitation on it? As I read it - which could be wrong - it would only be useful to check raw substances.

Timeworn means value is 625gp if sold


Current Map

You can't use it to check magical potions, but any tech items are fair game.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

OK gotcha was reading as two separate things. That makes it much more useful. Sounds like something up Omo or Mort's alley.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

I'm okay with selling things. Especially because Omo is severely poor for his level.


Current Map

Those are ALL the spells he has listed....he is an Arcane Bomber, so has a smaller spell selection and THREE opposition schools.

Here is a copy/paste of his statblock. He doesn't have any equipment since he gave it all to you guys.

Khonnir Baine:

KHO N N I R BAINE CR 5
XP 1,600
Male midd le-aged human rogue 1/wizard (arcane bom ber) 5
(Ultimate Combat 74)
CG Medium h u manoid (hu man)
I nit +2; Senses Perception + 1 1
DEFENSE
AC 1 3, touch 1 2, flat-footed 1 1 (+2 Dex, +1 natural)
hp 19 (6d6-6)
Fort -1, Ref +S, Will +6
OFFENSE
Speed 30 ft.
Melee mwk dagger +2 (1 d4-1/1 9-20)
Ranged bomb +S (3d6+4 fire)
Special Attacks sneak attack +1 d 6, spellblast bombs
Wizard Spells Prepared (CL 5th; concentration +9)
3rd-dispel magic, fireball (DC 1 7), fly
2nd-acid arro w, pyrotechnics (DC 1 6), resist energy, web
(DC 1 6)
1 st-corrosive touch"M''', expeditious retreat, moge armor,
shocking grasp, unseen servant
Opposition Schools d ivination, encha ntment, i l l usion,
necromancy
TACTICS
Before Combat Khonnir casts fly, moge armor, a n d resist
energy (fire) before a fight, but these effects are not
calculated into his stats a bove, since when he's first
encountered in this adventure, he has no spells prepared.
During Combat Khonnir prefers to avoid combat if possible,
since once a fight starts, his tactics tend to be somewhat
explosive and incendiary, and he prefers to mini mize
collatera l damage if possible. Once combat becomes
unavoidable, though, he begins battle by casting web to
slow foes down, following that u p with a fireball. He uses his
bombs on following rounds, enhancing them to be spell blast
bombs. He uses his wand of magic missile in situations
where he needs to be more exact in the targeting of attacks.
He seeks cover and drinks a potion of cure light wounds
whenever he's red uced to 1 0 or fewer hit points.
Morale If reduced to fewer than 10 hit points and he's
exhausted his hea ling supplies, Khonnir flees so he can reexamine
an opponent or challenge rather than risk his l ife
with depleted resources.
STATISTICS
Str 9, Dex 1 4, Con 7, Int 1 8, Wis 1 4, Cha 1 3
Base Atk +2; CMB +1; CMD 1 3
Feats Brew Potion, Combat Casting, Scribe Scroll, Throw
Anythi ng, Tou g h ness, Technologist'6
Skills Craft (a lchemy) +1 3, Craft (metalworking) +13,
D i p l o macy +7, Knowledge (a rca na) +1 3, Knowledge
(en g i neering) + 1 0, Ling uistics + 1 2, Perception + 1 1, Sense
Motive +1 1, Spel lcraft +13, Stea lth +1 1
Languages Androffan, Common, D raconic, Dwarven, G n ome,
H a l l i!, l g na n, Ore, Terran, U n d erco m m o n
S Q school of the bomb, trapfi nding + 1
Combat G e a r potions of cure light wounds (2), scroll of
detect rodiotion'6, scroll of technomoncy'6, scroll of unseen
servant, wand of magic missile (CL 3rd, 44 charges), acid (2);
Other Gear mwk dagger, amulet of natural armor +1,
a ntitoxin, everburning torch, bedroll, cold-weather outfit,
flint and steel, mwk backpack, rations (5 days), traveler's
outfit, waterskin, wi nter b l a n ket, 52 g p, 4 sp, 3 cp


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Well acid arrow, pyrotechnics, resist energy, web are all good 2nd spells that Seventeen doesn't know. The level 1 touch ones are possibly useful but Seventeen isn't going to be a blaster. The 3rd level ones are moot till lvl 6 anyway.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Well, they can still be copied, right? The level three spells?


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

We should sell off at least the following items:

Chemalyzer
Neuron Inhibitor
Proximity Helmet
Veemod Goggles
Stun Gun


Current Map

I'll warn you that selling off all the items continuously is going to result in you guys ALL being waaay below WBL. The loot you find is going to be about 50%-75% tech items this entire AP.

Also, if you are just looking at WBL yes Omo is below, however I'd argue that if you are looking at comparative power Omo is about 1st in the party.

Why would you sell the Proximity Helmet that thing is flipping cool! Also, why sell the goggles, also flipping cool!

Can no one use a Masterwork Light Mace?


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

If people want those items then we should definitely keep them! But nobody seems interested in the stun gun.

And I don't think Omo is weak. His damage output is on par with Seventeen and Guaire. He is just poor. (Thus stretching his pennies by trying to help Seventeen with her spellbook. Especially since she shared with him first. It's only good manners.) I definitely don't begrudge Jarreck and the others their gear since they are mixing it up in melee, and Omo is melee adverse.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Away from home with the storm restoration work again. Should he back tomorrow night, will update the loot sheet. Please advise what you wish to keep if not already marked to your PC. Somethings I have on your tab are marked for group use and are not counted in your personal WBL.

@Seven I know the wand of MM charge count is wrong feel free to correct, I know you have been keeping up with it.

@everyone reminder it is editable by all. If you want something feel free to mark it.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

It's 26/44 now.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

My Audit:

8 Scrolls (one first level spell and 7 second level spells): 885 (or 708 GP with -20% discount)
Potion of Heroism: 750 (or 600 with -20% discount)

Scribing costs: 460 GP

2 Bandoliers: 1 GP
20 Steel Vials: 2 GP


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

I'll be out for a couple of days until saturday evening for the funeral. Bot me if needed.


Current Map

Have you guys sold everything and cleaned up the loot log?

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

OK we have 2 hypo guns at this point, a brown one (CLW and remove sickness) and a black one (CMW and lesser restoration) 1st option uses a single charge and 2nd option uses 5. Both of these are using the nanite canisters, of which we currently have 4 extras. If I remember correctly we have used 3 charges from the brown hypogun, and OMO has used 4 charges from one(were you applying CLW or CMWs Omo?) Who wants them? I figure we'll send two nanite canisters with each one.

Each canister is good for 10 charges.


Current Map

You also need the canisters as ammo for the inferno pistol...

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

thank you for the reminder

the veraplast armor, the stun gun, veemod glasses and the helmet are all running off the batteries correct?, we have 11 of those found so far.


Current Map

Correct! Also, the Neraplast armor counts as MWK Leather, so can be enchanted normally. As can the Neuron Inhibitor

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Omo, would you be interested in the Neroplast armor?

@Niles working on the loot log right now, was on night shift this week and doing storm restoration, so was unable to update.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Quick run down of thing on the unclaimed list - haven't sold them yet but need to show how they are accounting for the WBL that was looked at earlier.
*
*
*

Medical Supplies:
Nanite Hypogun, Brown 1 1,000.00
Nanite Hypogun, Black 1 6,000.00
Nanite Canisters 4 2,000.00
Type 1 Hemochem 1 250.00

Worn Gear:
Proximity Helmet 1 4,000.00
Veemod Googles 1 1,200.00
Neraplast Armor 1 1,200.00

Ranged Weapons:
Stun Gun, timeworn 1 1,500.00(-750)
Inferno Pistol 1 3,000.00

Melee Weapons:
Neuron Inhibitor 1 1,305.00(?min - 305(MWK Lght mace + 1000 for enhancement)

Totals gp involved: 20,705.00

1 section of alloy for 1 weapon or 1 bunch of ammo

@Niles does this look correct to you or have I missed something major?

@Everyone: The items on the sold sheet that are not highlighted are the ones that have not been sold and are contributing to the group shares listed at the far right of 660gp per PC.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

I think I'll pass on the armor. Not because it isn't cool, but because my 20 GP Armor serves me equally well.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

We should keep the healing gear for sure.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

^^^+++++++ very much agree.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

@Omo, Understood I liked it as well, but not sure dropping 2 AC for it will be helpful right now. Will add it to the sell list.

@Seven, Had planned on keeping the healing items, Niles has made it clear that wands of healing will be few and far between. Just needed to know who would be carrying them.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

I'm willing to carry.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

would make sense to spread them out, or reserve the brown one for remove disease application if possible. We get more bang for the gp/nanite canister so to speak using the black one.

Everyone will get 790gp in addition to the 1000gp added to them from the reward. Guaire where would that leave you on the flail?

Omo wrote:

We should sell off at least the following items:

Chemalyzer
Neuron Inhibitor
Proximity Helmet
Veemod Goggles
Stun Gun

Comments????


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Agreed about the hypo. Use the black one for a better healing rate. We might also want to collectively buy another wand while we are here.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

The wand will depend on Niles, he has already stated they will be far and few between in Numeria.

My comments for above items:

The Chemalyzer is something that either Mort or Omo might have a good use for. I don't see Jarreck using it.

The Neuron Inhibitor is better than my MWK Shortsword as secondary weapon when TWF. Would someone else prefer to use it?

The Proximity Helmet is a cool item like Niles said but how beneficial in the long run is it for us? It has an expensive situational cost. It will eat a battery a day for it's use.

I like the veemod googles and a +2 to perception checks daily for 1 charge isn't bad. 10 days of use for a single battery.

The stun gun, timeworn, has issues when it consumes the last shot on a battery, it glitches - but they are not all bad. It is also using batteries vs nanite canisters(Inferno Pistol) so 10 shots are 100gp vs 500gp cost wise. Possibly better long term option than the inferno pistol....please advise if wrong here Niles.

So far we have found a total of 11 batteries and 4 nanite canisters that are not already being used in an item. Hence the reason for making notes of the battery or nanite canister usage of items.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

With that 790 extra i'm exactly 500gp short of adamantine heavy flail.
800 if i want it to be mwk version.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Adamantine is so costly that weapons and armor made from it are always of masterwork quality;

MWK is cover already :-)


Current Map

Adamantine weapons are automatically MWK and that is included in the cost, as is the 20% reduction in price.

The Proximity Helmet is probably the single most powerful item that you guys have found

The interior of the tinted faceplate provides a heads-up display when activated, with each charge providing enough power to function for 1 hour of continuous use. During this time, the helmet's external motion sensors pick up on sudden movements and subtle visual cues, granting the wearer a +5 competence bonus on Perception checks to notice moving targets within 60 feet. A secondary setting on the helmet adds an audible alarm that creates a loud chirping sound near the wearer's ear whenever a Small or larger corporeal creature approaches within 60 feet. Reduce this distance by 20 feet for each interposing closed door and by 20 feet for each substantial interposing wall. This noise is loud enough to waken the wearer from sleep, but not loud enough to awaken nearby sleepers.

Stand by a door with helmet, wait a few minutes. Voila you know if anything is moving in said room. Also, it works versus Invisibile foes, granting a +5 to spot them if they move.

It's like having tremor-sense! You guys would trade that for 500 GP each? Craziness.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

In that case i'll just have to save up some more cash and make due with blunt arrows. Lots of them, since adamantine ammo costs +60 a piece.

40 blunts arrow should work for now.
A couple of alchemist fires too.

So 100gp on the alchemist fire (x4) and 4gp on the arrows.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Wasn't sure about the invisible foes part, trying not to read stuff into items that is not actually there. I seem to get in trouble for that at times.

Niles what would the cost be for a weapon created by the alloy?


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Mort would likely have that helmet to use, finding out about hidden creature, especially poisonous ones is quite fortuitous for him.

Sadly Mort isn't really trusting towards technology at this moment, if Omo, Guaire or Jarreck could convince him otherwise he would gladly use this helm for the better of the group.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Guaire, I can loan you 200. It's not 500 but it is closer.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

I could loan you the other 300 easily as well, Mort doesn't do much with his cash as well. Not now at least.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Yes, but that cuts me short on the purchase of arrows, unless 7 loans me the 104gp for that.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

If Mort can loan you 300 easily, he might be able to loan you 404 without much trouble. :-p

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

I'll get the arrows, been loaning em to you all game so far so you can pepper things and keep my @$$ upright. :-)


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

If i am granted the rolls like those during our fight with Meyanda, i'll be peppering alot.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

picked up 40 for you and 40 for myself, borrow as needed. also added the alchemist fire to your sheet.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Apart from paying for the new spells I don't want any money for Seventeen. Let's use that to try and fix the WBL issues Guaire and Omo have.

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