
hogarth |

I need to start looking for a +2 dexterity bonus item before level 11 or I do not qualify for Greater Two Weapon Fighting.
Personally, I don't think Greater Two Weapon Fighting is particularly worthwhile. An extra attack at -10? Whoopee. Ardanto and Finn rarely hit with their extra attacks at -5!

Guard |

Yeah, I'm back. Have to catch up in the Game thread though, (reading what? 150 posts?).
Also, seems like I should level again... if Seeker still lets me in, that is.
Dax: I gained 'Secrets of the Forge (Ex)' two levels ago, which grants me craft magic arms and armor as a bonus feat. So, if I'm still in, I'm able to craft away, if a magic user provides spells as needed.

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Several months ago, Xzarf asked if he could join our game with a halfling cleric. It wasn't a good spot to add a character then. How about now or sometime soon?
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Ok. After much searching, here's the list of loot I've come up with.
These items go back as far as the fight against the Blood of Vol vampires. I'll only list the items that no one has claimed, though I could have made mistakes, so if they are claimed, please let me know.
Robe of Bones (sans ogre)
Potion of Cure Light Wounds x2
Potion of Cure Moderate Wounds x2
Potion of Cure Serious Wounds
Wand of Cure Moderate Wounds (?? charges)
Buckler +1
Potion of Haste
Scimitar +1, Spell Storing
Copper Bone (need identified)
Sandals of Levitation
Cloak of Resistance +1
GP 2000
SP 3000

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Agreed; we should probably sell most of it, actually. Everything except the wand of cmw. Unless anyone wants to lay claim to anything else.
And Farshore may a good place to add someone, if we want to do that. I'm in favor, personally - now that we're 9th level, a cleric would be good for that all-important raise dead...

seekerofshadowlight |

If someone would like to join and the rest of the party does not mind, yeah here is a good place to ask. This side of the wall is civilized. Farshore is the only non native place, but even the village you are in now is but one hold of 4 belonging to this group and has 400 or so people living in it.

hogarth |

Agreed; we should probably sell most of it, actually. Everything except the wand of cmw. Unless anyone wants to lay claim to anything else.
I'd suggest the boots of levitation for Ardanto, but Finn will certainly take them if nobody else wants them.
Boots of levitation are awesome!
And I certainly don't have any objection to adding a cleric, if Xzarf is still around somewhere.
EDIT: Actually, his character in our Serpent's Skull game stopped posting on November 3, so I suspect he's gone AWOL.

Guard |

Hmm... What do Boots of Levitation do? I could replicate that with a soulmeld I guess.
For the other things, selling would be okay.
And yes, having a cleric now would be swell.
I guess we don't plan to be in the village long though, but if we are, and if there's a smith in the village, I could go to start crafting something.

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I figure to spend two or three days at least. We could all use the R&R. Plus we could put our skills to use in the village. I figure helping out to help repay their hospitality and to engender good relations with our neighbors to be a good thing.
They will be watching us to get a measure of our character and may try to surreptitiously try to judge our strength by having us compare notes with any spell-casters and go on a hunting expedition with their warriors
Seeker, it wasn't said, but could we have a collection of trinkets from our trip here? Scales, claws, teeth, and whatnot? It would help to give veracity to our stories and make good gifts.
Well let's put out the word, the Millennium Falcons are in the market for a divine caster.

Guard |

Seeker (and anyone interested):
Been thinking about the Soulmelds Guard has shaped for a few days now.
Due to the new level, Guard has some more options and can bind a second soulmeld to a chakra.
So I reworked the Charakter page to reflect that and came up with the following setup for most situations:
Guard can currently shape 4 soulmelds at a time, two of them can be bound to 3 select chakras (crown, feet, hands).
For the most time, I guess Guard to have shaped 'Airstep Sandals', 'Incarnate Weapon', 'Mantle of Flames' and his signature 'Soulspark Familiar'. The sandals and his familiar will be bound to their chakras.
The Airstep Sandals are a new Soulmeld Guard tries, so I'm going to copy the write-up here:
Descriptors: None
Classes: Incarnate
Chakra: Feet
Saving Throw: None
You shape incarnum into a pair of sky-blue sandals. They surround your feet without quite touching them, fitting over any boots or shoes you wear. When you use the flight ability of the sandals, you leave a faint trail of blue vapor behind you, which disperses after a few seconds.
Many creatures have the gift of flight, and with this soulmeld, you channel soul energy derived from such creatures to borrow that gift. The rilkan incarnate Davi the Trickster was rarely seen without this soulmeld shaped, and she claimed that she could communicate with the djinn whose soul energy she borrowed to form it.
While worn, the airstep sandals allow you to fly up to 10 feet (good maneuverability) as a move action once per round.
You must end the flight solidly supported or you fall.
Essentia: Every point of essentia you invest in your airstep sandals increases the distance you can fly by 10 feet.
Chakra Bind (Feet)
Your airstep sandals merge into your feet, turning your legs sky blue from your knees down to your toes. You become capable of aerial acrobatics, turning on a dime in midair with a soft burst of pale blue mist.
You fly with perfect maneuverability. In practical terms, this means that you can reverse direction without paying a movement cost, you can turn freely without spending any extra movement, and you can ascend at full speed.
I will describe it ingame once the change takes effect. (Which will be about next day or so.)
If that's okay for you, that is.

Ardanto Valanto |

I'd suggest the boots of levitation for Ardanto, but Finn will certainly take them if nobody else wants them.
Boots of levitation are awesome!
Boots of Levitation are indeed awesome, but sadly these are sandals of levitation that smell of demon monkey. Does Ardanto strike anyone as the type of person who would be seen wearing monkey sandals? Large sized Monkey sandals at that? So after he wrinkles his nose up at the though of wearing them, he is more than happy for Finn to take them as long as he can put up with the occasional snide comment from Ardanto regarding Finn's attire.
I would not say no to a couple of the potions though, they are worth their weight in gold with this groups lack of mid-combat healing.
I also do not have a resistance bonus to my saving throws, but that again depends on if the cloak looks okay as opposed to being a smelly rag?
It is also a pity that the scimitar is not a longsword, I have too many feats invested in longsword to use anything else.

seekerofshadowlight |

Eh we could always say it was a long sword, not a huge deal, I left it as that because it was spell storing and Toxim used them. But I have no issue saying it was a longsword. I often switch weapon type to match what is in the group anyhow.
The cloak, it is red with nice gold piping, it could use a wash and spells a bit , but would look rather striking after some soap.

All DMs are evil |

If no one else wants them (Karkalla?), Finn will take the sandals.
Ardanto asks Finn "Where are you planning to sail in you boat sandles...."
If no one minds I will then swap the Scimitar to a Longsword, a +1 Longsword of Spell storing is better than a plain old +1 Longsword.
I also would not say no to the nice, if somewhat smelly cloak.
Feel free to veto either as I seem to want a lot of that loot.
It also throws up a +1 longword to sell.

hogarth |

Finn Killshrike wrote:If no one else wants them (Karkalla?), Finn will take the sandals.Ardanto asks Finn "Where are you planning to sail in you boat sandles...."
To a Sandals Resort? ;-)
I'm pretty sure most magic items resize themselves magically. From the Core Rulebook:
Size and Magic Items
When an article of magic clothing or jewelry is discovered, most of the time size shouldn't be an issue. Many magic garments are made to be easily adjustable, or they adjust themselves magically to the wearer. Size should not keep characters of various kinds from using magic items.

hogarth |

Ok, do you guys want me to actively recruit a new player for a healer or would you like to try another solution? such as a wound /vitality system or allowing Action points to be used to heal?
I would be fine with recruiting a new cleric (too bad Xzarf disappeared).
I would be opposed to a Wound/Vitality system.
I'm not sure about the action point healing thing, but it doesn't sound too enticing to me.
I'd also be mostly fine with the status quo for now (with the caveat that I'd hope that there's an NPC somewhere who can provide us with Raise Dead, Remove Disease, Restoration, &c).

Toxim ir' Kinain |

I'd prefer a PC healer.
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Robe of Bones (sans ogre)
Potion of Cure Light Wounds x2
Potion of Cure Moderate Wounds x2
Potion of Cure Serious Wounds
Wand of Cure Moderate Wounds (?? charges)
Buckler +1
Potion of Haste
Longsword +1, Spell Storing Ardanto
Copper Bone (need identified)
Sandals of Levitation Finn
Cloak of Resistance +1 Ardanto
GP 2000
SP 3000
Seeker how many charges does the wand of cue moderate wounds have left? We've already identified it but you did not give that information.
Spellcraft to identify the copper bone 1d20 + 13 ⇒ (17) + 13 = 30

Guard |

Guard wrote:The Airstep Sandals are a new Soulmeld Guard tries, so I'm going to copy the write-up here:
** spoiler omitted **...
That's a pretty handy soulmeld, although the inability to end the turn in mid-air is a definite drawback.
(Sorry for the three posts in a row...)
Yeah, I'm not all too sure if binding it to the feet chakra overcomes that drawback or not. I could see it either way.

hogarth |

As for the rod, I wonder if Finn or Toxim might be better off with it. I would think they may be in situations where it would be useful more than me.
Just sell it. What are the odds that someone is going to have that rod in their hand in the extremely rare occasion when they want to use Still Spell?

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Robe of Bones (sans ogre)
Potion of Cure Light Wounds x2
Potion of Cure Moderate Wounds x2
Potion of Cure Serious Wounds
Wand of Cure Moderate Wounds 37 charges
Buckler +1
Potion of Haste
Metamagic Rod of Still Spell
Sandals of Levitation Finn
GP 2000
SP 3000
====================
Until we get a better healer, Toxim will take the Wand of Cure Moderate Wounds as he can use it. I would also like the 2 Potions of Cure Light Wounds.
I suggest giving a Potion of Cure Moderate to both Finn and Karkalla and the Potion of Cure Serious to Ardanto.