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Shackled City (Pathfinder) - GM_Chris

Game Master Chris Shannon 719

This will be the Shackled City adventure path using the Pathfinder rule set. However, the existing deities (i.e. St. Cuthbert, Pelor, Wee Jas) will not be converted to similar Golarion gods.


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Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 14
Stats:
Init +12 | Per 22* | F +17* R +19* W +9* | AC 35* (t20* f27* i22*) +1 crwd | CMD 33 | *many buffs
GM_Chris wrote:
G.o.D. (Glimmil on Dyrant)

ROFLMAO


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 14
Stats:
Init +12 | Per 22* | F +17* R +19* W +9* | AC 35* (t20* f27* i22*) +1 crwd | CMD 33 | *many buffs

I wonder if anyone would be interested in doing a session or two of Google Hangout play at some point? Scheduling could be a pain, and as usual it'd depend on Chris' personal bandwidth. But I would love to experience these characters real-time.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 14
Stats:
Init +12 | Per 22* | F +17* R +19* W +9* | AC 35* (t20* f27* i22*) +1 crwd | CMD 33 | *many buffs

Last night, GM_Chris judged an excellent session of PFS' Frostfur Captives, in which Glimmil, Toffitt, Dyrant, Atol and Finneas featured as the goblins. Carts Polari, my new PFS character and Toffitt's World of Greyhawk main squeeze, managed to help save all but the goblin Toffitt. Broken hearted, he is!


M Steinneblin (Rock Gnome) Paladin 13/Cavalier 1

Awesome! I'm honored! I can only hope Goblin Glimmil rode around on a goblin dog?


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 14
Stats:
Init +12 | Per 22* | F +17* R +19* W +9* | AC 35* (t20* f27* i22*) +1 crwd | CMD 33 | *many buffs

Alas, the goblins were unarmed hostages. I think he might have been the one who ate the wolf though.


Stats:
F14:R16:W16 (+2);K(Arc)23;K(Dun)12;K(Hist)16;K(Loc)22;K(Nat)22;K(Pln)27;K(Rel)22;Perc 25;SMot 20;Spllcft 26;UMD 18
Cuthbertist 15 - Bludgeoner First Class
Doctor Abner Svengalu Toffitt wrote:
Last night, GM_Chris judged an excellent session of PFS' Frostfur Captives, in which Glimmil, Toffitt, Dyrant, Atol and Finneas featured as the goblins. Carts Polari, my new PFS character and Toffitt's World of Greyhawk main squeeze, managed to help save all but the goblin Toffitt. Broken hearted, he is!

Awesome.

I can only assume that Dyrant was the smartest of the goblins and spent no actions eating alchemist's fires.

Definitely.


Just one. Twice. It's a neat party trick.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 14
Stats:
Init +12 | Per 22* | F +17* R +19* W +9* | AC 35* (t20* f27* i22*) +1 crwd | CMD 33 | *many buffs
Dyrant Maynor, the Pre-Sainted wrote:
Doctor Abner Svengalu Toffitt wrote:
Last night, GM_Chris judged an excellent session of PFS' Frostfur Captives, in which Glimmil, Toffitt, Dyrant, Atol and Finneas featured as the goblins. Carts Polari, my new PFS character and Toffitt's World of Greyhawk main squeeze, managed to help save all but the goblin Toffitt. Broken hearted, he is!

Awesome.

I can only assume that Dyrant was the smartest of the goblins and spent no actions eating alchemist's fires.

Definitely.

I'm not sure. I do know that when Dyrant offered Carts advice in battle, Carts pointedly did something else. :-p


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 14
Stats:
Init +12 | Per 22* | F +17* R +19* W +9* | AC 35* (t20* f27* i22*) +1 crwd | CMD 33 | *many buffs

Added to wish list, from Ultimate Equipment:

Boro bead aka, Pearl of Power for alchemists. This multicolored, sturdy glass bead is an aid to members of the alchemist class. Once per day on command, a boro bead enables the bearer to recharge any one extract that he had mixed and then consumed that day. The extract is then reconstituted and usable again, just as if it had not been drank. The extract must be of a particular level, depending on the bead. Different beads exist for recalling one extract per day of each level from 1st through 6th. A bead works on an infusion, but not a potion, elixir, bomb, mutagen, or nonmagical alchemical material such as antitoxin. 1,000 gp, Lvl 1, 4,000 gp, Lvl 2, etc.

Hybridization funnel This two-spouted funnel is used to safely mix two alchemical splash weapons into a single flask. Using the vial requires 10 minutes and a DC 25 Craft (alchemy) check; a half-elf has a +5 bonus on this check. Failing the check means both splash weapon are destroyed. Success means the two materials are safely mixed into one vial that is the same volume as a normal splash weapon vial; when thrown as a splash weapon, the mixture has the effects of both component substances and creatures are affected as if hit by both. The mixture becomes inert after 24 hours. Only liquids may be mixed with the funnel. The bearer can use it to mix an alchemical splash weapon with either holy water or unholy water, but the Craft (alchemy) DC increases to 30; half-elves still get the +5 bonus on this check. The funnel does not work on potions, elixirs, extracts, or other materials. Mixing a substance with a similar or identical substance (such as alchemist’s fire with alchemist’s fire) has no effect. A mixture cannot be combined with another mixture. 200 gp.

Admixture vial Once per day, an alchemist can use this simple-looking glass
vial to combine two extracts into one usable extract as if he had the combine extracts discovery. An admixture vial can combine extracts of 3rd level or lower. Extracts combined with an admixture vial cannot be combined again using this item or the combine extracts discovery. 5,000 gp.

Thought I would run these by you, GM_Chris, since they're new and I don't want to break the game any more than I have already done.


M Steinneblin (Rock Gnome) Paladin 13/Cavalier 1

Question regarding Lay on Hands.

Glimmil has a steel shield in his off-hand and a sling in his main-hand... so no free hand at the moment.

Is a free hand required to lay hands on himself? If not, he would've done so. I think in some earlier encounters I overlooked if this was a requirement, but I ran across a game where it was required recently, and may have overlooked this need for Glimmil.


Male Human (Per +6 | Fort +16 Ref +11 Will +21 | AC 29 (f28/t15) | CMD 20)

Despite the name of this ability, a paladin only needs one free hand to use this ability. (link)

So it seems to imply you need a free hand. That suggests that you're out of luck though the GM could rule that a shield hand could be used. (If I did that though I'd also rule you don't get the AC bonus that round from the shield but that's me.)


Atol Lem wrote:

Despite the name of this ability, a paladin only needs one free hand to use this ability. (link)

So it seems to imply you need a free hand. That suggests that you're out of luck though the GM could rule that a shield hand could be used. (If I did that though I'd also rule you don't get the AC bonus that round from the shield but that's me.)

Agreed.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 14
Stats:
Init +12 | Per 22* | F +17* R +19* W +9* | AC 35* (t20* f27* i22*) +1 crwd | CMD 33 | *many buffs

Perhaps Glimmil would like an extract of shield to be poured down his throat? Or perhaps a level of synthesist for that third arm? I kid, Painlord...


|| Per +18 | Fort +13 Ref +8 Will +13 | BAB +12 | CMB +17 | CMD 29 || Init +7 Half-Orc (Smoking Eye) Oracle of Battle/Barbarian (Armored Hulk)/Rage Prophet/Chevalier 4/3/5/3

Blah, this evil wench keeps blighting me I may have to start trying to shift my alignment to Chaotic Neutral. :P


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 14
Stats:
Init +12 | Per 22* | F +17* R +19* W +9* | AC 35* (t20* f27* i22*) +1 crwd | CMD 33 | *many buffs

Toffitt is definitely finding some motivation to become a real vivisectionist...


Male Human (Per +6 | Fort +16 Ref +11 Will +21 | AC 29 (f28/t15) | CMD 20)

DM_Chris - should I be worrying about Angel with all these blights flying around? He's 'attended' and hidden in my clothing, but I dunno. I know how I do it, but YMMV. :)


Atol Lem wrote:
DM_Chris - should I be worrying about Angel with all these blights flying around? He's 'attended' and hidden in my clothing, but I dunno. I know how I do it, but YMMV. :)

Not going to go back in time, but should be considered for the future. Aren't there magic items to help with this?


Amazing how one roll of the die can change the momentum of a battle.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 14
Stats:
Init +12 | Per 22* | F +17* R +19* W +9* | AC 35* (t20* f27* i22*) +1 crwd | CMD 33 | *many buffs

Chris, I didn't get permission to view the last map you sent.


Male Human (Per +6 | Fort +16 Ref +11 Will +21 | AC 29 (f28/t15) | CMD 20)

Sounds like a personal problem to me.... hehehehe.


|| Per +18 | Fort +13 Ref +8 Will +13 | BAB +12 | CMB +17 | CMD 29 || Init +7 Half-Orc (Smoking Eye) Oracle of Battle/Barbarian (Armored Hulk)/Rage Prophet/Chevalier 4/3/5/3

I can't either.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 14
Stats:
Init +12 | Per 22* | F +17* R +19* W +9* | AC 35* (t20* f27* i22*) +1 crwd | CMD 33 | *many buffs

Were you afraid I was going to leak it to Occupy Cauldron?


Permissions fixed.


Male Human (Per +6 | Fort +16 Ref +11 Will +21 | AC 29 (f28/t15) | CMD 20)
GM_Chris wrote:
Atol Lem wrote:
DM_Chris - should I be worrying about Angel with all these blights flying around? He's 'attended' and hidden in my clothing, but I dunno. I know how I do it, but YMMV. :)
Not going to go back in time, but should be considered for the future. Aren't there magic items to help with this?

There are no magic items to help with this in Pathfinder. In 3.5 there was a spell Familiar Pocket and an associated robe if I remember correctly.

There is also improved evasion to take no damage from a reflex save. Unfortunately nothing to protect against the ravages of this particular Devil.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 14
Stats:
Init +12 | Per 22* | F +17* R +19* W +9* | AC 35* (t20* f27* i22*) +1 crwd | CMD 33 | *many buffs

Some relevant if imperfect options in Ultimate Equipment:

Stone familiar:

6,000 gp, 2 lb.

This life-sized carving of a Tiny animal is crafted from dark, rough stone. It has a hardness of 8 and 20 hit points. A witch can use the stone familiar to store up to 500 levels of spells (cantrips count as 1/2 level for this purpose). A witch can use the stone familiar to teach her living familiar any spells stored in it, and vice versa. A witch who identifies a stone familiar immediately knows what spells are stored inside it. A stone familiar is never found as randomly generated treasure with spells already stored in it.

Familiar satchel:

25 gp, 6 lb.
This armored case provides total cover to any Tiny or smaller creature contained within it. It includes air holes (which can be plugged with cork stoppers if you need to go underwater) and two receptacles for food and water.

Hosteling armor enhancement:

A suit of armor or shield with this special ability hides living animals within its iconography to keep it safe. The wearer can speak a command word to magically store an animal to which he is bonded, such as an animal companion, a familiar, or mount. The stored animal appears as a symbol emblazoned upon the armor or shield, either one that mimics the appearance of the animal or that is more symbolic and abstract.

While stored, the animal is sleeping and provides the wearer no benefit (such as a familiar’s skill bonus). The size of animal that can be stored depends on the type of armor or shield. A suit of light armor, medium armor, or a light shield or heavy shield can store one animal up to the wearer’s size. A suit of heavy armor or a tower shield can store one animal up to one size category larger than the wearer. A second command word releases the stored animal from the hosteling armor or shield. A released animal immediately awakens, appears in a space adjacent to the wearer, and can take actions on the round it appears.

Because the stored animal is sleeping rather than in suspended animation (or even hibernating), it ages and gets hungry at the normal rate while stored. A hosteling armor or shield automatically releases a stored animal 24 hours after it was stored inside.

This armor special ability still works on bonded magical beasts that were once animals, but not outsiders, oozes, or other exotic companion creatures.

And this one is just about familiars, and probably ultra broken...

Beast-bond Brand:

1,000 gp

This sticky henna paste is used to stamp a rust-colored handprint onto the body of a familiar or animal companion, and a hoof, claw, or paw print from that creature onto its master. These brands demonstrate a bond of friendship and balance, not ownership and subservience. Applying the brand requires a full-round action each for master and companion. The brand enhances the share spells ability of druids, wizards, and other classes with animal companions or familiars, allowing these characters to cast spells with a range of personal or touch on the marked companion at a range of 30 feet, provided the character has line of effect to the creature. Each spell cast at range in this way drains one charge from the beast-bond brand for each spell level of the spell cast. A newly applied beast-bond brand has 10 charges. When all charges are consumed, the brand vanishes. For the purposes of teleportation spells and effects, the master may treat a marked companion as an object or a creature, whichever is more favorable (weight restrictions still apply).

A character may have only one creature marked in this way at any time. The brand lasts until all charges are expended or the master marks another companion in this way.


Dyrant Maynor, the Pre-Sainted wrote:
Yeah, sure...no problem! I'll just ask my familiar...oh wait...nvm...

Hours later. Still chuckling.


M Steinneblin (Rock Gnome) Paladin 13/Cavalier 1

I have relatives from out of town staying tonight, and hitting up Disneyland tomorrow. Probably not much posting mid-day, but should be able to get an update in early tomorrow and then again in the evening. I don't want to hold the action up on Glimmil's slinging, given Chris' good natured allowance of ret-conning the sling.


Great con this weekend, but all consuming with two boys in two. They were troopers though and did a mod Friday night after school, three sessions on Saturday, a fantasy football draft and two games on Sunday, and then the two slot special on Monday.

Hmmm. Typing it out explains how tired I am. Caught up at work today, so ready to get the story back on track when others are.

I'll double check, but there's not much in the way of gear or treasure recovered. The hyrda has that bit of treasure, but you didn't have a chance to loot the fortress.

You can role play the journey home or pick it up with the meeting with Lord Vahlantru.


And thanks to Dyrant for the pint (gallon?) of beer to drink during the special. Hotel gaming has its advantages.


Stats:
F14:R16:W16 (+2);K(Arc)23;K(Dun)12;K(Hist)16;K(Loc)22;K(Nat)22;K(Pln)27;K(Rel)22;Perc 25;SMot 20;Spllcft 26;UMD 18
Cuthbertist 15 - Bludgeoner First Class

GM Chris, I'm glad you had fun. And the kids too. The beer? I had three of them Sunday night...and you wonder why I was looking worse for wear on Monday. I wasn't hung over, but those 3 + staying up until 4am playing with Greg Vaughan was pretty sweet.

Anyhoot, GM Chris, I sent you a Paizo Message and I'm slowly regaining my energy level and should be ready to continue on the morrow.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 14
Stats:
Init +12 | Per 22* | F +17* R +19* W +9* | AC 35* (t20* f27* i22*) +1 crwd | CMD 33 | *many buffs

Glad you both survived.

I believe we had a fair amount of treasure/armor/weapons on Zenith. Would've been more if we'd killed the *#$&#@ erinyes. More reason to go back and plunder. Mm, dragon treasure...

Which reminds me, we also have some nice dragon hide from the first kill.


Any items on ordered would have arrived--it's been a while with the trip.

You could drag back enough dragon hide for a suit or two of armor.

Zenith did have the armor/weapons listed.


Male Human (Per +6 | Fort +16 Ref +11 Will +21 | AC 29 (f28/t15) | CMD 20)

I thought we were returning Zenith's items with Zenith as they're likely his. This was a rescue mission after all. I guess we need to play out the hand off?


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 14
Stats:
Init +12 | Per 22* | F +17* R +19* W +9* | AC 35* (t20* f27* i22*) +1 crwd | CMD 33 | *many buffs

Meh. He's an insane homicidal maniac. He does not need armaments and should not have them.


|| Per +18 | Fort +13 Ref +8 Will +13 | BAB +12 | CMB +17 | CMD 29 || Init +7 Half-Orc (Smoking Eye) Oracle of Battle/Barbarian (Armored Hulk)/Rage Prophet/Chevalier 4/3/5/3

Oooh, dragon hide armor. All the rage. Are we planning on heading back to clear out the temple and the other dragon?


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 14
Stats:
Init +12 | Per 22* | F +17* R +19* W +9* | AC 35* (t20* f27* i22*) +1 crwd | CMD 33 | *many buffs

Yes we are.

Chris, mind rolling % for Skie having the items I listed above?


Stats:
F14:R16:W16 (+2);K(Arc)23;K(Dun)12;K(Hist)16;K(Loc)22;K(Nat)22;K(Pln)27;K(Rel)22;Perc 25;SMot 20;Spllcft 26;UMD 18
Cuthbertist 15 - Bludgeoner First Class

I believe so.

Dyrant, once he is re-Archon'd, will have some ideas about that. Dyrant is sneaky, yes, he is.


1 person marked this as a favorite.

Story Summary 8
There was another story summary between #7 and this one, but I forgot to label it as such so it doesn't come up on a search. It's here. Just two posts below #7.

Day 24 - Starday, Fireseek 4, 2013
- Finneas, Glimmil and Toffitt head to see Vortimax for some enchanting. +1 greatsword (4 days), a +1 dueling blade (2 days), and +1 hook-hammer (2 days). All items picked up before umber hulk attack. Post #6114
- Jenya comissions Atol to make a wand of protection from evil.Post #6115
- Glimmil places order for belt of strength. 8 days to arrive.

Day 31 - Starday, Fireseek 11, 2013 - week passes uneventuflly #6122
- Toffitt spends some of his remaining gold (200 gp) on medical supplies, and begins offering a limited amount of cost-free treatment to the city's poor. Atol offers spiritual counseling #6122
- Skie puts the Cauldron 5 symbol on her building. #6133
- Glimmil hangs out with Skie. Glimmil then spends his time in Haunted Jzadirune, working with the other gnomes and trying to get them to put on performances for the entirety of Cauldron's population.
- Dyrant is Dyrant. Dyrant goes through books recovered from the halfling. #6154
- Coryston visits Atol's sermon.#6159

Day 38 - Starday, Fireseek 18, 2013 - Another week passes uneventuflly
- Umber hulk battle at Maavu's warehouses. #6166
- Celeste Rosenthorn shows up after battle and invites party to Cusp of Sunrise. Finneas recognizes here from the tavern at the beginning of the story. #6228
- Party goes to Cusp of Sunrise #6262
- Party meets with Davked Splintershield. "I can pay you each 4,000 gold for this service or 6,000 in arms and armor from the finest craftsmen in my clan." Celeste pipes in, "And I will pay for your membership fee here at the Cusp of Sunrise. That is worth 1,000 gold alone."#6280
- Party researches umber hulk attack. Maavu is not found and wild rumors accompany his exit. Maavu's businness is overseen by Geleth. Taxes are paid on time. #6302
- Dyrant asks Skie for a headband of intellect (11 days). Atol asks for oil of daylight (7 days). Neither is available. #6319

Day 40 - Moonday, Fireseek 20, 2013
- The party takes a couple days to research and prepare and then departs.#6325

Day 43 - Earthday, Fireseek 23, 2013
- Party arrives at Crazy Jared's. Fights dragon. #6328
- Crazy Jared mentions the black dragon, Dhorlot.#6421
- Crazy Jared mentions the red dragon, Hookface. #6426
- Party dines with Crazy Jared who uses his rod to summon a tent and food.#6433

Day 44 - Freeday, Fireseek 24, 2013
- Party arrives at Pit of the Seven Jaws. Battle with hydra. #6454
- Some searching around also reveals two masterwork scimitars, a masterwork composite longbow (+3), and a small pouch of gold (25). The mithral chain is indeed magical (+1).#6594
- Battle with drider #6603
- Party finds Scimitar - +1; Ring - Protection +2; Scroll - Obscuring Mist; Potion - Lesser Confusion. #6727
- Party arrives at Bhal-Hamatugn and camps for night#6734

Day 45 - Starday, Fireseek 25, 2013
- Party meets ferryfrog for first time #6755
- Finneas ruthlessly strikes down a kuo-toa guard. Battle on the front steps.#6813
- Glimmil sets off sonic trap on doors #6894
- Party speaks briefly with prisoners. #6902
- Statue room. #6911
- Erinyes shows up. Battle. Party captured. Atol earns a hero point.#6952
- Party meets Zenith Splintershield #7086
- Party levels up. Everyone earns a hero point.

Day 46 - Sunday, Fireseek 26, 2013
- Human missing from cells #7122
- Party encounters Sarcem as the archon #7140
- Gristle is BBQ'd.
- Party returns to Zenith with archon faking death. Battle #7426
- Kuo-toa assassin attacks #7328
- Eryinyes arrives again. Battle with her and ferryfrog on front steps. Finneas becomes Finneas the Fricasser. #7358
- Archon dies #7424
- Treasure#7460
- party lets out halfling who talks about black dragon #7469

Day 51 - Freeday, Readying 3, 2013
- Party arrives back at Cauldron #7475
- Items ordered from Skie would have arrived. I'll check on Toffitt's requests next.
- Lord Vhalantru meets party and offers to take Zenith since Celeste had to leave town.

In summary, it looks like treasure was:
- dragon hide
- two masterwork scimitars
- a masterwork composite longbow (+3)
- gold (25)
- mithral chain is indeed magical (+1).
- Scimitar - +1
- Ring - Protection +2
- Scroll - Obscuring Mist
- Potion - Lesser Confusion.
- Bracers of armor +2 (ferryfrog)
Also, they might keep Zenith's possessions:
- +1 full plate
- +1 heavy steel shield
- +1 dwarven waraxe
- belt of giant strength +2
- belt of mighty constitution


Doctor Abner Svengalu Toffitt wrote:
Some relevant if imperfect options in Ultimate Equipment:

Stone familiar: 1d100 ⇒ 87 2d6 ⇒ (6, 3) = 9 days to order

Familiar satchel: 1d100 ⇒ 9 2d6 ⇒ (4, 2) = 6 days to order
Hosteling armor enhancement: Vortimax could do this
Beast-bond Brand: Not ready to allow this. I think it needs a duration limitation. i.e. 10 min/level, hour per level. The cost is expensive, but not that high as the party hits the middle to high levels. Maybe an hour per level and an expensive component (i.e. diamond dust worth 1000 gp).


The rules for replacing a witch familiar are different than a wizard, which is good because I was trying to scheme a way around the 1 week time limit.

"If a familiar is lost or dies, it can be replaced 1 day later through a special ritual that costs 500 gp per witch level. The ritual takes 8 hours to complete. A new familiar begins knowing all of the 0-level spells plus two spells of every level the witch is able to cast. These are in addition to any bonus spells known by the familiar based on the witch's level and her patron (see patron spells)."

So 3,500 to replace the familiar. Cheaper than the raise dead and Sarcem has already moved on to his next incarnation. Considering you're getting 4,000 each for the recovery of Zenith, that'll be a minor dent to the finances of the party.

I'm going to run it as Dyrant arrives at the church with the components for raise dead (diamond worth 5,000) and then something happens.


Dyrant can use the transcribe spell or start with fresh spells for the new archon.


Forgot one thing, party found the same invisible tattoo on Zenith that is on Finneas.


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 14
Stats:
Init +12 | Per 22* | F +17* R +19* W +9* | AC 35* (t20* f27* i22*) +1 crwd | CMD 33 | *many buffs

Oops. I meant these.

Doctor Abner Svengalu Toffitt wrote:

Added to wish list, from Ultimate Equipment:

Boro beads lvl 1 x 2 aka, Pearl of Power for alchemists. This multicolored, sturdy glass bead is an aid to members of the alchemist class. Once per day on command, a boro bead enables the bearer to recharge any one extract that he had mixed and then consumed that day. The extract is then reconstituted and usable again, just as if it had not been drank. The extract must be of a particular level, depending on the bead. Different beads exist for recalling one extract per day of each level from 1st through 6th. A bead works on an infusion, but not a potion, elixir, bomb, mutagen, or nonmagical alchemical material such as antitoxin. 1,000 gp, Lvl 1, 4,000 gp, Lvl 2, etc.

Hybridization funnel This two-spouted funnel is used to safely mix two alchemical splash weapons into a single flask. Using the vial requires 10 minutes and a DC 25 Craft (alchemy) check; a half-elf has a +5 bonus on this check. Failing the check means both splash weapon are destroyed. Success means the two materials are safely mixed into one vial that is the same volume as a normal splash weapon vial; when thrown as a splash weapon, the mixture has the effects of both component substances and creatures are affected as if hit by both. The mixture becomes inert after 24 hours. Only liquids may be mixed with the funnel. The bearer can use it to mix an alchemical splash weapon with either holy water or unholy water, but the Craft (alchemy) DC increases to 30; half-elves still get the +5 bonus on this check. The funnel does not work on potions, elixirs, extracts, or other materials. Mixing a substance with a similar or identical substance (such as alchemist’s fire with alchemist’s fire) has no effect. A mixture cannot be combined with another mixture. 200 gp.

Admixture vial Once per day, an alchemist can use this simple-looking glass
vial to combine two extracts into one usable extract as if he had the combine extracts discovery. An admixture vial can combine extracts of 3rd level or lower....


Boro beads lvl 1 x 2 - okay 1d100 ⇒ 69 2d6 ⇒ (2, 1) = 3 days

Hybridization funnel - seems reasonably built 1d100 ⇒ 37 2d6 ⇒ (1, 4) = 5 days

Admixture vial - Potentially powerful, but 5000 gp is an investment. I'm not sure if the usual rules for mixtures would already cover this, but I'm placing a 24-hour limit on the mixtues.1d100 ⇒ 41 2d6 ⇒ (6, 1) = 7 days


Dyrant Maynor, the Pre-Sainted wrote:

Maybe her failure is a sign that this Church needs new leadership.

Bazinga!


Half-Elf Barbarian (Urban Barbarian) 1, Alchemist (Internal Alchemist, Vivisectionist) 14
Stats:
Init +12 | Per 22* | F +17* R +19* W +9* | AC 35* (t20* f27* i22*) +1 crwd | CMD 33 | *many buffs
GM_Chris wrote:

Boro beads lvl 1 x 2 - okay 1d100 2d6 days

Hybridization funnel - seems reasonably built 1d100 2d6 days

Admixture vial - Potentially powerful, but 5000 gp is an investment. I'm not sure if the usual rules for mixtures would already cover this, but I'm placing a 24-hour limit on the mixtues.1d100 2d6 days

I will probably just do the boro beads for now.


Dyrant Maynor, the Pre-Sainted wrote:


-3500gp for the new familiar. Updating Dyrant's alias tonight.

My math was 5000+2000=7000 for the components for the raise dead and restorations. Those "gifts" were accepted by Cuthbert who sent the headband to Dyrant. Dyrant covers the value of the headband, 4000, and the rest of the party splits the cost of the 3,000 kept by Cuthbert. So, 600 each to raise/replace a party member/familiar/companion.

That was my line of thinking anyway.

Qadira

Male Humanoidish Yahoo 4/Painlord 6/Punk 2/Cleric of Happiness & Sunshine 1
GM_Chris wrote:

My math was 5000+2000=7000 for the components for the raise dead and restorations. Those "gifts" were accepted by Cuthbert who sent the headband to Dyrant. Dyrant covers the value of the headband, 4000, and the rest of the party splits the cost of the 3,000 kept by Cuthbert. So, 600 each to raise/replace a party member/familiar/companion.

That was my line of thinking anyway.

Uhm, uh...I feel conflicted about this resolution.

I think Dyrant *should* pay for both the headband and the re-familiaring. I think that's how we've been playing it up to this point.

That said, I know that Sarcem died trying to 'win' and so, much like Atol, chipping in for a rebirth is a nice reminder that we're all in this together.

I'm happy either way. I'll let you all discuss.

p.s. Dr. Toffee reminds me that I spent over 1000gp trying to 'win' that first fight against MadamFlyingBowJerk.


|| Per +18 | Fort +13 Ref +8 Will +13 | BAB +12 | CMB +17 | CMD 29 || Init +7 Half-Orc (Smoking Eye) Oracle of Battle/Barbarian (Armored Hulk)/Rage Prophet/Chevalier 4/3/5/3

I've no problem helping Dyrant pay for expendables and familiars lost.


Stats:
F14:R16:W16 (+2);K(Arc)23;K(Dun)12;K(Hist)16;K(Loc)22;K(Nat)22;K(Pln)27;K(Rel)22;Perc 25;SMot 20;Spllcft 26;UMD 18
Cuthbertist 15 - Bludgeoner First Class

+1 language (Gnomish)
+6 to Perception (now to +10)
+1 lvl 1 spell.

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