Skull & shackles (Inactive)

Game Master DBH


1,101 to 1,150 of 2,002 << first < prev | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | next > last >>

Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

I need to find a harpoon or something I can use underwater... Alchemist is possibly the worse class for underwater.


ADVENTURE PATH COMPLETE

The suggestion of life bubble is probably our best bet, as I can cover everyone in the party for 4 hours with it (total of 16 hours divided among the four of you, as I don't need it).

There's a pressure adaptation spell as well but it's not quite as good, since it takes a 3rd-level slot, affects only one person, and doesn't actually prevent you from taking pressure damage, it just makes you adjust faster.

(For those who don't have Aquatic Adventures, the detailed rules for pressure are that for each 100 feet you go down, you enter a new pressure band, and you start making Fort saves to avoid pressure damage. Once you pass 5 saves you adjust to that pressure range, but that means that when you go back up you start taking damage again and have to readjust to a higher zone. Thus the pressure adaptation spell just lets you adapt much faster and easier if you make the Fort saves.)

Communal endure elements will handle the temperature. Then if (when) a fight breaks out I have freedom of movement for someone who needs it.

If you think it's wise I can prepare a spare life bubble, just in case we wind up stuck below for a long time or run into another enemy with a dispel ability. Additionally, I will prepare a stabilize pressure spell, so if something happens that causes one person to lose protection I can at least immediately stop you from taking pressure damage and Fort saves.

As usual I have a spare water breathing as a domain spell.

Finally, if someone has the monstrous physique spell, this will give you the aquatic subtype to let you skip all of this. It's not on the druid list, though.


ADVENTURE PATH COMPLETE

As an aside, I'm super-glad I got to join this group. You guys and gals are really fun and I'm happy that I can contribute! :D


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Kung has a +13 Fort save (+17 vs. cold); what is the DC he has to beat to acclimate to the pressure without taking damage?

He carries a potion of water breathing, which would be good backup for a dispel effect, but it just occurs to me that it's useless underwater. It needs to be transferred into a potion sponge. Jane, you can make potion sponges with Craft (alchemy), right? You should probably make a dozen or so at the next opportunity.

Kung is down 20 hp at the end of combat. He'll heal 8 hp overnight; do we have leftover spells to cover the other 12 or does he need to use a potion?
_____________
Niobe, glad to have you! I love what you're bringing to the game.


ADVENTURE PATH COMPLETE

I can heal Kung the night before.


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

I am going on vacation after tomorrow. So I don't know how often I can post.

By any chance. Did we find some kind of underwater crossbow while we were down there?


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

I think life bubble is our best bet survival-wise, and I'll just have to deal with not having a swim speed for now. Maybe I should look into magic items for that.

Potion sponges are a good shout, I've got 2 potions of water breathing that aren't much use underwater.

Niobe - I'm glad to have you with us, you're an asset to the group and to the Drake.


Are you sure you want to do that?

Thanks Jane, I'll bot you if needed.

I'm happy to wait until you work out what you're doing, it is a dangerous environment down there.

Happy to have you with us Niobe, I've been very lucky with all the players recruited for this game.


Male CG human magus 9 | CMB: 9, CMD: 21 | F: +10, R: +7, W: +9 | Init: +4 | Perc: +10, SM +1 | Speed 30ft |

Life bubble for the win. As far as swim speed, we can always through you a line and drag them along, that should help with speed even if it slows down the faster person.

Maybe Niobe can call an animal to help out?

Also happy to have you Niobe. Consistent and enthusiastic PCs are always an asset to any game.


ADVENTURE PATH COMPLETE

Marnir, I can give you touch of the sea during a fight, which will give you a swim speed of 30' for 8 minutes, but that's the best I can do to help there.


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)
Niobe Aptos wrote:
Marnir, I can give you touch of the sea during a fight, which will give you a swim speed of 30' for 8 minutes, but that's the best I can do to help there.

This seems like a reasonable compromise. When we're not in combat, we can all slow down to stay with Marnir. I don't know if going slower has a mechanical impact on acclimating to the pressure, but in the real world it would be recommended; it's one of the ways you can avoid the bends coming up, after all. So even if there's no in-game impact, it's logical and flavorful.

Then, Niobe speeds Marnir up when we're in combat, and he doesn't arrive late to the battle again. ;)


ADVENTURE PATH COMPLETE

Sounds like we have a plan. I have my spell preparation selection set and I'm ready for us to go whenever everyone else is.

Jane, underwater is a crummy place for alchemists, sadly, but if you have freedom of movement (which I can cast on you) you could at least do some melee or throw things a little more easily? That's all the advice I have for the moment. :/


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

It will make it a little easier.

Witches Spells Prepared.
Touch of the Sea, Ray of Enfeeblement and Web Bolt.
That will give me some use. I might put another 2 levels into Witch for these kinds of situations.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Sounds like a plan to me.

Let's go diving.

I'll do my best to get to the fight promptly Kung.


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

We have 1 night to prep, correct?

Jane could make a few sunrods the DC is only 25. How many could I make the night before?


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Making potion sponges might be the better choice; Marnir, Markizio, and Niobe all have ways of making light at the cantrip/orison level.

With potions sponges, we could dive with our backup water breathing potions in case our other underwater spells get dispelled.


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

If I have time, I could do both.


Are you sure you want to do that?

Jane make some potion sponges. The light is taken care of.

Tell me how many you are making.


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

How many can I make in 4 hours? Enough for each of us to have two?


Are you sure you want to do that?

Looking through the insanely complicated Crafting rules I'll say yes you can. Potion sponges are 2gp each, so you can make a lot overnight. Especially as you have Swift Alchemy.


ADVENTURE PATH COMPLETE

Ok, so we all have life bubble and communal endure elements, I've put water breathing on Jane, and I'm running greater longstrider (brings my swim speed to 60). I have a spare life bubble if this one is dispelled, I have freedom of movement and touch of the sea ready for Marnir, and a few healing spells as well. And now everyone has resist energy (cold, 20) as well!


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Super buffing druid - Go!


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

Jane will make enough for everyone to have 2 each. Then she will make 4 sunrods. Just in case


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)
Niobe Aptos wrote:
My Resist Energy didn't go off until after Kung was hit, I'm afraid.

Looking at the sequence of posts, it looks to me like your resist energy (post #2937) went off between the initial bull rush (post #2936) and the other attacks (post #2943). I don't see anything in the descriptions of the actions that would disrupt that sequence, and it was the second wave of attacks that carried the cold damage, so Kung should have had resist energy by then, no?

Assuming this is correct, Kung only needs the first 6 cure light wounds to be healed fully.


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

Please bot me until Thursday.


Are you sure you want to do that?

Sorry, too busy today for an update. Normal service resumes tomorrow.


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

Okay. I'm back. I have to catch up on what I missed.


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

I was just looking over Jane, apparently, I skipped a few things on the last leveling. Saves and discoveries were two of them... Bah... hate being busy.

Decided to take the Infusion discovery... since this has come up twice.


Are you sure you want to do that?

Sorry all. I'm too busy today to update. It may be slow the next few days as well. I'll let you know tomorrow.


Are you sure you want to do that?

I'm away from home for the next 10 or so days. Still have access to a computer, and I bought my books with me to sunny Waikanae, so updating will be nearly as regular as always. Depending on what I'm doing that day.


Are you sure you want to do that?

Sorry folks, it turns out my feeling extremely tired and sore is due to my being very sick. Spent most of the day curled in a ball in bed, and just got up now to throw up what little was inside me. Feeling a lot better for that and hope to be back to normal tomorrow.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Sounds grim, hope things perk up for you quickly.


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

Take it easy man. We will wait... Heaven knows i am bad at posting sometimes.


Are you sure you want to do that?

Still not feeling good at all folks. Sorry, but another day away for me.


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

No problem. Take care of yourself.


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Hi! Thanksgiving and its weekend have me busier than I expected. I will return to all of my games Sunday PM or Monday. Please bot me if needed!


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

Monday morning... Back to the daily grind.


ADVENTURE PATH COMPLETE

Without knowing what kind of treasure haul we're talking about, I can't really specify stuff that I want to buy. In no particular order, some good stuff for me would include:
* Upgrading my +wisdom headband
* Upgrading armor/weapon/cloak
* Getting a wand of cure moderate or even cure serious wounds
* More potion sponges of various types

Not really... too much else that I've found. Maybe a metamagic rod.


Are you sure you want to do that?

One question, are you keeping the Shackles Ensign you found in the Wreckers base?

Shackle Ensign:

Shackles Ensign
Aura moderate enchantment; CL 10th
Slot none; Price 10,800 gp; Weight 3 lbs.
DESCRIPTION
This red-and-black naval ensign displays the grinning skull and crossed manacles of the Shackles. While the flag feels as sleek as silk, the material is stronger than the toughest sail canvas.
Openly flying a Shackles ensign improves the initial attitude of most hostile or unfriendly pirates by one step, and worsens the starting attitude of those opposed to piracy by one step.
The ensign has no effect when not properly mounted on a ship.
Once per day, a Shackles ensign can be hoisted and unfurled on a ship to impose a sinister sense of doom upon an opposing ship’s crew.
It takes two full-round actions to raise the flag.
All non-pirate creatures (defined at the GM’s discretion) within 300 feet who are able to see the flag take a –1 penalty on attack rolls, weapon damage rolls, saving throws, and skill checks for 1 minute.
This is a visual mindaffecting effect.
In addition, all allied creatures aboard the ship flying the Shackles ensign gain a +1 luck bonus on attack rolls, weapon damage rolls, saving throws, and skill checks for 1 minute.
CONSTRUCTION
Requirements Craft Wondrous Item, prayer; Cost 5,400 gp

This is an expensive item, and will sell for 5400gp.

Also do you wish to sell MW equipment such as armor and weapons, or let your crew grab them for themselves?


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

I'm thinking we should keep the Ensign. Kung uses very little actions in the rounds leading up to shipboard battle; he could easily spend that time unfurling a little terror on our targets.

Kung will also likely shop for some improved armor. Not sure what, exactly. If anyone has recommendations for special qualities that seem beneficial, instead of just a simple improved enhancement bonus, I'm open to ideas.


ADVENTURE PATH COMPLETE

Is there a reason Kung is using a mithral shirt instead of a mithral breastplate?


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

Agreed. Jane wouldn't mind a bigger room for her equipment.


Are you sure you want to do that?

Another question that I missed, who did you put in charge of the captured Aspis ship. Both Crimson Cogward & Rosie Cusswell were up in seniority, having been with you from the beginning.

The ship its self is a fast one, built for combat, so both of the hopefuls, who are aggressive types were very keen to be put in charge.

Let them choose between themselves, or are you selecting the winner?


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

We should keep the ensign, it's pretty good.

I'd probably prefer Rosie as captain of our prize.


Are you sure you want to do that?

Ok, from my best estimate of the loot and plunder you have gathered since leaving Port Peril to hunt the spies.

21320gp.

34 points of plunder. Take off 1 for the crews share and that leaves 33.

33000 + 21320 = 54320gp to split among yourselves.

Drenchport is a small city, so that's up to 6th lvl in spellcasting, and the max purchase is 25000gp.

Have fun shopping.


ADVENTURE PATH COMPLETE

Wow, that's a ton of money! (Well, technically a half-ton, since it's 50 coins to a pound, so that's just over 1,000 pounds.)


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

54,320/5 = 10,864 each. Boo-ya!

Kung wears a mithral shirt because it was acquired in booty, and he only has light armor proficiency, along with class features that depend on not wearing more than light armor.

I started digging into some threads, due to your question, and it does look like he could make it work. Medium mithral armor gets treated as light for all purposes except proficiency, so it wouldn't get in the way of any of his class features. He would, though, still take the -1 ACP penalty to attacks because he lacks proficiency. It looks like adding the Comfort special quality would eliminate that.

@GM does that sound right?

If so, it looks like Kung knows what he's shopping for.


ADVENTURE PATH COMPLETE

Availability check: Caster to increase cloak of resistance from +1 to +2 (>25 = available): 1d100 ⇒ 86

3,000 gp.

We're getting to the level where failing a saving throw can really suck, so I think I'll work on keeping some parity.


Are you sure you want to do that?

@Kung. You're right. Comfort will reduce the armor check penalty to 0, so if your penalty is 1, it's gone.


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

So, Kung is looking for a +2 mithral breastplate of comfort. It costs 13,200; Kung currently has ~12,155. His current +2 mithral chain shirt is worth 5,100, and will sell for 2,550 (which gives Kung enough for the armor upgrade).

Before he sells it in Drenchport, does anyone on the Drake want it instead?

1,101 to 1,150 of 2,002 << first < prev | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GM_DBH's Scurvy swabs for the Shackles. All Messageboards

Want to post a reply? Sign in.