Estelle Numbduster |
True I did but as a Udine she can swim and breath underwater already.
Estelle Numbduster |
Estelle replacement
Undine druid (nature fang) 7 ( Pathfinder RPG Advanced Class Guide 92, Pathfinder RPG Bestiary 2 275)
CN Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +14
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 52 (7d8+14)
Fort +7, Ref +5, Will +9
Defensive Abilities trap sense +2; Resist cold 10
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Offense
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Speed 30 ft., swim 30 ft.
Special Attacks sneak attack +2d6, studied target +2 (1st, move action)
Spell-Like Abilities (CL 7th; concentration +8)
1/day—hydraulic push APG
Domain Spell-Like Abilities (CL 7th; concentration +11)
7/day—icicle (1d6+4 cold)
Druid (Nature Fang) Spells Prepared (CL 7th; concentration +11)
4th—control water D, cure serious wounds , elemental mastery
3rd—aqueous orb APG (DC 17), ice spears (DC 17), neutralize poison , water breathingD
2nd—chill metal (DC 16), fog cloud D, gozreh's trident , steal breath ARG (DC 16), winter grasp UW
1st—blend with surroundings , goodberry, hydraulic push APG, ice armor , nauseating dartACG (DC 15),
obscuring mist D
0 (at will)— create water , detect magic , know direction , mending
D Domain spell; Domain Water domain
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Statistics
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Str 10, Dex 17, Con 14, Int 12, Wis 18, Cha 12
Base Atk +5; CMB +5; CMD 18
Feats Accomplished Sneak Attacker, Aquatic Spell UW, Expert Sniper, Improved Initiative
Traits swamp rebel, whiteout
Skills Bluff +2, Climb +5, Disable Device +14, Handle Animal +11, Heal +9, Knowledge (geography) +11,
Knowledge (local) +5, Knowledge (nature) +9, Perception +14, Spellcraft +5, Stealth +13 (+15 in swampy
terrain), Survival +8, Swim +16
Languages Aquan, Common, Druidic, Sylvan
SQ nature bond (Water domain), slayer talents (deadly range UC, trapfinding ACG), trackless step, trapfinding
+3, water sense ARG
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Special Abilities
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Aquatic Spell Spell functions normally underwater.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Range +10 (Ex) Increase the range at which can make ranged sneak attacks.
Druid (Nature Fang) Domain (Water) Granted Powers: You can manipulate water and mist and ice,
conjure creatures of water, and resist cold.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Expert Sniper Reduce sniping penalty for staying hidden to -10.
Icicle 1d6+4 cold (7/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +2 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam &
some skills vs. them.
Swim (30 feet) You have a Swim speed.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Water Sense Blindsense 30 ft. against creatures in contact with the same body of water.
I haven't done armor or weapons yet.
Lito de'Anora |
All, I’ll be traveling with little if any internet access for the next 72 hours. So feel free to bot me as needed until I get back.
Estelle Numbduster |
I can sneak attack with spells can I not? Spells with touch attacks at least.
Estelle Numbduster |
I just didn't want to make a druid that was crazy good in water but s+!+e on land.
Foxy Quickpaw |
On Zarskia you find 50 pp and 100 gp in a cloth pouch. Large scorpion venom (2 doses), purple worm poison (2 doses), shadow essence (2 doses), +1 mithral chain shirt, masterwork butterfly swords (2), cloak of resistance +2, headband of vast intelligence +2 (Acrobatics), alchemist’s kit, masterwork thieves’ tools, tindertwigs (3), keys to all locks in the apothecary, formula book.
Lito de'Anora |
Can somebody compile the list of all the loot we need to sell from this quest?
We haven't unloaded in quite a while, so we should have a bunch of stuff.
Foxy is right, we haven't hit a ship in a while, and we need to pay off the crew. So maybe selling some of our loot will make the crew far more happy.
Foxy Quickpaw |
As a head start to do that. You might want to look through it, there are some nice items in it.
masterwork chain shirt, masterwork buckler, +1 cutlass*,
masterwork composite longbow (+3 Str) with 20 arrows,
keys to doors on first floor
Treasure: Zarskia keeps empty containers for her
alchemical creations and poisons here. They are bulky
and fragile but worth 150 gp in total.
Treasure: As Zarskia hasn’t stocked up on pharmaceutical
supplies recently, some of the herbs here have lost their
potency, but there is still 110 gp worth of herbalist supplies
(weighing roughly 50 pounds) stored here.
Treasure: The crystal glasses are high quality, worth
300 gp for the set, and the wines are excellent vintages of
Corentyn reds and whites worth 50 gp for each of the five
unopened bottles.
Treasure: Shimerae sometimes plays with a collection
of colored stones scattered in the middle of the room.
While these pretty baubles are only colored pieces of
agate, quartz, zircon, and other low-value stones, they’re
worth 290 gp in total.
Combat Gear Large scorpion venom (2 doses), purple
worm poison (2 doses), shadow essence (2 doses);
Other Gear +1 mithral chain shirt, masterwork butterfly
swords** (2), cloak of resistance +2,
headband of vast intelligence
+2 (Acrobatics), alchemist’s
kit, masterwork thieves’ tools,
tindertwigs (3), keys to all locks
in the apothecary, formula book
(contains all prepared extracts plus
alchemical allocation*, alter self, discern
lies, dragon’s breath*, invisibility, keen
senses*, perceive clues*, shield, spider
climb, undetectable alignment, and water
breathing), diamond dust worth 500 gp
Treasure: The alchemical components
and comprehensive alchemist’s lab here
are worth a total of 1,000 gp but weigh 125
pounds in total. Whenever a damaging
area effect (such as a spell or one of
Zarskia’s bombs) affects a bench square,
reduce this gear’s value by 75 gp. In
preparation for leaving the Shackles,
Zarskia has sold off almost all of
her stocks of poison aside from
her personal supplies.
Stored in a
sealed chest with
many now-empty
partitions are 3 doses
of id moss and a pouch of
dried sassone leaves (which can
be turned into 4 doses of sassone leaf
residue with successful DC 16 Craft
[alchemy] checks). A latched iron
strongbox under the westernmost
bench holds six flasks of acid, four flasks of alchemist’s fire,
two vials of antitoxin, three smokesticks, two tanglefoot
bags, and four thunderstones. In a reinforced brass tin are
a vial of salve of slipperiness, a small sealed bottle holding an
ounce of sovereign glue, three flasks of unguent of timelessness,
and a jar holding 5 uses of universal solvent. Inside a steel
box is a journal containing notes and observations about
Zarskia’s alchemical experiments. The last entry describes
her work cultivating mandragoras
Treasure: The cabinet holds
expensive perfumes and
cosmetics worth 240 gp.
Treasure: A stylish purse in the north wardrobe holds
Zarskia’s day-to-day spending money: 10 pp, 47 gp, and
29 sp. Fashionable outfits and dresses in the wardrobes
are worth a total of 360 gp. A jewelry box in the dresser
holds high-quality imitation lady’s jewelry worth 215 gp
(but appears far more valuable to the undiscerning eye).
Under the dresser is a slim case containing a fully stocked
disguise kit.
Treasure: The majority of Zarskia’s espionage payments
are already stored safely inside Abadaran vaults in Avistan,
but she keeps an emergency fund of 50 pp and 100 gp in a
cloth pouch on the table. A leather bandolier on the table
holds an elixir of hiding, elixir of tumbling, and elixir of vision,
as well as a feather token (swan boat). Among the papers on
the table are writing equipment and a large vial holding 4
uses of superior invisible ink (Adventurer’s Armory 10), along
with a smaller vial of the triggering substance that reveals
this particular ink.
Foxy Quickpaw |
I did a rough estimation of the stuff. I think that is up to 20.000 gp. Depending on how well Lito rolls to sell that it should pay for most of the problems you have at the moment. Even if you pick out magical stuff later.
Quent: Large city 90% (900 gp)
DC to increase sale value: 10 + 10 per 10% 120% (DC 40; 1,200 gp)
Lito de'Anora |
Does that include all the stuff we got off the Pirates That were crashing things on the Reef and the Assassin Kenku?
I don't think we sold any of that stuff yet.
Lito de'Anora |
Everyone, I broke my dominant wrist a couple nights ago so please excuse me for the next few weeks if I don’t post often. Also they’re probably going to pretty short posts because typing is very hard right now.
Bit me as needed
Estelle Numbduster |
Yes ser rest it up, we can always just put this game on hold for a bit if people want
Foxy Quickpaw |
40k Gold
Noonan, Trytton, Lito, Estelle, Besmara, Crew of 100 people.
10000 for the crew.
6k for every one else.
Which is
cloak+2k for Noonan
tiara+glasses+wine+1.450 for Besmara
Raise Dead+1k for Estelle
6k for Lito and Trytton.
And everyone has to feed their pet themself.
So Noonan feeds Pluck
Besmara feeds Jessica ;)
and so on.
Besmara __ |
No one questioned that. And as such you'll get 100 gold like every other fully functional part of the crew.
The sad truth is though, that pets are treated better than the crew. You have my respect for being an upright and honourable man who forgoes the perks of being a pet to keep his dignity.
Estelle Numbduster |
Estelle's ghost is going to haunt Chay for the fun of it.
Also use her share to rez her please.
Lito de'Anora |
That's who the one spy Haddon was set to watch over. Movements in and out of the town partirly involving the Master of Gales. He told us that when we tried spoke with his dead body.
But he could have been just watching because he was in Drenchport. Unless we missed a clue, there isn't much more to go off of.
Mysteries are hard when there is so much time between clues.