Ascension - Merchant's Guild

Game Master bbangerter

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GM Ascension wrote:

@Vados

Amulet of Mighty Fists +1 2500g

Sorry Vados, I knew the book price on this had been changed, and I had been thinking they halved it. I looked it up again though and the errata changed it to 4000g from 5000g. So that puts your cost over - total 10816.


Male Undine Monk 5 HP: 17/55 Ki: 0/4 (3 stunning fists left)
GM Ascension wrote:
GM Ascension wrote:

@Vados

Amulet of Mighty Fists +1 2500g
Sorry Vados, I knew the book price on this had been changed, and I had been thinking they halved it. I looked it up again though and the errata changed it to 4000g from 5000g. So that puts your cost over - total 10816.

Drat and double drat. =)

I'll be making another pass on Vados tonight and I'll clear that up. Also, you're totally right on the strength. I think a character sheet editor I used was giving Undine the floating +2 from Humans, and I forgot to remove it when I made the appropriate stat changes.


Male Undine Monk 5 HP: 17/55 Ki: 0/4 (3 stunning fists left)

@GM Ascension

I fixed Vados strength issue, and I got rid of the Bracers of Armor and Wand of Mage Armor to compensate for the Amulet of Mighty Fists. I also halved the number of shuriken I bought. Let me know if the combat stats don't work out, but I tried to correct everything. Thanks!


Male Half-Elf Cleric 5 HP: 50/50
GM Ascension wrote:

@Garion

You've only spent 19pts of the 20 on ability scores.
Str 12 2pts
Dex 13 3pts
Con 14 5pts
Int 11 1pt
Wis 14 5pts (+1 level 4, +2 racial bonus for final of 17)
Cha 13 3pts
Can you add ranks spent in each skill in parenthesis. For example Heal (3) +9
For this game Bluff/Diplomacy/Intimidate are all one skill called Bluff. So any abilities which raise one of those 3 skills are raise the combined Bluff skill. Drop diplomacy from your skills list and move any ranks you have in it into bluff instead (still max of +5 ranks at current level). Ease of faith then makes bluff a class skill for you (as does diplomacy being a class skill for clerics anyway). And your skill focus (diplomacy) becomes skill focus (bluff).
You are over cost on items
Potion of Remove Curse 750g
Potion of Remove Disease 750g
Postion of lesser Restoration 300g
Alchemists Fire 20g
Scale Mail +1 1200
Heavy Steel Shield +1 1170
Heavy Mace +1 2312
Starknife +1 2324
Handy Haversack 2000g
Healer's Kit 50g
everything else falls into the common mundane items
Total Spent 10876

You are slowed by your medium armor and/or medium weight load and have a Speed of 20 ft

I blame Hero Lab. :)

I'll lose the Remove Curse and Remove Disease potions and add a Potion of Owl's Wisdom. And I'll fix my skills.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

As promised my crunch is finished and pretty much final. I hope I have addressed all your concerns. I plan to update my background with tie ins to my team tomorrow.

When do we start?


Male Half-Elf Bard 3/Rogue 2
GM Ascension wrote:

@Talathel

Your fort and will saves appear to be to high.
Fort should be +3 (+1 con +1 bard +1 cloak)
Will +2 (-1 wis +3 bard +1 cloak)
Bracers of Armor don't stack with your mithral chain shirt, putting AC at 16, flat 14.
I show gear cost at a total of 9130.
Mithral Chain shirt 1100g
Mwk Composite Longbow (str rating 12) 500
Mwk Cold Iron Longsword 630g
Mwk Silver Dagger 322g
Sap 1g
Bracers of Armor +1 1000g (but with this not stacking you could remove this item)
Cloak of Resistance +1 1000g
Wrist Sheath 1g
Bag of Holding 2500g
Efficient Quiver 1800g
Caltrops (4) 4g
Smokestick (2) 40g
Mwk Thieve's tools 100g
Blunt Arrows (20) 2g
Grappling Arrows (4) 20g
Smoke Arrows (5) 50g
Disguise Kit 50g
Portable Ram 10g
I dropped everything else under the common mundane items category so not of that matters for cost

Fort is actually where it should be; I took the Resilient Trait. Will is +3 because 3+1-1 is 3. Not sure how I managed to get +6 out of that, though. Made this at 3 AM. Not sure if it's been errata'd, but Mwk Cold Iron Longsword is only 330gp by the SRD. I'll swap out the Bracers for a Hat of Disguise, which leaves me with either 70 or 370 depending on the ruling for the longsword.


Male Human Ranger 2/ Inquisitor of Abadar 3
GM Ascension wrote:

@Mikal

Init should be +5 (+3 dex, +2 reactionary)
With mundane items removed from your costs (everything but the antitoxin and healer's kit in your haversack) you've spent 9755g

Actually, he can add his Wisdom Modifier to his initiative due to the cunning initiative inquisitor class ability. So the +7 should be correct.

And Mikal is going shopping later today, nothing like having extra coin to spend.


Cindy Lu wrote:

As promised my crunch is finished and pretty much final. I hope I have addressed all your concerns. I plan to update my background with tie ins to my team tomorrow.

When do we start?

An intro is already posted in game play, but I won't get around to making a map of the ship till the weekend. So you can start role-playing/asking questions now in game play, but I'll be slow to respond for a couple days yet, still have more characters to review from some of the factions.

And I'll allow lipstitch.


Talathel Miriel wrote:
Fort is actually where it should be; I took the Resilient Trait. Will is +3 because 3+1-1 is 3. Not sure how I managed to get +6 out of that, though. Made this at 3 AM. Not sure if it's been errata'd, but Mwk Cold Iron Longsword is only 330gp by the SRD. I'll swap out the Bracers for a Hat of Disguise, which leaves me with either 70 or 370 depending on the ruling for the longsword.

You are right of course on the will save. I blame bleeding eyes from looking at like 18-19 characters yesterday.

I think I'm doing cold iron wrong, I was including masterwork in the cost that got doubled.


Mikal Amakiir wrote:
GM Ascension wrote:

@Mikal

Init should be +5 (+3 dex, +2 reactionary)
With mundane items removed from your costs (everything but the antitoxin and healer's kit in your haversack) you've spent 9755g

Actually, he can add his Wisdom Modifier to his initiative due to the cunning initiative inquisitor class ability. So the +7 should be correct.

And Mikal is going shopping later today, nothing like having extra coin to spend.

Thanks, to many details its easy to miss some things.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Great. Lipstitch is mostly flavor, but oh so cool for a witch. :)


Human Air Elementalist 8 HP 56/56, AC 17 | T 13 | FF 14 | CMD 17 (19 vs sunder) | Fort +4 | Ref +5 | Will +8 (+1 vs fear) | Init +4 | Perc +8 (Awareness Familiar)

I think cold iron is double the cost of the weapon (for metal) + masterwork cost.

Character is updated, as well. (though I kept the costs in the purchases list and just updated remaining coin).


I've got a live game tonight, but I'll get a 'map' of the ship posted over the weekend. Come Monday the game will be in full play mode.


Male Human Ranger 2/ Inquisitor of Abadar 3

Mikal went shopping and picked up a couple potions (2 Endure Elements, 1 Pass without trace, and 1 Shield of Faith +2). I have added to his profile and adjusted his gold total.

Shadow Lodge

my sta block was completed some time ago, but here is following link, http://paizo.com/people/GorgutzLanwell


GM Ascension wrote:

@Vados

Your ability scores are over cost.
Str 21 (20 base (not possible), -2 racial, +1 level 4, +2 belt) I'm guessing that should have been 18 base final 19? If so everything else is good for abilties.
Ignoring skills and combat stats till that is clarified.
Gear I have the following:
Masterwork Cold Iron Siangham (2) 606g
Masterwork Shuriken (x50) 310g
Amulet of Mighty Fists +1 2500g
Belt of Giant Str +2 4000g
Bracers of Armor +1 1000g
Wand of Mage Armor 750g
backpack and climbers kit being counted as mundane items
Disguise kit (10 uses) 50g
Smokestick (5) 100g
Total cost 9316

Vados, as already noted elsewhere in this thread I errored in calculating the cold iron costs for Talathiels weapon. The same applies to your Masterwork Cold Iron Siangham. The cost should be 306, netting you +300 gold.


Male Half-Elf Bard 3/Rogue 2

Trying to plan out a couple levels ahead, and spell selection is the big thing right now. What's our healing situation, aside from Garion? I have Cure Light, and could take Cure Moderate next level, but it depends on how much we already have.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I too have Cure Light, and have it memorized at the moment. I could learn Cure Mod now, but was so limited in what was in my spellbook by a controlling and ungenerous GM that did not take it. Oh, did I write that out loud? :P

Seriously, there are so many good second level spells for me to take, even with a slightly limited witch spell list, that I can't see taking it, or choosing to memorize it often if I did know it. And I did not take the Healing hex, which would have been 1 cure mod per party member at my current level. Hard call. Its never bad to have back up healing, but I do not see myself healing in combat often. I can stabilize at range to save a life and carry that one cure. Likely that will not increase.


Male Half-Elf Bard 3/Rogue 2

Right now I'm looking at, for my first two second-level spells, Glitterdust because it'll let me get off ranged sneak attack damage with its blinding component, Cure Mod in the event we need some backup healing, and Gallant Inspiration for pretty obvious reasons. Definitely have no problem playing support, being bard and all, and taking the role of backup healer to free up slots on everyone else if it's needed.


Cindy Lu wrote:

I too have Cure Light, and have it memorized at the moment. I could learn Cure Mod now, but was so limited in what was in my spellbook by a controlling and ungenerous GM that did not take it. Oh, did I write that out loud? :P

I know who the half-orc barbarian is going to kill next. *Whistles innocently*


Male Human Ranger 2/ Inquisitor of Abadar 3

Wow, that would have really been embarrasing if I had been taken out in the first warm up encounter of the campaign. I need to get my kung fu back in shape before the next encounter.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Anyone want to do an informal debrief of the encounter? What did we do well? What could we have done better.

One thing we did very well was shut down their missile fire. Between the Wind Wall and the Cloud they had little chance to hurt us that way. We did pretty good controlling the boarding ramps and had few enemy among our crunchy sailors. Vados clogged the middle well. - I never got to move the swarm onto one of the ramps but the threat of them there was something and cause their caster to focus an action and spell on them.

Oh, and we did great protecting our crew. Not sure any of them even took damage.

I already pointed out the problem with cleave - If we are not adjacent to an ally they cannot cleave into us. After we see it we need to move so that they do not cleave into us a second time.

Garion picking up Selective Channel will help some, but in a mass fight he will only be able to exclude a single enemy as the number is your charisma modifier. Still good, and great in a boss fight.

As I think you all saw, I am a debuffer and controller. I am not going to do much direct damage ever. I might have been able to get the glitterdust out earlier to allow better hits and sneak attack, but I was thinking about it as a backup to the cloud.


Male Human Ranger 2/ Inquisitor of Abadar 3

The cleave point is well taken, I honestly did not even think of it at first, I was concerned with making a defensive line and not letting the pirates board.

Looking at damage output on my part, this is where the character concept comes up against the math. I am hoping the greataxe is worth something, that would help in that department. That would mean losing the buckler, though.

One thing I thought of doing was grappling the half-orc and taking him over the rail, in the hopes that he was not under the influence of a water walk as I was, but did not want to lose his gear.

I think all the spellcasters did a great job of making us melee types as effective as possible.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

No, you do not have to loose the buckler, completely. It will still be good until you close and attack. You get its AC against ranged attacks and if you do not go first.

Grapple might have been a bad idea. AOO on you when you try to start it. Your CMB is +6. Let me guess at his CMD. 10 + 5 BAB +4 Strength +2 Dex, so somewhere around 21 plus or minus 2. That gives you about a 25% chance to grapple. Then next round you get maybe a 50% chance to maintain the grapple and do something. That is IF he does not break out of the Grapple - about a 75% chance that he will do so, and you survive being flat footed against any pirate that wants to hit you. And those odds are if he is not raging. Not sure if he could or did rage.


Male Human Ranger 2/ Inquisitor of Abadar 3

I know it was a bad idea, it just seemed like it would have been a great cinematic style moment.


Human Air Elementalist 8 HP 56/56, AC 17 | T 13 | FF 14 | CMD 17 (19 vs sunder) | Fort +4 | Ref +5 | Will +8 (+1 vs fear) | Init +4 | Perc +8 (Awareness Familiar)

Due to a few bad d20 rolls, and some bad maneuvering, I felt next to useless. My primary wizard ability is best used when surrounded by enemies, so I prefer to be up and out there in melee. (I know, it's silly.) I will definitely be preparing more lightning bolts in the future, as that and the magic missile felt well used. I'll also prepare more mage armors to use on our other main melee specialists before combat.

One tactic that I thought of belatedly was to use Skyfire in a shocking grasp marathon, having him fly out and use it as part of a flyby attack and then return the next round. Rinse and repeat.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Lightning Bolt was great. And there was potential to line 4 or so up on a boarding plank with it too but I think the cloud prevented them properly lining up.

On the use of your familiar to touch: just remember that if the is awaref of Skyfire he will get an AOO on it as it enters their square, which it has to do to touch.


Human Air Elementalist 8 HP 56/56, AC 17 | T 13 | FF 14 | CMD 17 (19 vs sunder) | Fort +4 | Ref +5 | Will +8 (+1 vs fear) | Init +4 | Perc +8 (Awareness Familiar)

Yes. But he's relatively small (AC 19), and if he's within arm's reach when I cast mage armor and shield on myself, Skyfire benefits too. I'll give him more defensive abilities as we level.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Nice. That does sound good. I was always one to use my familiar, both as a scout and offensively. Some wizards keep them hidden away and never let them play an active role in the game.


Human Air Elementalist 8 HP 56/56, AC 17 | T 13 | FF 14 | CMD 17 (19 vs sunder) | Fort +4 | Ref +5 | Will +8 (+1 vs fear) | Init +4 | Perc +8 (Awareness Familiar)

Of course, in real life, when I've had a bird attack me, it flew off before I could hit back. But I suppose in tactical games like this one, its better to allow for an attack of opportunity. :P


Human Air Elementalist 8 HP 56/56, AC 17 | T 13 | FF 14 | CMD 17 (19 vs sunder) | Fort +4 | Ref +5 | Will +8 (+1 vs fear) | Init +4 | Perc +8 (Awareness Familiar)

I had forgotten about the costs to record spells in the spellbook. I just paid the cost for the scrolls, not the additional costs of 90 + 40 + 40 gp. I'm at -85 gp if you take that into account. :( For some reason I always forget about that part. What I've done in some games is just added jewels and jewelry to the spellbook itself, adorning it in special ways that make it very unique looking (and more likely to be a thief's target). Would anyone mind if I took some of the silks that we found to augment my spellbook and hopefully get that forgotten cost taken care of?


Cindy Lu wrote:

Lightning Bolt was great. And there was potential to line 4 or so up on a boarding plank with it too but I think the cloud prevented them properly lining up.

On the use of your familiar to touch: just remember that if the is awaref of Skyfire he will get an AOO on it as it enters their square, which it has to do to touch.

As a pterosaur he gets

pterosaur wrote:


If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.

Course leaving the square the following turn is still an issue for AoO's. And if Aria is up front in the melee, making a charge may not be an option as skyfire may not have the 10' of space required for a charge.


Male Half-Elf Bard 3/Rogue 2

I was under the assumption that if we don't have to give anything to the guild, we'd be splitting the spoils of anything that nobody had a use for. So yeah, definitely no problem if you cut off and kept your portion of the silk; which if it's a crate full of the stuff, will come out to more than enough, I'd imagine.


Male Human Ranger 2/ Inquisitor of Abadar 3

I would be fine with Aria using some of the gold we get for selling the silk to take care of spellbook issues.

Of course, Mikal being LN and an agent of Abadar, he will want a careful accounting of all the loot. I see this as a great RP opportunity for he and Talathel to have some good natured friction in their relationship. Kind of like the mom who is always saying no when her kids are trying to take a cookie from the jar.


Human Air Elementalist 8 HP 56/56, AC 17 | T 13 | FF 14 | CMD 17 (19 vs sunder) | Fort +4 | Ref +5 | Will +8 (+1 vs fear) | Init +4 | Perc +8 (Awareness Familiar)

Actually, I was thinking of using a portion of the silk itself to augment the spellbook. It will make it 'interesting'.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

If we get to sell the ship, that alone could close to double the gold take. The two closest examples of ships in the equipment lists are a Longship and a sailing ship and both have a list price of 10k.

Note that Cindy also has "spellbook" issues. Her spellbook is a scarred mask, but there are equivalent costs involved. In fact, Cindy will be asking Aria about scribing her a scroll of Lightning bolt and will offer to pay for it with some of her share of the take. Scribing Cost would be 187.5. Would 200gp satisfy Aria's need to make some profit?

I suspect our caster prisoner is a sorcerer, with no spellbook.


Human Air Elementalist 8 HP 56/56, AC 17 | T 13 | FF 14 | CMD 17 (19 vs sunder) | Fort +4 | Ref +5 | Will +8 (+1 vs fear) | Init +4 | Perc +8 (Awareness Familiar)

Oh, poof. You can pay 190 gold. Just round it up to the next 10 so transactions are nice and neat. :P


Male Half-Elf Bard 3/Rogue 2

2000 gold six ways means we each take 333.3333... If Aria just outright cuts her sixth of the silk off to use as actual silk instead of as a payday, it won't impede on what anyone else does with their share, so I doubt don't see any grounds to object.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

We have a lot more than the silk to split... the post I say from out GM showed that you were not alone. Do you really want to start stealing from your party? This is suppose to be team agains team. I am hoping we can at least be loyal to each other.


Male Half-Elf Bard 3/Rogue 2

No, I know. I mean specifically on splitting the silk, since that's what Aria wants to put toward her book. I was only counting that, not the whole take, because the jewelry wasn't mentioned in the context of "Hey, can I do something with my share other than sell it?" I had no intention of stealing the rest of the stuff. Not claiming it with the guild in case some/most was skimmed off the top by them, maybe. Not gonna take from the party though.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Good. :) At least let us get this thing going. I am hoping we can become a strong team. Not sure how much PVP GM Ascension has in mind but I know it can/will be deadly, and a strong team will be our best defense.

From early recruiting I noted that there were a number of Summoners on the other teams. I worry that they will be tough. Not sure how many synthesists there are, but those guys are like Iron Man. To beat them we have to operate as a better team than their teams do.

For ship repair, Cindy can memorize Mending in the morning and take care of most of the damage. That should mean less money from the total take having to be spent to return the ship to tip top shape.


Male Half-Elf Bard 3/Rogue 2

Aye. Dick move aside. it's a bad idea for me to run a character built with support in mind, but who steals the lion's share of the loot for himself.

In terms of repair, I can definitely take the brunt of that, since I have Mending and infinite cantrips. If I can get some kind of rope rig to let me dangle, I could fix up the ship myself before we get back to port without anyone losing spell slots.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I can levitate someone once a day as part of my fly hex. Its a cantrip for me as well, so we can do it together. :)


Male Half-Elf Bard 3/Rogue 2

Oh, so you get infinite casts but have to prepare them? Now I see. Not too familiar with the class.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Right. I prepare 4 cantrips a day. Normally I do not prepare Mending. And if you always know it I could just let you handle the repairs, depending on how much needs to be done.


Male Half-Elf Bard 3/Rogue 2

Bards are spontaneous casters, so depending on the work load, maybe prepare it here but for other things let me handle the mending on everyday stuff.


Male Half-Elf Bard 3/Rogue 2

On the matter of custom magical weapons, if I were to get my Mithral Shirt enchanted with the Glamered ability, or my longbow with Shock, could I have them do it to my currently owned one, or would I need to buy a new one? I've had DMs fall both ways on this, was curious.


Could be done to your current one.


Male Half-Elf Bard 3/Rogue 2

Okay, awesome, thanks. Also, does our 5% discount count toward enchanting, or is that strictly a magey thing and not our department?


That counts toward enchanting as well.

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