| Anklebiter the Insane |
I'm sort of planning to take Craft Magic Weapon at level 5. ^^ Just get me the scrolls and stuff I need, and I'll make you some beautiful weaponry, my friends.
| Kelendra Shae |
The mithral chainmail is light armor and on Lefrik will increase his speed by 10' as it removes the slow armor penalty he has right now for regular chainmail. Kel will donate all her treasure share towards getting better armor for Calla and Brue, a better axe for Lefrik, and goods that Anklebiter needs.
| Calumny "Calla" Tas'vere |
Definitely makes sense to give the chainmail to Lefrik. I wouldn't worry about donating treasure share at this point -- we'll all eventually get better stuff.
Other than that, does this work for everyone:
Crossbow, bolts -- Calla
Ring, slippers, rapier -- Bruendor
Potion -- Anklebiter
Keep the glue, perfume, boots and diamond dust. (Who should get the boots? If we're having Brue scout, make sense for him, but we could also give them to whomever's noisiest -- Lefrik, then Kelendra -- to try to mitigate that a little.)
Sell and split the rest?
| Kelendra Shae |
All that looks good to me. If Brue has the spider slippers that will occupy his feet slot, and Kel and Lefrik are so far back on stealth the +2 for one of them won't make much of a difference for party stealth, so maybe Calla should have the boots and be extra good at stealth?
| Calumny "Calla" Tas'vere |
Indeed, Kel.
Anyone have thoughts on my two second-level spells I know?
I'm leaning toward CMW and invis, but others that could be of use are (probably in descending order...) hold person, restoration (lesser), see invisibility, silence, spiritual weapon, tongues, undetectable alignment, and zone of truth.
Added after Kel's comments -- if you've got CMW and lesser restoration, maybe I'll take Invisibility. I tend to prefer spells to be used out of combat for inquisitors, since they've already got enough they can do in combat.
+1 Con, +9 HP
Saves: +1 to Will, +2 to Fort (from Con)
+1 BAB
Level 2 spells: ?
Skills: +1 Heal, Swim, Perception, Stealth, Survival, Spellcraft, +2 Know (local)
| Kelendra Shae |
Kel can turn her lvl2 spells to 4 CMW a day, probably one of us should have lesser restoration so Kel could take that, Hold Person is a battle changer when you have a Lefrik and Bruendor hacking and slashing the paralyzed foe.
level 4
+1 Con
+11 HP
saves: +1 to Will and Fort (from Con)
+1 BAB
level 2 spells: Lesser Restoration (or Hold Person?), Hypnotic Pattern
skills: heal +3, bluff +1
moonlight bridge, coat of stars, spray of shooting stars, and interstellar void all increase
| Bruendor Cavescouter |
Level 4:
HP: 9 (5+1+3), total=37
Skills (9): Acrobatics, Appraise, Climb, Disable Device, Knowledge (dungeoneering), Knowledge (local), Perception, Stealth, Swim.
+1 BAB
+1 to Ref save
Uncanny Dodge
Rogue Talent: Combat Trick (Improved Disarm)
+1 Str
| Lefrik Olegson |
Level 4:
HP: 11 (7+3+1), total=47
Skills: +1 to Perception, +1 to Stealth, +1 to Knowledge: Nature, +1 to Intimidate, and +1 to Swim (looks like i may need that last)
+1 BAB
Barbarian Rage Power: Renewed Vigor
+1 Str
| Anklebiter the Insane |
Level 4:
HP: total of 28
+1 to Int. [What else was I going to boost, really? ^^]
Skills:
+1 to Diplomacy
+1 Knowledge (arcana)
+1 Knowledge (religion) [demons were mentioned, so...]
+1 Linguistics [learning Elven]
+1 Perception
+1 Spellcraft
New spells:
Limp Lash
Protection from Arrows
If our budget stretches that far, I'd like to pick up and scribe Scorching Ray, and maybe Summon Monster II. They'd be mighty useful, I think.
Hmm... Fox's Cunning looks quite, quite tasty... *shakes head* Ahem! It all depends on what the party can spare.
| Calumny "Calla" Tas'vere |
So how much did we get from selling our loot?
Also, I decided to move one point from Know (local) and add one to Linguistics, to reflect Calla studying the journal and teaching herself Undercommon. Settled on invisibility and CMW (always good to have a backup healer when it's absolutely needed) as my new spells.
Dang. Too bad Calla's not good. I was just looking at the Lantern Bearer prestige class and might've considered taking a couple levels of it (assuming we interact with them more) ... though actually, I guess it would require me to use a feat on a martial weapon proficiency, which I don't know if I'd want to do.
| Calumny "Calla" Tas'vere |
I'd propose we go with 792 gp each, with a similar share (plus 8 sp, 5 cp) for party treasure (wand of CLW, perhaps?)
Or another thought. I know Anklebiter wants to do some scribing and whatnot, but we could instead use the money to get two weapons upgraded to +1 (Lefrik's axe and I was going to say Brue's sword, though I guess he now has the magic rapier, so Calla's bow or if she's going to be in melee Kel's weapon of choice), then still have 750 for a wand of CLW. Plus a silver or two for everyone else! I'd forgotten that Brue's got a magic weapon now -- maybe just take 2,000 to upgrade Lefrik's axe? Or on like a fourth thought, if Anklebiter's planning to take craft magic arms/armor at 5th level, we just wait a bit longer. Which I'm now leaning toward.
If we did that, Calla could donate some of her money to Anklebiter for scribing (though she also could get some scrolls, I suppose) but it would mean the three people who didn't get the +1 weapons would need to be in line for a little more treasure from the next haul.
Sorry, this was all pretty scattershot.
| Kelendra Shae |
For Anklebiter to enchant the items they'll need to be masterwork quality, so we should get masterwork items now for whatever we want enchanted later as we may not be near a city at 5th level. (or is there a spell now that makes items masterwork, thought I saw that a few weeks ago?)
| Calumny "Calla" Tas'vere |
| Bruendor Cavescouter |
We definitely need a Happy Stick. I'm surprised we've made it as far as we have without one, honestly! I'm curious to see how available they are at the moment though. I suspect curative magic is at a premium in the city right now.
And I'm definitely on board with getting Lefrik a magical axe. We all chip in and get him a good one, with something enscribed in Skald on the blade. Does anyone know Skald?
Oh, and I've got a good name for us. How does "The Saul Survivors" sound?
| Calumny "Calla" Tas'vere |
OK, we've got Lefrik a magic axe and ourselves a Wand of CLW (who do we want to carry that? Calla's going to mainly be a combatant, but I'm thinking since Kel already has more healing, it makes sense for Calla in cases of emergency).
With Kwava's money, we've got 2,252.85 gp after we pay for passage to the island.
I think it makes sense to be prepared for the drow's poison. Neutralize poison is a fourth-level spell, so we could possible get some scrolls or some potions of delay poison (2nd level) or even just some antidote.
Anything specific we want vs. demons? We've got magic weapons for two of us and Calla could use the hand crossbow if she had to to deal with DR.
| Kelendra Shae |
The wand of CLW on Calla makes sense.
Antitoxin would be great if we can find some that works against the drow poison (isn't antitoxin specific to a poison type?), at 50gp each a few of those would be good to have for the +5 bonus.
Delay poison is a 1st level spell for clerics and would serve well enough in a pinch, it would delay the effects for hours, giving us enough time to get through combat(s). (For Kel and Calla this will be a 2nd level spell.)
Neutralize poison is a 3rd level spell for clerics, but will be 4th for Kel and Calla. We could get a scroll for 375gp, but for that price we could also get a 25 charge wand of delay poison.
For the cost and number of uses, the wand of delay poison would be a good starting point, we still might have someone unconscious for a few hours, but hopefully not during combat.
| Calumny "Calla" Tas'vere |
Sounds good. OK, let's figure out exactly what we want/need.
Cold iron weapons/blanches -- weapons cost twice as much (so Calla's going to spend a couple of her own gold to get a score of cold iron arrows); blanches cost 20 gp but only last for one attack, so aren't really worth the money IMO.
Looks like delay poison is a second-level spell for anyone but rangers. I like the idea of getting a wand, but it's 4,500 if we can't find a ranger to do it. Even at half price, if we can find one with just 25 charges, I'm not sure if 2,250 is too much (we can afford it, but that's basically the rest of our reserves -- we'd have 2.85 gp). Maybe Kwava can hook us up with a ranger?
Other options are an antidote kit This small box contains a wide variety of remedies and treatments against not only specific poisons but also their most common methods of delivery, including such things as purgatives to eliminate ingested toxins. It grants a +3 circumstance bonus on Heal checks made to treat poison. An antidote kit is exhausted after 10 uses. for 100 gp; a couple of those could be helpful. Calla dropped a rank into heal, so that'd give her +10, but it's still relying on dicebot.
Antitoxin If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour. is 50 gp.
Thoughts? Let's figure this out so we can move on.
| Bruendor Cavescouter |
Blanches don't seem like a good plan in the long run, so a cold iron dagger or something might be a good investiment. The wand's a bust plan for now, so let's get some antitoxin and antidote kits.
Oh, and light. That's the other thing we learn from the fight. We need a way to counter their ability to conjure darkness. Lanterns would be my go-to for general travel, but everyone needs a sunrod or two, so we can light up a room if we have to.
| Kelendra Shae |
Dang, I was going by hero lab with the 375gp for a 25 charge wand, but you're right about it only being from one class. What do you say GM, are there any cheap wands of delay poison lurking about Riddleport?
A fat stack of sunrods, some lanterns, antidote, and antitoxin all sound like good ideas, let's get those.
| Calumny "Calla" Tas'vere |
Sunrods are 2 gp each; so each of us get two for 20 gp total. (I'd say if we want (more?) lanterns, just drop personal cash on that.)
1 antidote kit for 100 gp. Kel has +10 Heal, so I propose she carries this.
2 antitoxin each is 500.
That's 620, which leaves 1632.85 gp left over, that I'd propose splitting between Kel, Calla, Anklebiter and Bruendor, giving them 408 gp, 2 sp and 1 cp each. (I figure Lefrik got the axe and party treasure got the wand and other supplies, so this seems fair to me, though I think we all seem cool about helping each other out with cash.)
As a note to myself, I'm updating Calla with all of this now, so need to change it if anyone objects. Barring objections, I'd say we're ready to move on.
| Bruendor Cavescouter |
Same here. If I have the math right, that splits the remaining treasure to 324.46 each. Is that accurate, Calla?
Current purchases: 2 sunrods, 2 antitoxins (already figured into split), masterwork chain shirt (250gp), silver light mace (25gp), cold iron dagger (4 gp). Total: 279 gp.
Sales (based on 50% sell back): Wooden armor (10 gp), dagger (1 gp), morningstar (4 gp). Total: 15 gp.
Current Expenditures: 264 gp.
Oh. One more thing. Splash weapons. We got blindsided by that cockroach swarm. Does everyone have a plan against that?
| Bruendor Cavescouter |
Ah, never mind, I see where I screwed up. Kel's request for funds made me think that it was coming out of the initial funds for some weird reason. Chalk it up to being distracted while doing math.
Acid is 10gp per vial and does a d6 points of acid damage on a successful hit. Alchemist's fire is double, but can set the target on fire for another round. Since we've got money, I lean towards the alchemist's fire.
Previous Expenditures: 264 gp.
New Purchases: 2 alchemist's fire (40 gp).
New Total Expenditure: 304 gp.
| Anklebiter the Insane |
Okay, so I have 408 gp, minus the 100 gp I spent on those scrolls becomes 308 gp.
I would like to get Summon Monster II for combat situations.
That's 40 gp for scribing and 150 gp for purchase, becomes 190 gp.
Spellcraft check to see whether I can master the scroll once purchased: 1d20 + 10 ⇒ (1) + 10 = 11 ... That looks like a no. Rodents. Nix the 40 gp for scribing.
Leaving me with 158 gp.
I can, however, now pick up a scroll of Masterwork Transformation.
150 gp for purchase. Spellcraft check to see whether I can master it to scribe it into my book: Spellcraft 1d20 + 10 ⇒ (1) + 10 = 11.
What is this? =_= Twice in a row...? Now I'll have to wait until level 5 before I can try again...! *sighs*
Oh, well. I have two scrolls and 8 gp left.
If anyone wants to spot me some cash for a second scrolls of Summon Monster II, I won't say no. ^^ It's bound to come in useful.
Anklebiter will be spending 50 gp on a bag of Vicious Caltrops, as per Goblins of Golarion, and 1 sp on a Toss Glove, as per the same book. You never know when they might come in handy. ;)