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Aparently identifying magical itens is made through the spellcraft skill. From the entry of said skill:
Determine Properties of Magic Item
Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object.
When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts reveal the same results.
Identify the properties of a magic item using detect magic: DC 15 + item's caster level
From:
http://www.d20pfsrd.com/skills/spellcraft

Mugambi |

I am picking up the healers kit Gatherine found at the last wreck, everybody alright with that?
Also, Gatherine I think your calculations of the number of potions are a little off or maybe i misunderstood something.
You said it was 6 cure potions for each of us, that would make a total of 30 potions. But we only found 13 so far. 12 on our ship and 1 in this wreck. I think we aready used 2 so we have 11 left.
My suggestion would it be 2 for Gatherine (because she is a ranged combatent), 3 for Tol, 3 for Averine, 3 for Iolana (the melees) and 0 for me, i can heal myself. If I get dropped down below zero hp one of you guys uses one of the potions on me.

Gandal |

Tol is the one with the most HP of our front liner (Tol,Iolana and sometime Averine) so he should get the most powerful cure potions available.
Iolana already took 3x cure light wounds as suggested by Gatherine and Mugambi,but maybe she should put down one, two are enough for her.
One water breathing may be useful since she is often in water,but she already got one very expensive item (the pearl of power) so i'll be fine anyway you want to share the rest.
I'm for selling the pipe too.

Gordon the Whale |

Sorry to hear it. Here's an amusing story from the RL session I GMed last night, which may cheer you up:
The party is traveling through an enchanted desert, mostly made of flowing quicksand, on a magical boat that can sail through sand. The party has 7 PCs (Fighter, Rogue, Bard, Wizard, Cleric, Oracle, Ranger) levels 7-10. They also used diplomancy on the NPC who gave them the quest, and consequently have a number of NPC mooks with them.
Suddenly, a unique Crimson Worm (CR 13) burrows up through the sand to attack their ship. In the surprise round, it takes it down to a little more than half the ship's HP. Some mooks jump off the ship to the flowing sand to attack it, and one (the one with a name!) is promptly devoured; on the same round the worm takes out a lesser mook with its sting. The PCs, terrified of getting off the boat, make various ineffectual ranged attacks against it. Next round, it destroys the boat, which begins to sink into the quicksand. Now desperate, the PCs rush it. It knocks off about 85% of the fighter's hp in one attack, and has him held in its mouth, ready to swallow next round. The archers, buffed by now with inspire courage, good hope, prayer, and haste, really come into their stride, the cleric delivers slay living, which does good damage even though the worm made the save, and they kill it before it can swallow their fighter.
What's amusing it what happened next: There they are, in a river of quicksand on a quickly sinking boat. They cut open the worm's stomach to rescue the corpse of their NPC, the wizard casts fly, and they all hop into his portable hole (sharing between them a bottle of air) while he flies them to the nearest rock outcrop. Then, the cleric burns 5000 gp in diamonds on casting raise dead on the dead NPC. I honestly didn't see that coming!
They are still stuck in the quicksand desert, so, since it's an emergency, the LN cleric uses some alignment flexibility and 400 gp in onyx to cast animate dead on the corpse of the crimson worm. So the party is riding on a 100 foot-long zombie worm. This is a majestic but creepy Dune-inspired image, until there are some rocks the worm cannot climb over or burrow through, so the wizard casts fly on it. Now they are riding on a 100-foot long flying zombie worm.
I am glad that the rest of the adventure will make it impossible for them to keep this thing.

Gordon the Whale |

I'll let them keep it for now; they're enjoying it, and it is a creative way to deal with the situation. This is a session they will be able to talk about for a long time. I don't think it's unbalancing in combat; it makes a pretty good meat shield (literally!) but with only 10 ac, its 143 hp won't last long against level-appropriate enemies. They'll have to leave it outside when they go in to dungeons.
Also, I think Abadar is displeased with the worm. Using it outside of combat to get past a likely-death environmental hazard is OK, but he won't be granting the cleric's prayers for inflict spells (he channels positive energy) until the worm is disposed of.

DM Bloodgargler |

Don't know if it was the same time, but I had problems, as well.(like 20 hours ago)
I've been busy catching up with schoolwork for about a week now, so I've been pretty slow and stupid here anyway. (If any of you have an idea for a 5-10 minute screenplay ... I think I've sprained my brain. After my last pitch, my professor asked me if I was getting enough sleep .. and rejected it)

Tol Cherthand |

I'm still here... RSS feed wasn't working for some reason, so I didn't see everyone else's posts. Can't post now besides failing that perception check, because I'm about to leave the house, but will do more later tonight.

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Dont be lonely man, we are all still here. Well, maybe not our ranger friend, its been more than 20 days since last time Mozard posted. But the rest of us are still around.
I am loving this game. It was my first pbp and I had no idea how luck i was to the get a good group and dm like this. Thank you all guys.
On a side note, I followed your advice Gandal and my RL group is starting Carrion Crown, you were right, it is really good. Thanks for the tip.

Gandal |

Anytime man :)
For Averin, i'm sorry to be suggesting this, more than anything else because he could be back sooner or later and read this post.....but i'm afraid it is time to think about getting a replacement.
edit:
My new group is scheduled to start playing this Sunday and i still have no fu****g idea of what to run.I'm using my homebrew world,so have less info to read,but it is always the most difficult part how to put together the party.

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From what I understand of this boards its a commum pratice to replace players that drop out. Nothing against Averin, I really like his character but its been 3 weeks since last we saw him.
Tonigh I played with some friends in a group where half of them had no previous experience with RPGs. The dm decided to run a module called Crypt of the Everflame, we are in the middle of it I think. Big oldschool dungeon, a lot of nice encounters and one or two tough ones. So far its pretty cool.

Gandal |

I know it, but hate the idea of :
The PCs are the town's heroes and must venture in a fake dungeon set by the town's people themselves as a rite of passage from childhood to adult.
And i have this module in the italian edition (the only PF module published so far in my lang) so it would be more work on my side, because all the other books i have in english and to match info i'ld have to translate the whole book.

Gordon the Whale |

Gatherine being trigger-happy is AOK with me. Looks like cooler heads may prevail this time, though.
I think getting a replacement for Averin is reasonable at this point; I do think we can get by with only four, but it would be nice to have a wilderness expert. If it makes more story sense to wait until after the first adventure, I'm okay with that too. Blundering about in the jungle without a guide may be "dangerous" or "stupid," but it makes for a good story!

Gandal |

Story wise, it wouldn't be difficult to add a player now.He/her is another castaway which was lost after the shipwreck, and we find him/her only now (what a coincidence).
Would like to know if Mozart left or has problems logging,but'll feel safer with a fifth PC (the ideal being another ranger or a druid)