| DM_Waife_the_BiPolar |
You can kit out however you want for the level up to the cap of 1000gp. As I know you will be doing so over the next day.
Hp at a new level is roll your barb hit dice, add you con mod and +1hp or skill point if you take a level in your favored class. Also, minimum for you HD roll is half.
| Iscarel |
1d8 ⇒ 6
| Marcus Whiteshae |
Marcus HP 1d10 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Also, i'm guessing the loot from the fight is on top of the GP limit. We can divide here, I guess.
I'd like that Flail as a Backup weapon but since Grumm is gonna be a 2 hander, (or anyone else for that matter) i'd give him first pick.
Don't need anything else from it, anyone else name their picks or we can sell it.
DM, is it pushing the limit to much to do a tiny bit over the 30% per item
Eg 1000gp limit.
A Masterwork scimitar is 315 gp.
A Masterwork cestus is 305gp.
If no joy thats cool, just checking. Mostly cause that Flail is Masterwork (315) and the bow is too (450gp). Most likely goes to Grumm. I'll stick with my current weapons if Masterwork is too much. Maybe I'll buy a Composite Longbow instead...
| Marcus Whiteshae |
Hence my question twigs.
A 315 gp sword exceeds 30% of your wealth (just) so thats whyI asked.
Now I've got TWF I'll be sucking that -2 to attacks, so I'm trying for masterwork now, knowing I won't be able to afford 2 +1Weapons Till level 5.
For the Record I'd be chasing
MW Scimitar 315
MW Cestus 305
Cold Iron Warhammer (Or take the flail if nobody wants it)
Cold Iron Dagger
Breastplate Armor
Maybe a Composite Bow.
2xChakrams
The rest probably just misc. Gear and a potion
| DM_Waife_the_BiPolar |
Okay, total confusion here. When I say 30% for weapons. That's total for all weapons. Not two at 300gp each. Originally as mentioned, the core book stated 25% to maintain a balanced PC and I have agreed to 30%. I'm not attempting to nerf you and I understand everyone's desire to be frickon damage whores but quite frankly taking balance out of gearing makes for b~%%@# quick fights and less enjoyment. My final rule is 1/3 so 33% max for weapons as well as armor as well as magic items. This however leaves no % for general gear. You guys can manage that yourselves.
| Marcus Whiteshae |
Righto,
So budget is 333gp for All Weapons
333gp for All Armor
333gp for All magic items
Understood. (There'll be plenty of change from that since it's very unlikely all gear will work out to exactly those amounts. And it's enough cash so that 1 masterwork is available for everybody, so we should all be happy with that.)
I'll start sorting my gear. All other changes are done. Thanks for clearing that up.
| Grumm Gær |
Oh. I just realized what you just said.
For now, I'd rather stick to my large axe and my chakram. Even though they wouldn't me mwk and the axe gets a -2 penalty for being large, My thoughts are that I'll be on the foreground anyways, so I don't need the range of a bow, plus the full strength bonus to damage helps. With the axe, I dunno. The thought of a 4 foot man with an 8 foot axe intrigues me.
| Marcus Whiteshae |
Ok so only the bow is taken and the solvent.
If no one wants any of the other stuff we should do the usual sell off for 1/2 and split the cash.
DM now that the level ups are done and everyone is in your WBL budget, can we sell our treasue drops and shop as normal? I'm assuming we can do that for party funds for wands of healing and such?
| Iscarel |
Would protective potions count as the "armor" category? I dont see much to be gained in taking a masterwork suit, so I might just pocket the difference or grab a potion of protection of arrows to prevent another injury like this.
| Ascaria de Vintre |
I have a question about obtainable goods: Since it does not look like we're going to end up outside of Riddleport at the moment, Ascaria is not going for a fullfledged "survive-in-the-wilderness" gear. I would like to get a leather shoulder bag, however, in which I can carry stuff without running around town with a backpack. Can we rule that I can find one with half a backpack's capacity (30 lbs.) for half a backpack's price (1gp)?
Also, should post our complete "shopping lists" here for GM approval?
| Ascaria de Vintre |
Okay, so here is the gear Ascaria would like to buy:
Mwk Sickle (306GP)
Chalk (1CP)
Chalkboard (1GP)
Compass (10GP)
Cooking Kit (1GP)
Flint & Steel (1GP)
Ink & Quills (8GP)
Perfume (5 doses) (5GP)
Potion of Cure Light Wounds (x2) (100GP)
Rice Paper (100 sheets) (5GP)
Rope (Silk) (10GP)
Scroll of Diagnose Disease (25GP)
Scroll Case (1GP)
Sewing Needle (5SP)
Shoulder bag (leather) (2GP)
Soap (1CP)
String/Twine (1CP)
Travelling Spellbook (10GP)
Whistle (8SP)
All together it should be 485 GP 3 SP 3 CP. The plan is to carry everything (except for the cooking kit and the chalkboard) around in the shoulder bag at all times.
At the moment I can not see any armor that would be worth the while in the allowed price category.
Maybe somebody has any suggestions on armor or further consumables?
| Ethaniel Meveri |
Could I pick up a Swan Boat Feather Token? It's more than 33%, but it's a one-time use, so I think I could make the case that it's a consumable. If so, here's my list of equipment
Swan Boat Feather Token (450 gp)
Masterwork Whip (301 gp)
Masterwork Buckler (165 gp)
Masterwork Backpack (50 gp)
Silver Holy Symbol (25 gp)
A Pair of Chakrams (2 gp)
Waterskin (1 gp)
100-ft. Hemp Rope (2 gp)
Grappling Hook (1 gp)
Wrist Sheath (1 gp)
Blanket (5 sp)
Basket (4 sp)
Bedroll (1 sp)
Total = 1,000 gp
| Ascaria de Vintre |
Mage aRmor and shield of faith pots
Ok, I guess I'll add two mage armor potions and another cure light wounds potion to the mix. That'll put me at about 650 GP. Do we get to save the rest? Otherwise I'd continue shopping... :-D
| Iscarel |
I'm alive! I'll get a post up tonight. I've been working more shifts in the lead up to uni and I've been trying to ressurect my own PbP game, so the bulk of my D&D time's been going there.
The wheels are turning however and I wont let it slow me down any longer. I'll once again express my amazement that you manage to keep this game moving so quickly, Waife. It's bloody hard work.
| DM_Waife_the_BiPolar |
Your PC interactions are so amusing, i smile most times i read an entry.
Nice touch Ascaria, fine little details add much to the game.
Cheers, Iscarel. It's been challenging since having to run both the Live version of this AP aswell as the pbp but i don't wish to drop either so may they both persist.
| DM_Waife_the_BiPolar |
This ill-tempered beast's tiny, bloodshot eyes glare angrily above a mouth filled with sharp tusks.
--------------------
PIGSAW
Male Boar
NN Medium Animal
Init +0; Senses Low-Light Vision, Scent; Perception +6
--------------------
DEFENSE
--------------------
AC 15, touch 10, flat-footed 15. . (+5 natural)
hp 41 (2d8+16)
Fort +7, Ref +4, Will +2
Defensive Abilities Ferocity
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Gore (Boar) +6 (1d8+4/20/x2) and
. . Unarmed Strike +6 (1d3+3/20/x2)
--------------------
STATISTICS
--------------------
Str 17, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Base Atk +3; CMB +6; CMD 16
Feats Improved Natural Armor, Toughness +4
Skills Acrobatics +5, Perception +6
--------------------
SPECIAL ABILITIES
--------------------
Ferocity (Ex) You can stay active while dying.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
ZHELM
Male Tiefling Fighter 3
NE Medium Outsider (Native)
Init +3; Senses Darkvision (60 feet); Perception +3
--------------------
DEFENSE
--------------------
AC 19, touch 14, flat-footed 15. . (+5 armor, +3 Dex, +1 dodge)
hp 28 (3d10)
Fort +3, Ref +4, Will +1
Defensive Abilities Bravery +1; Resist cold 5, electricity 5, fire 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Masterwork Flail, Heavy +7 (1d10+3/19-20/x2)
Spell-Like Abilities Darkness (1/day)
--------------------
STATISTICS
--------------------
Str 14, Dex 17, Con 13/11, Int 12, Wis 12/10, Cha 6
Base Atk +3; CMB +5; CMD 19
Feats Combat Reflexes (4 AoO/round), Dodge, Step Up, Weapon Focus: Flail, Heavy
Skills Acrobatics +0, Bluff +0, Climb +3, Escape Artist +0, Fly +0, Intimidate +4, Perception +3, Ride +0, Stealth +4, Swim -1
Languages Abyssal, Common, Orc
SQ Armor Training 1 (Ex)
Combat Gear Masterwork Flail, Heavy, Scale Mail;
--------------------
SPECIAL ABILITIES
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bravery +1 (Ex) +1 Will save vs. Fear
Combat Reflexes (4 AoO/round) You may make up to 4 attacks of opportunity per round, and may make them while flat-footed.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkness (1/day) (Sp) Darkness once per day.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Step Up You may make a 5' step closer when your opponent makes a 5' step away from you.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
| Ascaria de Vintre |
I like the idea and would also volunteer to play one of the two combatants. However, as is the nature of PBP, combat can drag on for a long time and I don't want to bore anybody. So I would only want to do this if everybody else is cool with it. It's also ok if we skip it. Opinions?