Broken +1 Large Spear
Master work Large Battle Axe
Master Work Large Long Spear
Master Work Large Great Axe
Large Great Club x 2
Large Long Sword x 2
Large Javelin x 3
Large comp Long Bow Str +5
Large Morning Star
Master Work Large Breast Plate
Master Work Large Scale Mail
Large Half Plate
Large Hide Armor
Large Lamellar Leather Armor
Large Chain mail on the Giant
How about Balder chooses an item from the weapon list if he wants one and you give us the rest in coins directly? Last time I checked none of us were large.
320gp Master work Large Battle Axe
310gp Master Work Large Long Spear
340gp Master Work Large Great Axe
10gp Large Great Club x 2
30gp Large Long Sword x 2
6gp Large Javelin x 3
200gp Large comp Long Bow Str +5
16gp Large Morning Star
950gp Master Work Large Breast Plate
350gp Master Work Large Scale Mail
2400gp Large Half Plate
60gp Large Hide Armor
240gp Large Lamellar Leather Armor
600gp Large Chain mail on the Giant
Sum: 5822gp, sell for half 2911gp.
Funny you say that, later there will be something to help with that right now you will be toting around large stuff when you encounter giants.
You can take it to town and sell it for 75% of the value because they can scrap it for making smaller armor.
Added what the items were so people can look, you will not get anything for them until you ID them
Base Value 1,000 gp; Purchase Limit 5,000 gp; Spell casting 4th
Minor Items +1 heavy steel shield, +1 light crossbow, cowardly crouching cloak, oil of shillelagh, ring of spell knowledge I, scroll of divine power, scroll of magic weapon, wand of magic missile;
Medium Items +2 greatsword, potion of resist energy (fire);
Major Items —
Yep Wand is empty....
Sorry, it's been a really busy weekend for me and work is busy now. so I'm just catching up. It may be a bit until I can really dig into the loot and handout.
DId you not already Healing Hex both of those men? Balder you did do already Also Lanneth was at -7 so the 4 healing would still leave hear at -3, you didn't roll your fort save to see if you stabilize
Lanneth was at 12 when she took 19 damage leaving her at -7.
They probably have a jail yes? She asks to Balder and Dain Lets bring them there and lock them up until they can talk tomorrow.I'm sure the town would all be interested in what is happening here.
And meanwhile we can continue to look around.
She reaches out to Heal Balder as she is talking.
[dice=Healing Hex]1d8 + 3
Dain or Gran't' are either of you hurt?
Ahhh, ok, Obviously my record keeping was off...
I thought I had 15 HP and only healed Yorikata today.
So, scratch the healing on Balder. I obviously didn't record it down. By my count I've now healed everyone except Gran't' today.
Yep mark off a second healing potion for me.
No problem at all Raltus, If I screw up something, by all means please call me out.
I've played with broken (aka Cheating) characters before. It makes the game not fun.
Hey all.... Since I know you all are all over the world.
Tomorrow's Thanksgiving her in the USA. So expect that my posting will be non-existent tomorrow as I'll be busy cooking and then spending time with family.
I'll be back online somewhat over the 72 hours after that BUT I'll be sharing time with my kids on the computer and have family events planned, so expect postings will be on once a day or so for that time.
Hey just got a look at the loot list.
What are the Arm Bands and third scroll since I made the Spellcraft DC.
Balder do you want to take the Uskgroth's Armor, and maybe the Hammer once it is identified?
Dain do you want the arrows, and maybe we swap the Adamantine bolts for the equivalent as arrows? In addition the Masterwork breastplate do you want that too? I don't know of any drawback for you using that.
I guess I'll take the wand and scrolls of Tongues and Phantasmal Killer. The wand will free up my one spell slot from needing to memorize a damage spell just in case.
In case we get to it in Role playing, I'm memorizing Identify tomorrow in place of ear piercing scream so I can try to ID the Hammer and Arrows.
Spellcraft + Identify (Hammer): 1d20 + 13 + 10 ⇒ (14) + 13 + 10 = 37
Spellcraft + Identify (Arrows): 1d20 + 13 + 10 ⇒ (5) + 13 + 10 = 28
So you all should know what everything does.
+1 Dex for 4th level
Hunters Bond: Will take companions.
At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher. [b]So +1/+1 vs. orcs for 3 rounds)
+1 all skills
Just saw the note now. I'll have to do it tomorrow, there's not time tonight. We are getting dumped on with snow, and I'll need to shovel out early tomorrow morning.
+1 Fort, +1 Ref
Earth elemental defense while wearing heavy armor and attuned shield.
DR = Half Level/adamantine.
Utility wild talent:
Element(s) earth; Type utility (Su); Level 1; Burn —
Because you meld very slightly into the earth, when you are standing on an earthen surface, you ignore difficult terrain caused by rocks, earth, or mud, and while on such surfaces you add your elemental overflow bonus to your CMD against being moved or tripped and on Acrobatics checks to balance.
Misc Skills increased.
Witch Level 4
+1 1st & Second Level Spell Slots
Skills: +1 Fly, Arcana, Dungeoneering, Local, Nature, Perception, Spellcraft, Survival, UMD, History, Herbalist
Now Power: Spontanioius Healing - As Cleric
New Spells: Vomit Swarm, False Life
Unchained Rogue level 4
Stuff from the unchained roguetable:
4th BAB+3 F+1 R+4 W+1, Debilitating injury, rogue talent, uncanny dodge
For the rogue talent I selected the healing hex (via the Sylvan Trickster archetype).
Skills, I maxxed out the usual. +2 on swim, +2 on UMD and BG skills in cooking and know(geography).
And I think I forgot to add the FCB for three levels. Have to check that later.
I expanded the loot sheet and putt everything on sale. Factor 0.5 for most, factor 1 for gems and coins and factor 0.75 for everything weapon or armor.
Assuming that assumption is correct and you need nothing of the stuff I put on sale, that is 10496.19gp total we'd get. Or 2099 gold each.
I'll wait with the big spending until I got confirmation from Raltus about the calculation and the possibility to actually sell off all of this. And all your agreement, that you don't need that stuff I put on sale.
WBL is an interesting measurement. Brinya's Love, the magic hopeknife I have is priced at 5052gp. Belt of tumbling 800gp. Mwk chain shirt, Mwk thief's tools, and without counting the other items Yorikata bagged so far and her starting equipment, she is over 6k.
But that is mostly because this special magic dagger is priced at 5k inteasd of the normal 2302gp.
It does have other properties to it though:
The fire-blackened blade of this hopeknife bears the inscription “my love” in stark silver and glows with light equivalent to a light spell when drawn. Brinya’s Love is a +1 dagger infused with the soul of the fallen hero Rodrik Grath and the tears of his fiancee Brinya Kelver. Once per day on command, the wielder can grant the weapon the ghost touch weapon special ability for 1 minute. During this time, Brinya’s Love sheds light equivalent to a daylight spell and the wielder gains a +3 sacred bonus to his CMD against disarm and sunder attempts directed at the hopeknife.
Change in cash: 17073.69, after setting the magic armor on sale too and putting prices to some scrolls. Also I changed the sale value of magic tiems like scrolls and potions to 0.75 too
Changed the formulas too to reflect cash withdrawals. I put now in 16500 which should reflect buying two CLW wands and 3000gp for every party memeber to spend as they like.
With the giants on the way, and the damage they deal, I don't think we're able to patch up everyone with the daily magic allotment of the party. And as we travel into the lands of the orcs and giants, I guess buying the magic later is not really an option.
That's just my suggestion though and if you have other ideas, how to handle that, or if you want to get the 573.69 gold that are still in the party fund distributet too, please tell.
We need that? As you put a price behind it and not behind the hammer I assumed it's for sale.
Ok, checking up on it I see its auto resize, so it can be used and DR5/evil for a good character wearing it is nothing to sneeze at.
So it's only 2100 for each and someone gets a really cool armor.
so we want a wand of CLW, And if I can swing it, maybe I'll buy a handy haversack, that will cover my strength limit.
However I'm guessing we are going to be on the road a lot in the next section, and then heading into a marsh? So horses would be both a help and a hindrance. Maybe I should invest in a scroll of Mount, Communal so we can summon horses as needed then dismiss them when we don't want them?
Who would ride if given the chance? I have mount already, so i could create a mount for me, who else would want one?