
Auehda, Burnt One |

Demonmoose, any chance you could put this link in the thread header or campaign info?

Bran Firebaine |

I believe this is in the base rules but I'd like to run this by the GM: If I buy a +1 Heavy Shield, I should be able to add Bashing to it for 3k once I get the gold right? (Bashing is a +1 enhancement, making the shield overall a +2 Shield, so 4k base price. The +1 Heavy Shield is 1k etc etc).
Also, rolling HP:
HP: 1d10 ⇒ 1 ....ouch

Yvell Endymion |

Yeah you can upgrade the shield fine, it will cost as you have said assuming you get the cash to get a Magical shield.
On the pace or Metaknowledge.. I have done no such thing, considering I havent even played this AP. And when I have played stuff before waay in the past it would rarely have been that far because the game fell through or something. In this case after looking through other groups who are behind us, it has been in NO way the same. Yvell has made choices based on his mindset and that alone.
We were sent to get a man and start the flame.. all his actions were basically that save for when the undead were around. The fact he spoke Androffan allowed him to speak with the robots and the fact he was a paladin is why the plant encounter didnt end in a fight. As people said before Yvell is trying to be what his god basically is.. and that is the a fine and renown General known as much for his Power and Ferocity as his Generosity and Protectiveness.
There was an amulet as well I believe along the magical stuff, we also have to pass out loot to people if they decide to keep it.

Ibuki Surtova |

I suggest we identify what´s there, check who wants to keep what, then sell the rest and put it in the group pot.
Some healing potions etc will benefit all of us.
It might be clever to keep at least some of the technical stuff.
From level 8 on i´ll be able to make that work a lot better.
Also i have craft wondrous item now and could/would start with something soon in downtime probably.

Yvell Endymion |

Hrmm it will depend. This group has a good source of healing from 3 separate people. NORMALLY I would suggest a wand of CLW but we might not need that with teh uberchannels, LOH and other cure spells.
I agree to keep most of the Techno stuff unless they are like.. ALOT of money. We should still pool a party fund however. For Yvell, Fullplate is lookin nice to have. barring that at least getting Masterwork Transformation cast on his blade. And Upgrading to some Banded mail or something.
I orgot the ACG feats.. there are some nice ones in there for Teamwork.. like the ability to dive in front of allies if they get charged.

Auehda, Burnt One |

I'm pretty sure most of the potions we've gotten so far are cure light wounds ones. Paizo usually makes sure new PCs have access to healing.
--
Once we determine the payout, I'll start a new sheet and add in a party fund at the bottom. 1000 gp sound okay?
--
Who is getting the cloak?

Auehda, Burnt One |

Payout draft 1
Stuff that still needs appraisal:
- Strange-looking red gun
- 4 potions of cure light wounds
- Scroll of unseen servant
- Wand of magic missile
(CL 3) - Masterwork dagger
- 2 vials of acid
- Amulet of natural armor +1
- Antitoxin
- Everburning torch
- Masterwork backpack
- Scroll of technomancy
- Scroll of detect radiation
- 1000 gp
- Masterwork bronze shortsword
- Javelin
- 1499.43 gp
- Access card (black)
- Access card (brown)
- 1,648.43 gp
- Access card (brown)
- 1653.43 gp
- Masterwork bronze shortsword
- 1,498.43 gp
- Access card (brown)
- 1,653.43 gp
- Flare gun
- Access card (brown)
- 1,503.43 gp
Had to guess at a few items so correct me if I got something wrong. Should I move all the technological items into party resources?

Auehda, Burnt One |

Auehda's all leveled up now, by the way.
i'll take the amulet if no one wants it
Ok! I think Auehda will take the cloak as well, unless someone else wants it.
Also I made an error in the "Minus Party Resources" row (subtracted instead of added) and everyone's cash is actually slightly lower than in my post above.

Yvell Endymion |

Argh Yvell is conflicted, because He wants/needs Higher AC (Though he can heal himself, which with Val's new Revelation is the bees knees) But he is a frontliner. So he wants fullplate. At the same time.. he has no Dex and probably wont get one for.. a WHILE. So it might be better to get a lower armor and EVENTUALLY get something like Fullplate later.. as it will only be a difference of +1. Might just pick up a Stone Coat and have the spell Masterwork Transformation cast on his Curve Blade.
The other thing is if Ibuki wants to craft anything, and who it would be first.. For example He could craft a cloak of Resistence +1 for anyone else for 500 gp and it would take a day. Because save are important. OR if someone gave a bit he could craft a belt/headband of stat +2 in 4 days (2 days double timing). In which case it should either go to a caster OR someone who really needs that stat but doesnt have much else.
The last order of business is the feats, Yvell has decided to take a teamwork feat at this level and at 5th I shall take Outflank most likely. at 6th level I think with the way our party works, Yvell will try and turn everyone into Holy Juggernauts of Unkillable Might(TM). I am going to post defensive and offensive feats and people can cast their votes for which ones they want.. or throw a suggestion if they like. I will split them into Defensive and Offensive. Preferably I'd want one of each but if enough people want them It could be two of the same category.
Back to Back (Teamwork)
Your ally’s eyes are your own, and yours are his.
Prerequisite: Perception 3 ranks.
Benefit: While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus to AC against attacks from opponents flanking you.
Coordinated Defense (Combat, Teamwork)
You are adept at working with allies to avoid being tripped, grappled, and subjected to other maneuvers.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger than both you and your ally.
Duck and Cover (Teamwork)
Your allies assist you in avoiding certain attacks.
Benefit: Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a reflex saving throw against a spell or effect, you may take the result of your die roll or that of your ally (your modifiers still apply to the roll, regardless of which result you take). If you take your ally’s result, you are knocked prone (or staggered on your next turn, if you are already prone or cannot be knocked prone). In addition, you receive a +2 cover bonus to your AC against ranged attacks as long as your ally is wielding a shield.
Escape Route (Combat, Teamwork)
You have trained to watch your allies’ backs, covering them as they make tactical withdraws.
Prerequisite: none
Benefit: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.
Intercept Charge (Combat, Teamwork)
You can get in the way of an opponent charging your ally.
Benefit: When an opponent charges your ally with this
feat, as an immediate action you can move up to your speed
toward any square in the path of the charge. If you end
your movement in the path of the charge, the opponent
must stop when it becomes adjacent to you and then attack
you instead of your ally. Your movement from using this
feat counts toward your movement on your next turn.
Lookout (Combat, Teamwork)
Your allies help you avoid being surprised.
Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.
Shake It Off (Teamwork)
You support your allies and help them recover from crippling effects.
Benefit: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).
Shield Wall (Combat, Teamwork)
You form a unified defense with those around you.
Prerequisite: Shield Proficiency.
Benefit: Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat, the AC bonus from your shield increases, depending on the shield wielded by your ally.
If your ally is wielding a buckler or a light shield, your shield bonus increases by +1.
If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2.
You keep these bonuses even if your ally loses his shield bonus due to making a shield bash attack.
If an adjacent ally with this feat uses a tower shield to grant total cover, you also benefit if an attack targeting you passes through the edge of the shield.
Shielded Caster (Teamwork)
Your allies cover you while you cast complicated spells.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks.
If your ally is wielding a buckler or a light shield, this bonus increases by +1.
If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2.
Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.
Coordinated Maneuvers (Combat, Teamwork)
You are skilled at working with your allies to perform dangerous combat maneuvers.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a grapple.
Distracting Charge (Combat, Teamwork)
Your ally’s charge exposes an opening you can exploit.
Benefit: When your ally with this feat uses the charge
action and hits, you gain a +2 bonus on your next attack
roll against the target of that charge. This bonus must be
used before your ally’s next turn, or it is lost.
Pack Attack (Combat, Teamwork)
You are skilled at surrounding your enemies.
Prerequisite: Base attack bonus +1.
Benefit: When you are adjacent to an ally with this feat, the first time you melee attack an opponent, you can spend an immediate action to take a 5-foot step, even if you have otherwise moved this round.
Normal: You can take a 5-foot step only if you have not otherwise moved in a round.
Paired Opportunists (Combat, Teamwork)
You know how to make an enemy pay for lax defenses.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.
Tandem Trip (Combat, Teamwork)
You know how to work together to trip your foes.
Benefit: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and take the better result.
Im leaning towards Shake it Off while we are walking around or against enemies with alot of saves (This shores up those who suck at that) and Distracting Charge for Offense, especially with what I plan on a little later as Yvell will not be Flat footed ever. Shake it off will be best used by the Domino 2x3 or 3x2 formation. Where two people take the front followed by the middle row which tends to be the squishies or healer-types and then a backrow that often has a martial and a less squishy there. The back and front will be next to 3 people.. thus gaining a +3 to saves while the middle will have the most people and have a +4 (More likely to have people next to them especially once the front row engages) Then someone Like Derlin Charges after Yvell changes the Feat and everyone else who charges the same target get an additional +2 to hit.

Yvell Endymion |

There are Caster ones as well, its just Yvell has to qualify for them to give them to other people and at this time he has no Caster Level to get the nice ones, Like Allied Caster or Elemental Admixture.

Auehda, Burnt One |

How much slightly lower? Yvell intended on selling the Shortsword at least.
About 300 gp lower. The "Effective Total" row is what we'll get once we sell stuff.
In terms of Teamwork Feats: Escape Route or Shielded Caster could be good for defense (we'll have 3-4 melee casters, once Yvell and Derlin get spell levels). Pack Attack or Distracting charge for offense.

Valtyra Brightsong |

Can anyone use these guns or do you need special feats?
For teamwork feats, Escape Route, is one that i might get. However, I'm building Val to be a great healer first. I want to be able to heal tons of damage and make sure no one dies. Melee is something that she can do but will never be that great at. So most of my feats will be channel related or a meta magic like reach spell for things like breath of life.

Yvell Endymion |

Oh These are feats everyone is granted as long as they are near Yvell, not ones YOU personally have to get. If you ALSO get feats like that then Yvell could work off of you or anyone else with the feat. And for Valtyra all you need is power attack.. if you need to fight. Yvell will help you all along as much as he can.. though you might not notice it right way.

Yvell Endymion |

Oh and Yvell will teach Val Androffan if you havent already devoted your skill points.. (Put a point in Linguistics)

Auehda, Burnt One |

We still need exotic (firearms) for the guns, if I'm reading the prd right.
Edit: I think Auehda will also take the hypogun and a canister.

Auehda, Burnt One |

Payout draft 2
Stuff that still needs appraisal:
- Strange-looking red gun
- 4 potions of cure light wounds
- Scroll of unseen servant
- Wand of magic missile
(CL 3) - Masterwork dagger
- 2 vials of acid
- Antitoxin
- Everburning torch
- Masterwork backpack
- Scroll of technomancy
- Scroll of detect radiation
- 1000 gp
- Javelin
- 1,487.76 gp
- Access card (black)
- Access card (brown)
- Amulet of natural armor +1
- 481.76 gp
- Access card (brown)
- 1,486.76 gp
- Masterwork bronze shortsword
- 1,331.76 gp
- Access card (brown)
- 1,486.76 gp
- Flare gun
- Access card (brown)
- Red, tattered cloak of resistance +1
- Nanite hypogun (brown)
- Nanite canister
- 86.76 gp
______________________
Ibuki, which items do you want moved to party resources/your own share?

Yvell Endymion |

I am curious as to why the Wand of Magic missile is in the party resources when only two people can use it.. Not being mean but it seems about the same as any higher priced item (assuming it has full charges; and OOC is uber useful) But it isnt like a Wand of CLW or anything.

Yvell Endymion |

Well thats not the only problem, they can also explode.. and possibly kill you.. considering the Technology.. and they might have the same rules on Misfire and whatnot. At around 8th level however, we will have some cool stuff goin on. Yvell with a Void Curve Blade would be awesome.

Yvell Endymion |

BTw GM are we able to by wands with a specific amount of charges? For example Yvell is not able to cast such spells but he can use them with wands..like CLW.

Auehda, Burnt One |

I am curious as to why the Wand of Magic missile is in the party resources when only two people can use it.. Not being mean but it seems about the same as any higher priced item (assuming it has full charges; and OOC is uber useful) But it isnt like a Wand of CLW or anything.
It's in party resources because it's Khonnir's. It sounded like we were going to hold onto his stuff until he recovered, and we've got enough good characters in the party that selling off the possessions of a heinously tortured man without his permission is infeasible.
Once Khonnir recovers he may give us all this stuff anyways, and we can just add it to the loot sheet for that section.

Yvell Endymion |

That is quite alright, since Yvell doesnt have the same smite as a Regular paladin he needs spells to make up for things like AC and DR.. He gets the Cha to hit portion however, which is nice. I was gunna get like 10 charges of bless weapon with the rest of my Gold or a few charges of CLW just in case Val goes down for.. Some reason. Because A Stone Coat and masterwork weapon is about 900 gp so he has roughly ~500 left.

Yvell Endymion |

Yeah we pretty much guessed that as with all the stuff we are going to do, there is gunna be rest especially since we are'nt Super on a crunch time anymore.

Ibuki Surtova |

I somehow would like to keep those items a bit:
Chartreuse potion of protection from evil
Vermillion potion of jump
Strange-looking red gun
Gripper
E-pick (black)
2 flare guns
2 syringes of hemochem grade I
Medlance
Nanite canister
Handheld device with screen at top
After identifying i think we can use most/all of them and they surely will be usefull. Also they give a lot of flavor^^

Auehda, Burnt One |

Just gonna leave the welding gun at 0 because Ibuki's taking a big enough hit as-is. I do not know if we should move all the items he wants into party resources; it would give him some money, but it'd cut Yvell's and Bran's payout even more.
__________________________________________________________________________
Payout final draft/Draft 3
Stuff in party resources:
- 4 potions of cure light wounds
- Scroll of unseen servant
- Wand of magic missile
(CL 3) - Masterwork dagger
- 2 vials of acid
- Antitoxin
- Everburning torch
- Masterwork backpack
- Scroll of technomancy
- Scroll of detect radiation
- 1000 gp
- Javelin
- 1,331.14 gp
- Access card (black)
- Access card (brown)
- Amulet of natural armor +1
- 325.14 gp
- Access card (brown)
- Chartreuse potion of protection from evil
- Vermillion potion of jump
- Strange-looking red gun
- Gripper
- E-pick (black)
- 2 flare guns
- 2 syringes of hemochem grade I
- Medlance
- Nanite canister
- Handheld device with screen at top
- Masterwork bronze shortsword
- 1,175.14 gp
- Access card (brown)
- 1,330.14 gp
- Flare gun
- Access card (brown)
- Red, tattered cloak of resistance +1
- Nanite hypogun (brown)
- Nanite canister

Auehda, Burnt One |

That's essentially what's happening in the draft above. You'll not get any gold this time, and your share of next loot sheet will be reduced to account for your "debt" in this one. Right now, taking every item into your own share, you're at maximum debt and they've got maximum cash.
Yvell expressed an interest in keeping the less expensive items, though, so we could lessen debt/cash by moving those to party resources. Maybe just leave you with the medlance and radiation detector?
Using the scrolls is fine as far as I'm concerned.

Yvell Endymion |

Yeah thats basically what was happening, you were overshooting your share; its not the biggest deal and if you get the items fixed via mending or Make Whole or something they COULD prove quite useful. But it is at the cost of weakening the others at that point. Bran needs enough to get some armor and a new shield.. possibly magical, as that is a nice portion of his character; Yvell will want Fullplate down the line but about 900gp for Armor and Weapon Upgrades; Derlin will want a cloak as well. Now granted YOUR character can craft so you could simply go into debt with a few of the characters with promise to craft something later for the equivalent pricing.

Ibuki Surtova |

Well, medlance + containers is healing actually and the radiation detector saves the whole party from radiation.
And the e-picks might bring us even more nice treasures.
We can sell the flare guns though.
And i could start crafting right away. Will reread that rules again tomorrow. A +1 cloak of resistance should be a good start, but like it seems someone will have to give me the money for it, probably the one who get´s it.

Auehda, Burnt One |

I've moved the gripper, syringes, extra canister, and e-pick to Party Resources, which still leaves Bran and Yvell with 1400.
Here is the FINAL DRAFT. Go ahead and record your gold now!
___________________________________________________________________________
The Fires of Creation Part I: Payout final draft
Stuff in party resources:
- 4 potions of cure light wounds
- Scroll of unseen servant
- Wand of magic missile
(CL 3) - Masterwork dagger
- 2 vials of acid
- Antitoxin
- Everburning torch
- Masterwork backpack
- Scroll of technomancy
- Scroll of detect radiation
- 1000 gp
- Gripper
- E-pick (black)
- 2 syringes of hemochem grade I
- Nanite canister
- Javelin
- 1,405.11 gp
- Access card (black)
- Access card (brown)
- Amulet of natural armor +1
- 399.11 gp
- Access card (brown)
- Chartreuse potion of protection from evil
- Vermillion potion of jump
- Strange-looking red gun
- Medlance
- Radiation detector
- 104.11 gp
- Masterwork bronze shortsword
- 1,249.11 gp
- Access card (brown)
- 1,404.11 gp
- Flare gun
- Access card (brown)
- Red, tattered cloak of resistance +1
- Nanite hypogun (brown)
- Nanite canister

Yvell Endymion |

Alright adjusted for purchases,
-500 Stone Coat
-360 Masterwork Transformation cast on Blade
+25 selling Scale mail
-----
total: -835 g against my amount so the rest would be gold.

Bran Firebaine |

Question to GM:
I think you mentioned that since Torch isn't a huge town, it only sales certain items.
So does the town have a +1 Spiked Heavy Shield and a chain shirt that I could buy? Not sure if we want to RP it or just get on with the adventure.