As a player, I don't want Harcourt to have it :p
As Purpose Creche, I think he'll see it more based on need and practical considerations, which does lean towards Luetin.
I really like Cedar's idea of a communal space, but it also sounds like Luetin'll have family coming in futures waves.
I also wonder if we should leave off on the decision until Ramona gets back - it might be weird to have the Super Special Troubleshooter Squad start handing down decisions instead of the actual leader. If we do hold off, Porpoise Crepes'd be happy to stay with them and make sure they behaved.
Maybe we could take them on a Karl training field trip!
Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)
I think Purpose is right about not making a final decision until Ramona gets back. We work for the colony, we're not the bosses of the colony, and I don't want our adventuring ability to turn into a strongarm. We could have a recommendation ready for her (I like the pub idea), but shouldn't try to impose that decision ourselves.
You certainly don't have the authority to force a solution onto people. But if you think you have a good solution, and you can get folks on board with it, it's not overstepping your bounds to make suggestions here. If waiting for Ramona is what you want to do, that's fine, but you absolutely can help mediate the dispute here and try to find a way to make everyone happy.
Hmm, Luetin does have family coming and does (from Purpose Creche's viewpoint) need/deserve easy access to the smithy.
Is it feasible for it to be a public house for now, with Luetin having a room there, and then we build like upstairs quarters over the smithy for him and his family in the meantime? Joli and I are taking carpentry lessons, after all...
I'll now have Craft Wondrous Item, with the following bamkickitupanotch spice:
Resourceful wrote:
In addition, the time required for you to create a magic item is decreased. You require only 8 hours for every 1,500 gp in the item’s base price (instead of the normal 8 hours per 1,000 gp). You can create potions and scrolls whose base price is 375 gp in just 2 hours; potions and scrolls with a base price more than 375 gp but less than 1,500 gp take 8 hours to create, just like any other magic item.
For diplomacy I tend to believe characters should say what they would. Ideally helpful things. It’s the job of the main face to weave all of that together.
Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)
After discussing with Kate, she's going to allow a feat investment (bludgeoner) to give Toby the ability to do non-lethal damage. That way my ability to participate in combat won't be at odds with the way this party clearly wants to approach creatures.
I am also totally cool with people talking and then aiding the main roller! I don't want lack of investment in the Diplomacy skill to discourage people from role-playing.
Another option: there's a Society scenario with alternate aiding rules where everyone can roll, and the top result is automatically the main roller and then all successful aids support that person. It takes away some of the strategy of aiding, but can make things less frustrating. Would people like that option? It would simplify things quite a bit for Play-by-Post.
For myself, I don’t think the party needs to get all nonlethal. I mainly had an issue with execution and being aggressive without attempts to negotiate.
Also, I am not clear on what we can upgrade or purchase right now while we wait for the boat to arrive. Specifically, Silt is looking for a mwk or +1 greatsword, and/or better armor or means of protection for a frontliner.
Are colonists willing to barter for, or craft, goods under a certain value or quality? How are we tracking store credit acquired by the party at large?
If someone can reasonably make the item, you should be able to obtain it. You can definitely get a masterwork greatsword from the blacksmith, and someone should be able to enchant that.
I need to do some thinking (and math) about what kind of discounts and bartering should be allowed. The book actually does keep you at wealth-by-levl, but it tends to come in big discrete chunks.
For my own crafting, I was figuring I'd use materials from the items/gold we've collected in the wondrous items themselves - the default crafting seems to assume you buy your reagents from someplace, but clearly that's not quite the situation we're in.
I dunno if that idea helps your decision making, but figured I'd share!
Doug'tchaak, I put a point in Diplomacy as well! Might drop another in Sense Motive, move it over from Knowledge (local).
Hmm. Looking at it, the bottle of air is a lot of the wealth, but Cedar would get the same emergency use out of a few pouches of air crystals. So let’s retcon that a bit. The backpack instead had 5 pouches of air crystals, and you can all have an extra 3500gp to play with as a group.
Cool, good thinking Kate. Since there’s no crafting in PFS, and I’ve never played a Pathfinder home game I’m not familiar with the crafting rules. I’m going to have to read up on it. Does crafting take a feat or do you put skill points in it?
Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)
GM Kate wrote:
Hmm. Looking at it, the bottle of air is a lot of the wealth, but Cedar would get the same emergency use out of a few pouches of air crystals. So let’s retcon that a bit. The backpack instead had 5 pouches of air crystals, and you can all have an extra 3500gp to play with as a group.
That's helpful. I was looking at gear, and while we've gotten a lot of nice stuff, we didn't have much cash to play with. If it's agreeable to everyone, I'd like to use some of that cash. The only update I've had to my starting gear is a masterwork shirt, and I'd like to update that to mithril (with an eye toward enchanting it when I get a chance).
Cool, good thinking Kate. Since there’s no crafting in PFS, and I’ve never played a Pathfinder home game I’m not familiar with the crafting rules. I’m going to have to read up on it. Does crafting take a feat or do you put skill points in it?
They pretty much all takes feats, yeah: Craft Wondrous Item, Craft Magic Arms and Armor, Craft Ring, Craft Rod, Craft Wand (I think?), Scribe Scroll, might be missing a few!
You can craft 1,000gp in price (not cost!) worth of stuff in 8 hours; there's rules for crafting "on the go" and stuff, too. PC's feat lets me do 1,500gp instead
You make checks using an appropriate crafting skill, like Profession (Blacksmith), but anything "good," aka magical, can also be done using Spellcraft.
As for party funds, I'm fine with you using what you need, Toby. I think the only big quality of life item Purpose Creche wants is that scavenger's stone, just so I don't have to wait a day to repair myself if we're out in the field; that's 1,000gp.
There's certainly other stuff like cloak of resistance I (and all of us!) could use, but that has less immediate "adventuring day" impact.
I don’t object either Dennis! I don’t think Cedar is going to be very item dependent. I mean, he’ll want the basic cloaks and rings of protection and resistance and a headband of alluring charisma. And of course whatever amazing Azlanti magic items we find! I had a moment to read up on crafting but I don’t think Cedar has the luxury to take crafting feats. At least not yet.
It seems the Scavenger's stone is not a quality of life thing, but a necessity for adventuring — especially if you are going to continue focusing on melee in combat.
I should probably pull back from melee combat - I started doing it 'cause I was out of energy rays and I had that +1 sword, but now I've got the +1 longbow, and we've got another melee combatant. Longbow might be the better go-to, especially without attack roll penalties for firing into melee.
Joli probably won’t remain melee forever. His HP count is going to remain pretty low, and he’ll eventually have better ranged options. For now though...