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We are finishing up tomorrow, and I should have us moving along by Thursday, at the latest. I thank you all for your patience in this.

Kallia Redtooth |

It's not a problem, I'm away from home myself looking after my father for a few weeks. So my posting has been erratic and often I have no time at all to post.

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I think that they are. Will have the attack up today sometime. Just got busy is all.

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A belated Merry Christmas to everyone! I've healed up everybody and given an extra 5 hit points that will be removed first as a one-time bonus!

Kallia Redtooth |

2019 has come down on me like a hammer, and I don't have the free time I had in the past. So sadly I'm dropping most of the games I"m playing in to concentrate on those I'm running.
Thanks for accepting me into your game and I hope it continues to be fun for those still playing.

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Thanks for the heads up. Good luck and you are welcome to lurk if you desire.

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All, I am in the midst of con season and I have two cons in the span of a month, one of which I am working as staff. If I am slowing things down, please feel free to bot me. If you are in my group, please be patient and I will check in as often as time allows. Things should be back to normal after the first weekend in March.

Alexander Valdell Caladir |

Hey All, some things came up this past weekend that will likely keep a large portion of my attention for awhile. I will try to keep up a posting rate, but if I am away for a day please feel free to bot me in combats, I hopefully will find time to at least make a check-in post during RP spot but I cannot promise that. I apologize for any inconvenience in advance.

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I will, just been tied up myself. Look for something later today. At a con, but should have a few minutes this afternoon.

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Sorry, guys. Con is in three days and I'm in panic mode. Will get back to normal after this weekend.

Alexander Valdell Caladir |

Also, Chumtooth, the big guys is blinded, so you would get sneak attack damage IIRC. Being blinded means they lose their Dex bonus to AC, and Sneak attack states-
"The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC..."
that is, if your archetype keeps sneak attack.

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Just Alexander, since he was the only one in the room. Given a few moments time, the cloud will dissipate and the rest of you can enter safely.

Dantes Goldforge |

I totally get that. It is especially true since we have some strong front liners. And I'm not necessarily even looking for parity; enough for some scroll scribing or wands would be great to expand my adventuring day. :D

Chumtooth |

Hey! WhtKnt is going to allow us to reclaim the magic items doled out to
PCs who have since left the game. We can sell or redistribute them, as needed.
I think this will help a great deal in balancing things for everyone, especially Dantes.

Janus Ult |

Sounds good. I don't actually know what the list of magic items currently owned is, but I am currently well set up unless we come a cross something specific for an alchemist or for making the undead. Also, I have identify if we have any items that have stubbornly refused to have their properties known.

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I'll try to get a list of magic items that have been gleaned thus far by the party up tomorrow.

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Ugh. Time got away from me today, but I will get the list up tomorrow. My apologies.

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Magic Items You Have Recovered Thus Far: (this list does not include potions of scrolls)
Ring of swimmming
Wand of mirror image (23 charges)
Wand of summon nature's ally (12 charges)
Vindictive harpoon*
Bracers of archery
Besmara's tricorne*
Tidewater cutlass*
Amulet of natural armor +1
Bracers of armor +1
Shackles of compliance*
+1 morningstar
+1 breastplate
+1 spiked gauntlets
Belt of giant strength +2
Zul*
Fan feather token (x2)
Slippers of spider-climbing
Bemara's Bones*
Brine's Sting*
Amulet of natural armor +2
Headband of alluring charisma +2
Svingli's Eye*
+1 seeking harpoon
Vindictive Harppon
This +1 returning harpoon (Pirates of the Inner Sea 18) is made from the jagged, scrimshaw-carved tusk of a narwhal attached to a 50-foot length of woven sinew. Unlike most thrown weapons, a vindictive harpoon functions as well underwater as on land, and its wielder takes no penalties on attack rolls underwater.
Besmara's tricorne
This black leather tricorne hat is weather-beaten and salt-stained. It grants its wearer a +2 competence bonus on Profession (sailor) and Swim checks.
If Besmara is your patron, once per day you can speak a command word to transform the hat into a small ship’s boat such as a cutter, jolly boat, or longboat (see the Skull & Shackles Player’s Guide). The boat is 20 feet long, has two pairs of oars and a single mast with a square sail, and can carry up to 12 passengers and crew. Upon command, or after 8 hours, the boat returns to hat form, dumping out any occupants.
Tidewater cutlass
The blade of this +1 cutlass (Pirates of the Inner Sea 18) is spotted with rust, and its basket hilt is cast in the likeness of a grinning skull. Once per day, a tidewater cutlass can be used to cast hydraulic push.
Shackles of compliance
These battered iron manacles magically adjust themselves to fit around the wrists or ankles of any creature from Small to Huge size and automatically lock. A creature wearing shackles of compliance becomes more susceptible to intimidation. Any creature attempting to intimidate or demoralize a target wearing shackles of compliance gains a +4 bonus on Intimidate checks. In addition, the holder of the manacles’ key can cast command (DC 25) on the wearer of the shackles three times per day.
Shackles of compliance have hardness 10 and 10 hit points, and a DC 30 Disable Device check is required to pick the shackles’ lock. A manacled creature can break free with a DC 28 Strength check or DC 35 Escape Artist check, or the lock can be opened with a DC 30 Disable Device check.
Zul
Zul is a +1 human bane trident that has been passed down from chieftain to chieftain in Krelloort’s tribe for generations. Zul’s three-pronged head is crafted of magically strengthened seashells, and its haft is composed of rough, twisted coral that deals 1 point of damage each time it is grasped unless the wielder has a natural armor bonus or is wearing gauntlets.
As an immediate action after a successful melee attack with the trident, Zul’s wielder can transmute the substance of the target creature into rigid coral. This attack deals 1d4 points of Dexterity damage and slows the target (as the spell) for 1 round as its flesh calcifies. A DC 16 Fortitude save negates the slow effect but not the ability damage. A target reduced to 0 Dexterity is permanently petrified, transformed into inert, mindless coral. Break enchantment or restoration reverses all of the effects of this calcification. This ability can be used up to 7 times per day.
Besmara's Bones
Named for the goddess of piracy, strife, and sea monsters, this figurehead must be mounted on the prow of a ship function. Once per day, a ship carrying Besmara’s Bones can inflict a curse on an enemy ship struck with a successful ramming attack. The target ship must succeed at a DC 14 Will save or its pilot takes a –4 penalty on Profession (sailor) checks to control the ship. In addition, the cursed ship can never gain the upper hand in ship-to-ship combat (Skull & Shackles Player’s Guide 9). The curse inflicted by the figurehead cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. In addition, once per day, Besmara’s Bones can be used to cast false life (CL 5th) on the captain of the ship carrying the figurehead. A ship may not have more than one figurehead, magical or otherwise, mounted on it at one time.
Brine's Sting
Brine’s Sting is a slim +1 rapier with a hilt guard in the shape of a writhing purple sea snake. On a successful hit that deals damage, the target must succeed at a DC 14 Fortitude save or take a –1 penalty on attack and damage rolls for 1 round as salty brine drips painfully onto the wound. A new saving throw must be made each time the weapon deals damage. On a successful critical hit against a creature with the aquatic or water subtype, the target takes an additional 3d6 points of damage as its flesh cracks and withers from dehydration as salt crystals form around the wound.
Svingli's Eye
Unlike the heavy cast-brass mariner’s astrolabes normally used at sea, this astrolabe is of the more common type found on land (Pathfinder RPG Advanced Player’s Guide 185), made of flat discs of brass. The famed navigator-astrologer Svingli of Morm, a drowned settlement of old Lirgen, was said to have sacrificed her eye to the instrument to grant her knowledge of things beyond mortal sight, thus giving the astrolabe its name.
In addition to an astrolabe’s normal +2 circumstance bonus, Svingli’s Eye grants a further +2 competence bonus on Knowledge (geography), Profession (sailor), and Survival checks when used to navigate on land or sea. Once per day, the user can make a DC 20 Perception check while using Svingli’s Eye as a move action to catch a glimpse of how things really are for 1 round, as if with a true seeing spell. While using the astrolabe’s true seeing ability, the user can also see through concealment caused by smoke or fog and gains a +10 competence bonus on Perception checks to spot hidden or disguised creatures or objects.
Farglass
This telescoping brass spyglass functions as a normal spyglass and allows clear vision to the horizon 3 miles away at sea level. From atop a typical crow’s nest or 70-foot-tall tower like Tidewater Rock, this vision extends to over 10 miles. Once per day, the user of a farglass can activate a clairaudience/ clairvoyance effect upon any location seen through the farglass’s lens. As long as the location is kept in sight through the lens, the clairaudience/clairvoyance sensor can move with the location. This effect lasts for up to 5 minutes.

Chumtooth |

Of the items listed, I have:
+1 morning star
+1 seeking harpoon
Shackles of compliance
+2 belt of giant strength
I’m not sure what happened to the vindictive harpoon, but that would pretty useful for Chumtooth.
I am happy to let others pick items, though; especially Dantes, so he can balance out.

Alexander Valdell Caladir |

I wouldn't mind the tidewater cutlass, also, if in town we could possibly have items "merged" (possibly by selling/repurchasing at a new cost) I'd love to have brines sting effect added on to the cutlass. As sadly I cannot use a peircing weapon with slashing grace /: I've always liked the idea of upgrading named weapons, rather than just selling them like nothing.
I'd also not mind the headband of charisma. I'll leave the ac boosters to our more full martial boys haha.
Couple other things seem nifty, but I wanna let dante take his pick of the rest.
Also, apologies for the scarcity, just finished finals week and now I am at home visiting my folks.

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Having played a LOT of Diablo, I'm of a mind to allow effects to be combined on weapons. I've never been a fan of the "disposable magic weapons" camp. I've always preferred that a character have a signature weapon that they build onto, rather than tossing it aside and getting a new one.

Dantes Goldforge |

I'd take the wand of mirror images. Maybe if we can sell the unclaimed stuff and do some crafting?
I have craft wondrous, and I could take craft arms and armor if that would justify combining some of these weapon effects for the others.

Alexander Valdell Caladir |

I figure some expense would need to be paid to combine effects, likely, the easiest way would be to add 50% of the cost of the non-base weapon, 50%, because the only added effects you would be getting are the non static bonuses. However, if the added effect(s) is easily identified as a normal "+x" bonus from the magic item pricing list, then simply charging the cost for an added effect would the be simplest way.
the other way is simply add "all magical bonuses", which would then simply be adding the cost of the 2nd weapon to the first.
I wouldn't mind having someone that could craft magical arms and armor, especially given we likely will have a lot of down time during trips.

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Sounds logical, Alexander. Let's go with that. Yes, you may sell anything that you do not want and use it for crafting. That is what my group did when I ran this on tabletop.

Dantes Goldforge |

To summarize:
Dantes: wand of mirror images.
Chumtooth: vindictive harpoon, shackles of compliance, +1 morningstar, +2 belt of giant strength.
Alexander: tidewater cutlass, brine's sting, headband of alluring charisma +2.
Faengrim: bracers of archery (lesser), Zul, slippers of spider climbing, amulet of natural armor +2.
Janus: nil.
Not counting any costs to merge weapons, etc., selling the rest and taking out values for items kept, that leaves us with:
Chumtooth: 2543 gp, 5 sp.
Alexander: 3625 gp, 5 sp.
Janus: 12490 gp.
Faengrim: -5607 gp, 5 sp.
Dantes: 11455 gp.
Faengrim, if you'd like, we can assume that the slippers and amulet belong to Dantes, but are 'on loan' to Faengrim. When we get more treasure, you can return them or buy them from Dantes. That would leave Faengrim with 792 gp 5 sp to spend, and Dantes 5055 gp. That would be plenty for him to craft a small item or two and scribe some scrolls. And really, that was my main concern was getting some scrolls scribed so I could contribute to tough battles more.
Edit: To clarify, I did the math assuming that we kept the farglass, Besmara's Bones and the feather tokens as party treasure, to be used and left on the ship.