| Sau're'!K of The Mulaa Tribe |
After Trem, and Sau're'!K's Purchases we have
148 gold and 3 silver in trade credit left with Vethorn.
We can come back this way of course after making our other stops.
| Sau're'!K of The Mulaa Tribe |
Holidays don't have allot of effect on my ability to post... so I'm good with what everyone else needs and or wants.
| Trem Kiran |
I should be good, just won't be able to post in the morning as useall.
| Sulia Farwander |
Im currently dealing with a family crisis. I should be back online soon.
-Posted with Wayfinder
| Sau're'!K of The Mulaa Tribe |
Loot stuffs....
1. I'm good with giving Sulia the wand and would also like to give her the broach of shielding. Stop the GM from taking potshots on our healer to interrupt our healing.
2.I always like to pool party resources when possible. Makes more sense to me that two people get what they want instead of having four waiting to get more money. It also makes handling store credits and the such easier. Is this okay with everyone.
3.Stuff we need to sell still
Masterwork leather armor: 80gp credit with Vethorn
Silver Holy Symbol of Erastil: 10gp
Silver Flatware setting.... GM HOW MUCH?
4.If we get Visrub the Rapier he was eying with our store credit and cover the difference with our take so far...
This should leave the party with... 424.9gp
5.Personally I would like to get Sarai a weapon upgrade as well... that would be another 300 gold plus whatever the weapons base cost is.
6. Any other thoughts on how we want to split and spend money?
| Sau're'!K of The Mulaa Tribe |
You are the only one who can use it and get an upgrade. So enjoy.
| Visruþ |
Woo Hoo! And it's fashionable too! :D
--------------------
@ GM Madcaster:
Once we're done the meeting, Visruþ would like to buy a masterwork rapier from Vethorn.
He said he'd give us a 10% discount recently (in game time).
So that should be 288 gp if I've got my maths right.
And can one buy a masterwork backpack in Pirdon's Heath?
| Trem Kiran |
The bolts are the only thing of interest for me. We should split them to those that use a crossbow. Once the meeting is done, Trem will look into getting a masterwork Great Sword for Sarari. then probably start spending some money to start building a house on our land.
| Visruþ |
I as a player think it will be cool to see what the party decides to do with their plot of land. The character however could not care less, although he will be more than happy to assist the others in whatever plan they come up with if asked.
Some sort of shop or business of some sort was what I was thinking of.
A sort of trading post to do business with the Grippli and Song'o comes to mind.| Sulia Farwander |
Sulia is going to suggest a 'clubhouse' style place. A front shop/trading post, with quarters and storage in the back/below/above for the party to have a base of operations, and pens for mounts/companions. I have the ultimate campaign book, if the group wants me to, I can break out the trusty graph paper and draw something up. They got rules for how this all would work including the costs.
| Visruþ |
@ GM Madcaster:
Visruþ is doing a wee bit of shopping before we set out again:
• masterwork rapier from Vethorn's shop; 288 gp (with 10% discount he mentioned)
• masterwork backpack; 50 gp
• bandoleer; 5 SP
• 3 alchemists' fire flasks; 60 gp
• 4 acid flasks
The cunning plan is to have a bandoleer with its 8 slots filled with flasks for nasty bug swarms.
Or more substantial pests of one sort or another.
Let me know if there's anything on that list I can't get in town, and I'll adjust accordingly.
| Trem Kiran |
Sulia is going to suggest a 'clubhouse' style place. A front shop/trading post, with quarters and storage in the back/below/above for the party to have a base of operations, and pens for mounts/companions. I have the ultimate campaign book, if the group wants me to, I can break out the trusty graph paper and draw something up. They got rules for how this all would work including the costs.
I could go for that, but there is no way I'll let Sarari sleep in the pens! ;)
| Sau're'!K of The Mulaa Tribe |
From a Rule As Written perspective...
Normally an infected patient is allowed 1 save to resist the effects of a disease every day.
Anti plague allows an infected patient to make two rolls and keep the higher that day.
A successful heal check to treat disease gives the infected patient a +4 bonus on his saves.
Red ache requires two successful saves, which would mean two different days, to be cured. This means spending the night here to treat the mans disease.
The module writers may, however, have assumed he already made his save yesterday and just needs a little help today to make his save.
I am curious to see if this is just a spend the resources and move on moment or if we will be spending game days treating the man.
| GM Madcaster |
I forget to write it yesterday, so here it goes.
Congratulations! You're now 3rd level.
Also, Visruþ, here's the spellbook Jheri gave you and copying/reading rules.
1st — alarm, comprehend languages, identify, magic weapon, unseen servant
2nd — minor image, protection from arrows, see invisibility, spectral hand
3rd — dispel magic, heroism, slow
Wizard Spells and Borrowed Spellbooks
A wizard can use a borrowed spellbook to prepare a spell he already knows and has recorded in his own spellbook, but preparation success is not assured. First, the wizard must decipher the writing in the book (see Arcane Magical Writings, above). Once a spell from another spellcaster's book is deciphered, the reader must make a Spellcraft check (DC 15 + spell's level) to prepare the spell. If the check succeeds, the wizard can prepare the spell. He must repeat the check to prepare the spell again, no matter how many times he has prepared it before. If the check fails, he cannot try to prepare the spell from the same source again until the next day. However, as explained above, he does not need to repeat a check to decipher the writing.
Spells Copied from Another's Spellbook or a Scroll
A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.
If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until one week has passed. If the spell was from a scroll, a failed Spellcraft check does not cause the spell to vanish.
Writing a New Spell into a Spellbook
Once a wizard understands a new spell, he can record it into his spellbook.
Time: The process takes 1 hour per spell level. Cantrips (0 levels spells) take 30 minutes to record.
Space in the Spellbook: A spell takes up one page of the spellbook per spell level. Even a 0-level spell (cantrip) takes one page. A spellbook has 100 pages.
Materials and Costs: The cost for writing a new spell into a spellbook depends on the level of the spell, as noted on the following table. Note that a wizard does not have to pay these costs in time or gold for spells he gains for free at each new level.
Cantrips - 5 gp
1st - 10 gp
2nd - 40 gp
3rd - 90 gp
With take 10 on Spellcraft you can copy any of them without rolling.
| Sulia Farwander |
Hit Points +7
Spent skill points:
K:Religion +1
Diplomacy +1
Sense Motive +1
Spellcraft +1
K: History +1
Artistry (philosophy)+1
Perception +1
Feat Taken: Spell Focus (Illusion)
Spells gained:
Color Spray
Protection from Evil
Revelation Gained:
Awesome Display (-4)
| Sau're'!K of The Mulaa Tribe |
Level 3 Changes:
+7 Hit points (5+2 con)
BAB +1
Saves +1 Ref
Spells per day:
+2 (1 class + 1 attribute bonus) 2nd level
Skills: 5 points (4 class +1 Int)
+1 Heal
+1 Perception
+1 Sense Motive
+1 Spell Craft +3 Class Bonus
+1 Survival
Background skills:
+1 Handle Animal
+1 Knowledge Geography
Feat: Augment Summoning: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Class Features:
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
| Re'!k'th the Pachycephalosaurus |
Level 3 changes
Natural Armor Bonus: +2
Str & Dex Bonus: +1
Tricks:
Come (DC 15) The animal comes to you, even if it normally would not do so.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
| Visruþ |
Level 3 Changes for Visruþ (profile updated)
• Another level of Magus
• HP: +8 (+5, +2 for con, and +1 for fcb)
• Saves: Reflex +1
• Skills: Bluff +1, Intimidate +1, Knowledge (dungeon) +1, Knowledge (planes) +1, Use Magic Device +1
• Background Skills: Appraise +1, Linguistics +1 (Celestial - just because)
• Feat: Weapon Focus (rapier)
| Trem Kiran |
Level 3 Unchained Summoner
BAB: +1
HP: 24 (17current+5level+2con)
Saves: +1 Fort, +1 Reflex
Special: Summon monster II
Feat: Precise Shot
Ad. Skills: (2+1int+1human+1favlevel)Dipolmacy +1, Knowledge Arcane +1, Knowledge Local +1, Spellcraft +1, Use Magic Device +1.
Bg Skills: Handle Animal +1, Knowledge Geography +1.
Spell per day: +1 level 1 spell
Spell Known: Level 0 : Message
Level 1 : Daze Monster
Sarari
BAB: +1
HP: 25(18current+6+1con)
Saves: +1 Reflex
Feat: Weapon Focus GreatSword
Skill: (4)
Acrobatic +1, Climb +1, Perception +1, Stealth +1
Evolition: (+1 point)Slam
| Trem Kiran |
So, we go back and try to offer our services instead of handing out items?
| Trem Kiran |
I've been wracking my brain on how to write my next post, but I'm drawing a blank. I'll try to have something up later today.
| Visruþ |
Maybe we should compare notes on what magic items we have on offer.
Guughwa seems to want to barter for stuff.
I don't think cash holds her interest.
What other magic items or trinkets does everyone else have to offer?
The only valuable item Visruþ has is that +1 chain shirt.
I'd be willing to trade that if necessary.
In a very hot and humid environment, armour might be detrimental anyway.
She might accept something other than just a magic weapon or armour.
| Trem Kiran |
The only magical gear I have is the handy haversack we got early on. I'm not really sure we should part with it.
| Sulia Farwander |
I apologize for being absent for a while. I had to force-disconnect myself from the internet for a while and it made doing play-by-post games difficult.
However, that is part of the reason for this post. I've realized that I've been putting way too much time into play by posts, and have signed into WAY too many games for me to reasonably handle with my current workload and changes to my life situation. I needed to cut down the number of games I am in, and this one is one of them. I am sorry. I was having fun, but these games were getting to be one of my causes of stress, and that was what tipped things for me. Thank you for the opportunity to play with you all, and I am sorry for the inconvenience.
| Sau're'!K of The Mulaa Tribe |
@ Everyone else: Is it just me, or anyone else having trouble with their campaigns page showing the number of new posts in their active campaigns?
Yeah I manually opened all my games and found a bunch of posts that had snuck by me.