| GM Mort |
I take it as a point of pride that I pretty much know most of the pathfinder rules, and generally if I tell you something rule wise, I won't get it wrong.
That's not saying I'm infallible (like I missed out that bit on wolfsbane), but before I tell you rule stuff, I try to make sure I check it out to the best of my ability.
I think I've also gotten less inevitable-like.
Nonetheless, I am still human so yes I am still prone to being sleepy, not think straight etc.
Nigel Percival Cartwright
|
Just to be clear, we really *do* need to spend our money this time around, because there is no way we are going to be able to convert everything to cash/trade goods (Well, we can *probably* convert one PC's share, but that would be it...
(Ratel/Robert, you may need to spend a bit more...)
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@Hedran: By all means, take the Headband.
Nigel Percival Cartwright
|
In terms of high-value trade goods, let's see what she has...
Platinum: 1d100 ⇒ 97.
Platinum: 1d100 ⇒ 79.
Platinum: 1d100 ⇒ 100.
Platinum: 1d100 ⇒ 47.
Platinum: 1d100 ⇒ 92.
Platinum: 1d100 ⇒ 3.
Mithral: 1d100 ⇒ 30.
Mithral: 1d100 ⇒ 19.
Adamantine: 1d100 ⇒ 60.
Adamantine: 1d100 ⇒ 4.
Cold Iron: 1d100 ⇒ 87.
Cold Iron: 1d100 ⇒ 60.
Cold Iron: 1d100 ⇒ 5.
Gold: 1d100 ⇒ 28.
Gold: 1d100 ⇒ 18.
So that is 3450gp worth of 'high-value' trade goods, on top of the 2500gp that she carries, so 5950gp-equivalents.
If another 1000gp or so are spent by the party (as a whole), that should cover us.
| Robert Gallahan |
Okay. Here goes.
Cracked Ioun Stones
Amethyst Pyramid: 1d100 ⇒ 4
Dark Blue Rhomboid: 1d100 ⇒ 54
Deep Red Sphere: 1d100 ⇒ 71
Gold Nodule: 1d100 ⇒ 89
Incandescent Blue Sphere: 1d100 ⇒ 46
Iridescent Spindle: 1d100 ⇒ 94
Mossy Disk: 1d100 ⇒ 23
Mulberry Pentacle: 1d100 ⇒ 16
Pale Blue Rhomboid: 1d100 ⇒ 25
Pale Ruby Trillian: 1d100 ⇒ 64
Pink and Green Sphere: 1d100 ⇒ 36
Scarlet and Blue Sphere: 1d100 ⇒ 96
Turquoise Sphere: 1d100 ⇒ 52
Vermillion Rhomboid: 1d100 ⇒ 15
| GM Mort |
I'll say I'm waiting for Ratel to respond to his stuff that's why I'm not moving things.
Nigel Percival Cartwright
|
Well, honestly, I would suggest that you just buy some durable arrows (which don't break after use).
You can just buy them from the refugees, since we now have an official 'settlement' of Misthome.
30 Cold Iron Durable Arrows = 60gp
30 Alchemical Silver Durable Arrows = 90gp
As for the more expensive ones, from an 'unusual' material, we will have to go with the Gnome...
Adamantine Durable Arrow (61gp): 1d100 ⇒ 59.
Adamantine Durable Arrow (61gp): 1d100 ⇒ 75.
Adamantine Durable Arrow (61gp): 1d100 ⇒ 43.
Adamantine Durable Arrow (61gp): 1d100 ⇒ 80.
Adamantine Durable Arrow (61gp): 1d100 ⇒ 42.
Adamantine Durable Arrow (61gp): 1d100 ⇒ 56.
Adamantine Durable Arrow (61gp): 1d100 ⇒ 5.
So 6 Adamantine Durable Arrows = 366gp
Obviously, you will eventually want to acquire a total of 30 of those, as well.
That should enable you to not have to worry about ammunition ever again!
| Grenwold Houtvester |
Robert, Gren still owes you 1138.8 worth of "share", so don't forget!
In fact, can we put that on the loot sheet as a reminder?
| Grenwold Houtvester |
Remember, you loaned me some money to get that runestone of power a few days ago (in game)? Well, the new share wasn't enough to cover the cost to pay you back completely. Gren still owes you 1138.8.
Gren is also going to request two potions of cure light and one of cure moderate. Should he be carrying the inflict light wand for Nigel?
I'll get an RP post up tonight or tomorrow. Getting tired.
| Hedran |
I take it as a point of pride that I pretty much know most of the pathfinder rules, and generally if I tell you something rule wise, I won't get it wrong.
That's not saying I'm infallible (like I missed out that bit on wolfsbane), but before I tell you rule stuff, I try to make sure I check it out to the best of my ability.
I think I've also gotten less inevitable-like.
Nonetheless, I am still human so yes I am still prone to being sleepy, not think straight etc.
I was not questioning, but instead making a question ;)
In my specific case, since I already have Spellcraft, the point could be moot (unless my Craft is higher)?
@Hedran: By all means, take the Headband.
In that case I will, but do let me know if you want it.
+ Pearl of Power level1+ Pearl of Power level2
EDIT: Bank holiday today - posting may be hit and miss.
Just a Mort
|
True that the point be moot. I've also had 4 glasses of wine so I doubt I'll be any use for a while ^^
Really? You ask a GM who went to her BFs brothers ROM(Registry of marriage) =P
*waves vaguely at the party*
Alchemist extracts are mostly self buffs so DCs don't matter.
Just a Mort
|
BFs brothers, where BF =boyfriend and its my BFs brothers registry of marriage, anyway the only reason why the message is coming out coherently is because of auto correct on phone.
So it isn't mine. Making up for not getting smashed on my company gathering by getting smashed here!
| GM Mort |
Fernir - Dire Wolf - Reduce Random Encounters to Zero
Was used for encounter reduction/scouting. Which means he won't be at camp if he's scouting.
So is Fernir scouting or guarding?
| GM Mort |
The reason why those tatzlwyrms got up first is due to a +16 stealth mod so they essentially got a surprise round.
| Grenwold Houtvester |
Gren walks around (rides around?) using the glaive with combat reflexes. Can be get an aoo to start? It would just be a regular smack.
| Ratel Dier |
Just double checking the math is a barrel of mead really 152 gp. compared to a barrel of ale @ 17? All I found on the PFSRD was a gallon @ 2 gp. I guess if a barrel has 76 gallons?
| Grenwold Houtvester |
Iirc mead is a loooooot more expensive to make than ale. Any goober can make cheap ale, but mead requires honey and spices I think.
| Ratel Dier |
so day three the gnome showed up and we purchases stuff, right?
Never mind, I noticed we left after we made our purchases...
| Grenwold Houtvester |
Gren got 3 aoos, not one. Hooray combat reflexes!
| John Napier 698 |
Yeah, it takes a lot of Honey to make a barrel of Mead. On the other hand, many farms grow Barley and Wheat in quantity. So, it's simply a matter of the availability of the raw ingredients. (I know someone here in Pittsburgh that brews his own Mead.)
| GM Mort |
Exploration map has been shown, you start at the black dot at the bottom and have been traveling towards K labeled as Fort Nunder.
| Grenwold Houtvester |
Robert, here's a basic Small Cat (Leopard) for a level 5 character. I don't know if the lynx qualifies, I can't remember.
Animal Companion CR –
Leopard
N Medium animal
Init +5; Senses low-light vision, scent; Perception +1
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Defense
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AC 18, touch 15, flat-footed 13 (+5 Dex, +3 natural)
hp 32 (5d8+10)
Fort +6, Ref +9, Will +2
Defensive Abilities evasion
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Offense
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Speed 50 ft.; sprint
Melee bite +6 (1d6+3), 2 claws +6 (1d3+3)
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Statistics
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Str 17, Dex 20, Con 15, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +6; CMD 21 (25 vs. trip)
Skills Acrobatics +5 (+13 to jump), Stealth +5 (+9 in undergrowth); Racial Modifiers +4 Stealth in undergrowth
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Special Abilities
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Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Sprint (1/hour) (Ex) Can move ten times normal speed (500 feet) when you make a charge.
Trip (Ex) You can make a trip attempt on a successful attack.
You need to add for yourself:
1 stat bump to an ability score of your choice.
Three feats. They must be "animal companion feats" if your companion does not have an intelligence of 3. These are:
Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, Weapon Finesse, and Weapon Focus
If you raise your companion's int to 3 at level 4, it can take any feat it qualifies for as its level 5 feat (so you only need 2 from the above list).
Eight Tricks - Note that handling your companion with any of its known tricks is a free action, and is a DC 10 handle animal check. It is a DC 25 check to have it do anything it doesn't know (pushing) and takes a move action, so choose your tricks wisely.
5 Skill points - class skills are acrobatics, climb, perception, fly, stealth, and swim. Note that the stats I gave above have no skill points distributed, so you'd get +3 to any class skill with at least one rank (in addition to the bonus from the rank itself).
Also note that after level 4, if you chose to boost your companions intelligence that it may take ranks in linguistics, allowing it to learn how to understand languages, though it still needs to be handled. This significantly facilitates communication with your companion (my elk all understand gnomish, for example).