Also, I have added a personal wealth tab and pulled the gp/sp/cp from everyone's character sheet as the 'starting wealth'.
One note: Rukn, it looks like you used 100 sp per gp and 100 cp per sp instead of 10 for each. I adjusted your starting wealth to the best of my ability based upon the 10 per instead of the 100 per.
Female Aasimar (Garuda-Blooded) Unchained Rogue 5 (Counterfit Mage/Bandit)[HP 50/50 | AC 17/15/12 | Fort +2, Ref +9, Will +5 | Init +9; Perception +12]
Alexander, you can add the dagger to your inventory.
Lurch, rules question: as it pertains to magical traps, if I were able to have the ability to detect magic at will would that give me any benefit for finding/avoiding magical traps?
HP 26/45, Fire Resist 10, AC 18, CMD 21, Fort +7, Ref, +7, Will +9 Darts 48, Fervor 4/5, Blessings 5/5, Enhance Weapon 4/4, Hero Points 2, Rerolls: 1 Active Effects: Defending Bone (15), bull strength, divine favor
Kilarra Norgorkin wrote:
Alexander, you can add the dagger to your inventory.
Lurch, rules question: as it pertains to magical traps, if I were able to have the ability to detect magic at will would that give me any benefit for finding/avoiding magical traps?
By RAW, Detect Magic would let you see the magical aura of a magical trap within the detection range.
It wouldn't help if the aura was hidden by a Magic Aura spell, shielded by lead, or had a trigger or effect that had a longer range than Detect Magic.
male; F +8, R +4, W +3 Human (Garamundi); AC* 17/14/13 or 19/14/15 (* When raging -1) HP 68/55(+8), Rage 14/7, Init +3, PER +8 Barbarian / Titan Mauler / 4; CMB +8, CMD 22
Erizi is disappointed in the small hammer, but will settle for the mace until he can uncover a real bashing weapon.
Female Aasimar (Garuda-Blooded) Unchained Rogue 5 (Counterfit Mage/Bandit)[HP 50/50 | AC 17/15/12 | Fort +2, Ref +9, Will +5 | Init +9; Perception +12]
Not for right now but in the future, does anyone know a way that a person scouting ahead of the group can stay in contact with the group to let them know what is coming, where they should go and whether or not they are in trouble? It would be nice if it was 2 way, like telepathy or something that way if the group runs into trouble the scout will know as well.
I am sure there are items that can accomplish the task.
EDIT:
The Whip Feather Token uses a level 5 spell (same level as Telepathic Bond) to create a dancing whip that lasts an hour. This token costs 250gp to craft. That effect is arguably more powerful than a telepathic bond that lasts an hour, and if you wanted to create tokens that allow two people to have a telepathic bond for an hour it would likely be less costly than that.
Female Aasimar (Garuda-Blooded) Unchained Rogue 5 (Counterfit Mage/Bandit)[HP 50/50 | AC 17/15/12 | Fort +2, Ref +9, Will +5 | Init +9; Perception +12]
Telepathic bond with permanency looks like a good option I see that permanency cost 12.5k for tele bond. Am I correct in saying that the tele bond spell itself costs 50x9(CL)=450? Would it be possible to create an item or a magic tattoo that could duplicate this spell constantly?
Female Aasimar (Garuda-Blooded) Unchained Rogue 5 (Counterfit Mage/Bandit)[HP 50/50 | AC 17/15/12 | Fort +2, Ref +9, Will +5 | Init +9; Perception +12]
In the mean time one of our priestly types could cast status. That way they know direction and distance to me as well as my current status. Not as good as telepathy but hey, a lot better than drawing with chalk every 20 feet or dragging a string behind me!
male; F +8, R +4, W +3 Human (Garamundi); AC* 17/14/13 or 19/14/15 (* When raging -1) HP 68/55(+8), Rage 14/7, Init +3, PER +8 Barbarian / Titan Mauler / 4; CMB +8, CMD 22
Travelling till Wednesday. Please DMPC my character.
Female Aasimar (Garuda-Blooded) Unchained Rogue 5 (Counterfit Mage/Bandit)[HP 50/50 | AC 17/15/12 | Fort +2, Ref +9, Will +5 | Init +9; Perception +12]
@ Lurch: in my spare time I would like to be talking to people about various languages. I intend to continue to learn as many languages as I can on this character. Of special interest right now would be the languages of the genies and djinn of the land. If anyone in the caravan know these or if that book we found that talks about them can help allow me to learn these languages then please let me know.
Additionally I would be interested in talking to Alexander, Solomon and Zhalet about the planes and the nature and function of various types of magic. If it is possible to have these conversations in a language that I am learning or do not speak regularly in order to 'stay in practice' then that would be pretty cool.
HP 26/45, Fire Resist 10, AC 18, CMD 21, Fort +7, Ref, +7, Will +9 Darts 48, Fervor 4/5, Blessings 5/5, Enhance Weapon 4/4, Hero Points 2, Rerolls: 1 Active Effects: Defending Bone (15), bull strength, divine favor
Given that Truespeaker comes from the angelic ability to speak and understand any language, Kilarra might just skip the long learning process and go straight to fluency in any language she focuses on. Magic cheats.
Given that Truespeaker comes from the angelic ability to speak and understand any language, Kilarra might just skip the long learning process and go straight to fluency in any language she focuses on. Magic cheats.
This ^^
With exposure to a language, Kilarra can add it to her languages known if she has a slot for it.
I will look into the book you found and let you know if that will be enough exposure for the elemental languages.
Female Aasimar (Garuda-Blooded) Unchained Rogue 5 (Counterfit Mage/Bandit)[HP 50/50 | AC 17/15/12 | Fort +2, Ref +9, Will +5 | Init +9; Perception +12]
I wish but no, we have a chime of opening with 4 charges. As a counterfeit mage I actually plan to get a wand or two in the when we get back to a real market but nothing at present.
Female Aasimar (Garuda-Blooded) Unchained Rogue 5 (Counterfit Mage/Bandit)[HP 50/50 | AC 17/15/12 | Fort +2, Ref +9, Will +5 | Init +9; Perception +12]
The availability of the potions is appreciated however the fact of the mater is that even at half price only 2 party members can even afford cure light potions. The rest are SOL and even if we pool all our resources we can only afford 1 cure moderate. That is unless we are able to liquidate any of the treasure collected so far. Is it possible to trade certain items like the 'miscellaneous treasure' and gems for the ability to purchase some items for the group.
I will say there is no reason why the caravan members would be unwilling to trade. As much as this is an expedition to reclaim Kelmarane, it is also the caravan of a Merchant Princess. So yes, you can trade any of the items you have accumulated that you wish.
Also, given the highly favorable position the party members enjoy as being instrumental to the success of the expedition, your base selling price will be 70% of market value, rather than 50%, which can then be modified by bargaining. And yes, Kilarra, your special price modifier will still come into play here.
male; F +8, R +4, W +3 Human (Garamundi); AC* 17/14/13 or 19/14/15 (* When raging -1) HP 68/55(+8), Rage 14/7, Init +3, PER +8 Barbarian / Titan Mauler / 4; CMB +8, CMD 22
Sorry, no wands of cure light in the caravan. It may be the caravan of a merchant princess, but it is not a trade caravan. It is an expeditionary caravan.
Female Aasimar (Garuda-Blooded) Unchained Rogue 5 (Counterfit Mage/Bandit)[HP 50/50 | AC 17/15/12 | Fort +2, Ref +9, Will +5 | Init +9; Perception +12]
In light of the, so far, unanimous vote for group purchase the group spends the following:
Cure light x4: 100 gp
Cure Mod x2: 300 gp
Distribution I feel should be as follows:
Erizi - 1 Cure Mod +1 Cure light (front line, gets hurt a lot)
Solomon - 1 Cure Mod (Front line, has self healing may use potion in emergency)
Rukn - 1 Cure Light
Alexander - 1 Cure Light
Zhalet - 1 Cure Light
Kilarra - none (I have yet to be badly hurt...mostly because I will not be doing a lot of melee until lev 3 or later.