Pathfinder 5012 (Inactive)

Game Master Zachman08


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I used both of the Alchemist Fires. That came out of my pocket, not party loot.

Lantern Lodge

Male Human (I think) Student 3/Bum 1

Ok I'm done with the ship. It was done in maptools, so I'll show it to you next session.


In hindsight, the Disruption wand might be better in Firebottom's hands. He does have a +3 UMD.

Sovereign Court

MJinthePitt wrote:
In hindsight, the Disruption wand might be better in Firebottom's hands. He does have a +3 UMD.

Bregen has a +9 UMD, the only problem is that if you don't have the spell on your spell class list you have to make a DC 20 check to use it. However, if you do have it you don't have to make the check (but no one does have it on their list since it is a custom spell.


Please Don't Kill Me wrote:
MJinthePitt wrote:
In hindsight, the Disruption wand might be better in Firebottom's hands. He does have a +3 UMD.
Bregen has a +9 UMD, the only problem is that if you don't have the spell on your spell class list you have to make a DC 20 check to use it. However, if you do have it you don't have to make the check (but no one does have it on their list since it is a custom spell.

Oh, my bad. I thought Firebottom's UMD was higher than Bregen's. No worries then.

Wait?!? He has +9 and wasn't able to use the wand at all? Now those were some bad rolls!

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MJinthePitt wrote:
Wait?!? He has +9 and wasn't able to use the wand at all? Now those were some bad rolls!

No they weren't bad, they were terrible lol. I tried 3 times I think and didn't get it off once. And no problem but if its a Cha based skilled bregen is probably the best at it in the party (I could be wrong though and I don't stand by this assumption 100%), but god forbid I am ever asked to use a physical skill because then we are all doomed. So in short I can talk my way out of anything but place me in a scenario where the enemy doesn't want to talk and I'm running and casting spells lol.


Looks like we're okay with 9 healing potions right now.

Once Firebottom hits 3rd level he'll be able to really churn out the potions! Given a full day of brewing he'll be able to mix up 8-10 Cure Light Wounds potions. All of his alchemist crafting times get cut in half. He'll definitely be wanting some help from "the gunther" though. The +5 Crafter's Fortune extract and the Halfjack's +4 assistance will be huge on Crafting DC's. Firebottom will have a +21 bonus on Craft (Alchemy).

We'll have to have this discussion in-character but there are all kinds of nasty things he'll be able to brew up to stick inside of Gunther.

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So I have a question about how to level up Bregen, I have two different paths I want to take and I am having a hard time deciding. Regardless though the decision doesn't need to be made until 5th lvl and I want your input. So the first option is to just be a Sorcerer and take no other classes. My second choice is to take the following classes in the order they appear 4 Sorcerer/4 Oracle/10 Mystic Theurge. Just in case you don't know Mystic Theurge levels up both spell casting abilities from both classes at the same time (so you and your Mystic Theurge lvl to both your divine and arcane spell casting class to determine spells per day and spells available). So what do you guys think? Because I can't decide (but like I said, I have a bit of time before I have to decide).


Please Don't Kill Me wrote:
So I have a question about how to level up Bregen, I have two different paths I want to take and I am having a hard time deciding. Regardless though the decision doesn't need to be made until 5th lvl and I want your input. So the first option is to just be a Sorcerer and take no other classes. My second choice is to take the following classes in the order they appear 4 Sorcerer/4 Oracle/10 Mystic Theurge. Just in case you don't know Mystic Theurge levels up both spell casting abilities from both classes at the same time (so you and your Mystic Theurge lvl to both your divine and arcane spell casting class to determine spells per day and spells available). So what do you guys think? Because I can't decide (but like I said, I have a bit of time before I have to decide).

However you want to do the advancement is cool with me but you're right, that does feel like a really far way off at this point. I like the idea of him being able to advance the spell casting abilities of both classes.

I'm planning on leaving Firebottom straight-up Alchemist.

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MJinthePitt wrote:
I like the idea of him being able to advance the spell casting abilities of both classes.

I kind of like that too, I looked at it and by lvl 18 (thats a REALLY long ways away) I would know about 86 spells (including cantrips) and be able to cast about 106 spells a day (not including cantrips). To top it all off if I am a Oracle I get all Heal or Harm spells, I have to make the decision the first time I do it so that would be nice.


Male Human Game Master 14 / Computer Tech 8 / Programmer 1
Please Don't Kill Me wrote:
So I have a question about how to level up Bregen, I have two different paths I want to take and I am having a hard time deciding. Regardless though the decision doesn't need to be made until 5th lvl and I want your input. So the first option is to just be a Sorcerer and take no other classes. My second choice is to take the following classes in the order they appear 4 Sorcerer/4 Oracle/10 Mystic Theurge. Just in case you don't know Mystic Theurge levels up both spell casting abilities from both classes at the same time (so you and your Mystic Theurge lvl to both your divine and arcane spell casting class to determine spells per day and spells available). So what do you guys think? Because I can't decide (but like I said, I have a bit of time before I have to decide).

You also have to take into consideration that your Bloodline Powers, spells and feats will be stuck at lvl 4. Also so will your Mystery and Revelation powers from Oracle will be stuck at lvl 4. It really depends on how you want to play your character. The Mystic Theurge trades class perks for spell versatility.

I usually save Mystic Theurge for Wizards and Clerics. As you get weapon profs, armor profs, more comprehensive divine spell list and turning from cleric and access to EVERY arcane spell as a wizard. You don't loose as much for the wizard at level 4 as you only get bonus feats for crafting/spell casting. The wizard has next to no class perks because of his ability to learn and cast ANY arcane spell.

The Sorcerer relies on his bloodline powers and feats to make up for the lack of a hefty spell list. The Oracle us basically a Divine Sorcerer. So the Oracle loosing their Mystery and Revelation powers is a bit of a blow in the same terms as loosing the Bloodline as the Sorcerer.

Again, it all depends on how you see and how your going to play your character. There are few issue that cant be solved with a well cast spell at just the right time.

I believe that the Oracle and Sorcerer spell lists are too short to take full advantage of the Mystic Theurge. That however is not a fact but just my personal opinion, I am sure that an Oracle/Sorcerer/Mystic Theurge would survive just as well as an Cleric/Wizard/Mystic Theurge. I believe the Oracle will complement the Sorcerer better then the Cleric as they are both "Spell Known" classes. I just favor the ability of Turn Undead/Control Undead as it is quite useful. But you would be stuck at level 4. What I would not do is XClass Oracle/Sorcerer without going Mystic Theurge. That is not worth it at all. With our Mean Green Potion Machine at level 3 we wont really need healing magics so don't go Mystic Theurge because of our lack of healing.

Well there's what I think. It all comes down to do what you want. I think it will work if you stay sorcerer or go Mystic Theurge.


PoisonToast wrote:
With our Mean Green Potion Machine at level 3 we wont really need healing magics so don't go Mystic Theurge because of our lack of healing.

I really wish I could convince my gaming group to use a hybrid approach like we are with this campaign. The combination of real-time play on Thursdays and then the downtime on the message board for Crafting and other investigation is fantastic.

In my tabletop campaign I've got a 5th level Wizard who's yet to craft one item ... because there's just never time for it when we play. Here, I love the chance to be able to play around with Firebottom's crafting skills. Even with the Tinderwick failure yesterday, that was fun to write up.

Zach ... just wanted to say thanks again for running a great campaign!

Thursday @ 8:30 eastern, right?

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MJinthePitt wrote:
PoisonToast wrote:
With our Mean Green Potion Machine at level 3 we wont really need healing magics so don't go Mystic Theurge because of our lack of healing.
I really wish I could convince my gaming group to use a hybrid approach like we are with this campaign. The combination of real-time play on Thursdays and then the downtime on the message board for Crafting and other investigation is fantastic.

I agree, I love the combination play. I can't wait until we level up because then I can start to make magic items for the party if we want them (magic arms and armor have to wait until 5th lvl though). I mean I know we could just buy them and the money we save at low levels isn't that much but I love being able to be like, "hmm they don't have exactly what I want so let me visit the item creation page and see how I can make exactly what I want." And to top it all off I don't have to waste precious game time doing it either, I can do it whenever I want during the week and I'm not pressured by the idea that I'm slowing the party down.


Sidebar ... who saw the Paizo blog yesterday about the tengu and immediately thought "BOOOOOOOO! HISSSSSSS!"


Male Human Game Master 14 / Computer Tech 8 / Programmer 1

I had not read it.

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Okay, so before when I asked you guys what you thought I should do it was just kind of an idea. Now I will expand both characters out to level 12 and I want to get your feedback on them. Note I am going to include my Bonus Spells to my spells known number and bonuses to spells per day from my Cha but not from any potential equipment.

Sorcerer:

1: Sorcerer
Eschew Materials, Bloodline: Fey, Bloodline Power: Laughing Touch, Bloodline Arcana; Feat: Spell Focus (Enchantment)
Spells Known: 0lvl-4, 1lvl-2; Spells per day: 1lvl-5
2: Sorcerer
Spells Known: 0lvl-5, 1lvl-2; Spells per day: 1lvl-6
3: Sorcerer
Bloodline Power: Woodland Strider, Bloodline Spell; Feat: Craft Wondrous Items
Spells Known: 0lvl-5, 1lvl-4; Spells per day: 1lvl-7
4: Sorcerer
Ability Increase: Cha
Spells Known: 0lvl-6, 1lvl-4, 2lvl-1; Spells per day: 1lvl-8, 2lvl-4
5: Sorcerer
Bloodline Spell; Feat: Craft Magic Arms and Armor
Spells Known: 0lvl-6, 1lvl-5, 2lvl-3; Spells per day: 1lvl-8, 2lvl-5
6: Sorcerer
Spells Known: 0lvl-7, 1lvl-5, 2lvl-3, 3lvl-1; Spells per day: 1lvl-8, 2lvl-6, 3lvl-4
7: Sorcerer
Bloodline Feat, Bloodline Spell; Feat: ?
Spells Known: 0lvl-7, 1lvl-6, 2lvl-4, 3lvl-3; Spells per day: 1lvl-8, 2lvl-7, 3lvl-5
8: Sorcerer
Ability Increase: Cha
Spells Known: 0lvl-8, 1lvl-6, 2lvl-4, 3lvl-3, 4lvl-1; Spells per day: 1lvl-8, 2lvl-8, 3lvl-6, 4lvl-4
9: Sorcerer
Bloodline Power: Fleeting Glance, Bloodline Spell; Feat: ?
Spells Known: 0lvl-8, 1lvl-6, 2lvl-5, 3lvl-4, 4lvl-3; Spells per day: 1lvl-8, 2lvl-8, 3lvl-7, 4lvl-6
10: Sorcerer
Spells Known: 0lvl-9, 1lvl-6, 2lvl-5, 3lvl-4, 4lvl-3, 5lvl-1; Spells per day: 1lvl-8, 2lvl-8, 3lvl-7, 4lvl-6, 5lvl-4
11: Sorcerer
Bloodline Spell; Feat: ?
Spells Known: 0lvl-9, 1lvl-6, 2lvl-6, 3lvl-5, 4lvl-4, 5lvl-3; Spells per day: 1lvl-8, 2lvl-8, 3lvl-7, 4lvl-7, 5lvl-5
12: Sorcerer
Ability Increase: Cha
Spells Known: 0lvl-9, 1lvl-6, 2lvl-6, 3lvl-5, 4lvl-4, 5lvl-3, 6lvl-1; Spells per day: 1lvl-8, 2lvl-8, 3lvl-7, 4lvl-7, 5lvl-6, 6lvl-4

Mystic Theurge:

1: Sorcerer
Eschew Materials, Laughing Touch, Bloodline Arcana; Feat: Spell Focus (Enchantment)
Spells Known: 0lvl-4, 1lvl-2; Spells per day: 1lvl-5
2: Sorcerer
Spells Known: 0lvl-5, 1lvl-2; Spells per day: 1lvl-6
3: Sorcerer
Woodland Strider, Bloodline Spell; Feat: Craft Wondrous Items
Spells Known: 0lvl-5, 1lvl-4; Spells per day: 1lvl-7
4: Sorcerer
Ability Increase: Cha
Spells Known: 0lvl-6, 1lvl-4, 2lvl-1; Spells per day: 1lvl-8, 2lvl-4
5: Oracle
Mystery: Lore, Oracle's Curse: Legalistic or Haunted, Add all Cure or Inflict Spells (I haven't decided yet), Revelation: Side Step Secret; Feat: Craft Magic Arms and Armor
Arcane: Spells Known: 0lvl-6, 1lvl-4, 2lvl-1; Spells per day: 1lvl-8, 2lvl-4
Divine: Spells Known: 0lvl-4, 1lvl-3; Spells per day: 1lvl-5
6: Oracle
Mystery Spell
Arcane: Spells Known: 0lvl-6, 1lvl-4, 2lvl-1; Spells per day: 1lvl-8, 2lvl-4
Divine: Spells Known: 0lvl-5, 1lvl-4; Spells per day: 1lvl-6
7: Oracle
Revelation: Lore Keeper; Feat: Arcane Armor Proficiency
Arcane: Spells Known: 0lvl-6, 1lvl-4, 2lvl-1; Spells per day: 1lvl-8, 2lvl-4
Divine: Spells Known: 0lvl-5, 1lvl-5; Spells per day: 1lvl-7
8: Oracle
Ability Increase: Cha
Mystery Spell
Arcane: Spells Known: 0lvl-6, 1lvl-4, 2lvl-1; Spells per day: 1lvl-8, 2lvl-4
Divine: Spells Known: 0lvl-6, 1lvl-5, 2lvl-3; Spells per day: 1lvl-8, 2lvl-4
9: Mystic Theurge
Combined Spells (1st), Feat: ?
Arcane: Spells Known: 0lvl-6, 1lvl-5, 2lvl-3; Spells per day: 1lvl-8, 2lvl-5
Divine: Spells Known: 0lvl-6, 1lvl-6, 2lvl-4; Spells per day: 1lvl-8, 2lvl-5
10: Mystic Theurge
Arcane: Spells Known: 0lvl-7, 1lvl-5, 2lvl-3, 3lvl-1; Spells per day: 1lvl-8, 2lvl-6, 3lvl-4
Divine: Spells Known: 0lvl-7, 1lvl-6, 2lvl-4, 3lvl-2; Spells per day: 1lvl-8, 2lvl-6, 3lvl-4
11: Mystic Theurge
Combined Spells (2nd), Feat: ?
Arcane: Spells Known: 0lvl-7, 1lvl-6, 2lvl-4, 3lvl-3; Spells per day: 1lvl-8, 2lvl-7, 3lvl-5
Divine: Spells Known: 0lvl-7, 1lvl-7, 2lvl-5, 3lvl-4; Spells per day: 1lvl-8, 2lvl-7, 3lvl-5
12: Mystic Theurge
Ability Increase: Cha
Arcane: Spells Known: 0lvl-8, 1lvl-6, 2lvl-4, 3lvl-3, 4lvl-1; Spells per day: 1lvl-8, 2lvl-8, 3lvl-6, 4lvl-4
Divine: Spells Known: 0lvl-8, 1lvl-7, 2lvl-5, 3lvl-4, 4lvl-2; Spells per day: 1lvl-8, 2lvl-8, 3lvl-6, 4lvl-4

So with the first revelation I take with my Oracle lvl I can use my Cha instead of Dex for AC, and the second revelation lets me use my Cha instead of Int on all knowledge checks. So this would dramatically increase my AC (as well as giving me armor proficiency). Also, I looked at the other bloodline powers I'm not going to get and I'm not too torn up about losing out on them, I mean it's cool if I get them but if I don't its not that big of a deal. So what do you guys think about this build rather than just the idea of the build?


Please Don't Kill Me wrote:
Okay, so before when I asked you guys what you thought I should do it was just kind of an idea. Now I will expand both characters out to level 12 ......

I popped open that first spoiler and realized I am in no way sober enough to do anything else tonight except eat some pretzels and finish off this Spiced Woody I just poured myself. (Sailor Jerry's spiced rum and Woodchuck amber cider - VERY GOOD!)

PS - In a flurry of planning for a goblin PC one-shot I'm running on Friday night I rewrote the final encounter before this last pint was poured. It's now either a TPK with the 4-goblin party going up against a group of TENGU who are already fighting a HUGE group of kobolds ... or if they somehow manage to beat both ... the party wins the night and they get a boat! (It's my hook to get them to come back and play murderous goblins again.)

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MJinthePitt wrote:
I popped open that first spoiler and realized I am in no way sober enough to do anything else tonight except eat

+1 to this.


Male Human Game Master 14 / Computer Tech 8 / Programmer 1
Please Don't Kill Me wrote:
So with the first revelation I take with my Oracle lvl I can use my Cha instead of Dex for AC, and the second revelation lets me use my Cha instead of Int on all knowledge checks. So this would dramatically increase my AC (as well as giving me armor proficiency). Also, I looked at the other bloodline powers I'm not going to get and I'm not too torn up about losing out on them, I mean it's cool if I get them but if I don't its not that big of a deal. So what do you guys think about this build rather than just the idea of the build?

I broke down the obvious meta reasons without reading too much into the single abilities. It looks like the Oracle will complement the Sorcerer really well. It looks like you went through the meta pretty well.

I would do it.

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PoisonToast wrote:

I broke down the obvious meta reasons without reading too much into the single abilities. It looks like the Oracle will complement the Sorcerer really well. It looks like you went through the meta pretty well.

I would do it.

I think I will. When I first proposed the question it was just an idea but I am really starting to like it the more I think about. The biggest hit (and the only one that bothers me) is to the level of spells that I can cast. But as a student of economics, the benefits outweigh the costs (in my mind) so I must do it!


Male Human Game Master 14 / Computer Tech 8 / Programmer 1

That's what I was touching on in my big breakdown before. Because you only have 2 4th level char spell lists.

You might want to also take your first level in Oracle sooner then 5th level that way you get the CHA bonus to AC earlier.

If your worried about only having access to 2nd level spells, may take a few more levels in the classes themselves. Go to level 7 each with both of them that way you have access to level 3 spells and get one more tier of Bloodline and one more Revelation or to 8 so you have level 4.

I would not play a spell caster that did not have access to level 3 spells of either discipline because of the utility spells you get.

For Arcane you get Fireball, Deep Slumber (10hd sleep), Dispel Magic, Arcane Sight, Major Image, Blink, etc.

Fore Divine you get Create Food and Water, Cure Serious Wounds, Invisibility Purge, Meld into Stone, Protc from Energy, a slue of Remove (Blindness/Deafness, Curse, Disease), Searing Light, etc...


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BEARDED MAN: NEVER FORGET


Male Human Game Master 14 / Computer Tech 8 / Programmer 1

Level 3 HP: 1d8 + 2 ⇒ (2) + 2 = 4 +1 from Con, +1 from favored class.

Knowledge Sailing: 1d20 + 6 ⇒ (4) + 6 = 101d20 + 6 ⇒ (8) + 6 = 141d20 + 6 ⇒ (19) + 6 = 25 A few checks to higher crew members.


Firebottom > Level 3 HP > 1d8 ⇒ 4

Looked over the feats last night, pretty sure I'm going to take Extra Discovery and then take Precise Bombs. Bomb damage goes up to 2d6 at level 3 so the splash damage goes up as well.


Male Human Game Master 14 / Computer Tech 8 / Programmer 1

I just realized that all firearms are martial weapons... so we are all proficient as long as we have martial weapon proficiency. So I was thinking about taking Gunsmithing as a feat. You don't make craft checks to make guns and ammo. As long as you have the gp and 1 rank in craft alchemy I can make any gun advanced or otherwise and any type of ammo with a gunsmith kit. I'm sick of running into gunfights without a gun. We have found a bunch of them so I figure why not have someone who can make and maintain them?

If Zack will allow me to take this feat (and let it work without crafting skill ranks) I will. I could easily run off to the nearest book shop, pick up some books on gunsmithing (for roleplaying reasons) and buy the gunsmithing kit. This will allow me to repair and make guns between adventures.

Zack could I get a ruling on this when you have a moment?


MJinthePitt wrote:
Looked over the feats last night, pretty sure I'm going to take Extra Discovery and then take Precise Bombs. Bomb damage goes up to 2d6 at level 3 so the splash damage goes up as well.

"GOBLIN WANTS ACID BOMB! ACIIIIIIIID BOMB!"


Hummie goes BOOM
Hummie goes BURN
Hummie goes OWE OWE MEEEE SKIN!

Splash Damage goes up to 6

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Level 3 HP roll: 1d6 + 2 ⇒ (5) + 2 = 7


I missed a bearded man? I might as well have missed the best session to date. And we leveled up? Well then. Sorry for not being around. Family issues and the like.

Level 3 HP: 1d8 + 1 ⇒ (6) + 1 = 7

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AllRedTie wrote:

I missed a bearded man? I might as well have missed the best session to date. And we leveled up? Well then. Sorry for not being around. Family issues and the like.

I also started a riot (unintentional of course), as well as getting the bearded man killed.

MJ, would you mind rolling out as many alchemist fires as you can? I just got burning hands and I can use them as an alchemical component to make people light on fire when I hit them! However, if you can't or want to make other stuff just ignore me and of course I will ask Firebottom in game but I'm too lazy to do that right now.


Male Human Game Master 14 / Computer Tech 8 / Programmer 1
AllRedTie wrote:
I missed a bearded man? I might as well have missed the best session to date.

You might have missed the best session to date. We tried our best to do what you would have... However we unintentionally might have worn out our welcome with the city guard and its captain of Absalom... We might be leaving Absalom sooner then expected....

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PoisonToast wrote:
We might be leaving Absalom sooner then expected....

Again, sorry about that... I didn't mean to start a riot and get the cleric killed.


Male Human Game Master 14 / Computer Tech 8 / Programmer 1

Ok so here is the list of Items ON the boat. I am not taking into consideration any personal belongings or equipment that is on or taken by our characters when we leave the ship.

Note: Our current platinum amount is not accurate as I am not sure how much we had before our last adventure. It's not written down anywhere.

==========

Inventory List:

Cash:
180 pp
634 gp

Cargo Hold of Swag:It might not say that but Sterk would have asked Bregan to carve it into the molding.
Oleg's 2 Journals
+2 Belt of Mighty Constitution (4000 gp)
+1 Ring of Protection (2000 gp)
Gems (1000 gp)
first aid stock
construction supplies
(Food supply has been tainted by Arsenic and has been "destroyed")

Ship Armory:
Musket (1125 gp)
Musket (broken)
Scope (broken)
Pistol (750 gp) x2
+1 longsword (2315 gp)
Light Steel Shield (9 gp)
Shuriken (1 gp) x10
MW Wakizashi (335 gp) x2
Lamellar cuirass (15 gp) x2

Ship Gear:
Balista (Ammo?)
compass
astrolabe
nautical map

Berathram's room:
N/A

Bregan's room:
MW Artisan's Tools

Firebottom's room:
Alchemist's Lab

Sterk's room:
Hammock
Winter Blanket
Cold Weather Outfit
Furs
Bedroll
Glowing Ink (Blue) x6
Inkpen x2
Wizard Spellbook (Backup)
Whetstone
Parchment (sheet) x20
Various books on Sailing and Navigation

Kitchen:
Its a kitchen....

Common Area:
Oak Table and Chairs


Male Human Game Master 14 / Computer Tech 8 / Programmer 1
Please Don't Kill Me wrote:
PoisonToast wrote:
We might be leaving Absalom sooner then expected....
Again, sorry about that... I didn't mean to start a riot and get the cleric killed.

Its cool man, I didn't think it would have started a riot either. You were just informing everyone the well was poisoned because Lassy was dicking around on the job. Poor Timmy the mediocre food guy, he never saw it coming.


Male Human Game Master 14 / Computer Tech 8 / Programmer 1
PoisonToast wrote:
Ok so here is the list of Items ON the boat.

I have created a Google Doc Spreadsheet for the ship inventory. I need everyone's Google usernames (pm them for security reasons). I will share the document with everyone as collaborators. That way everyone can edit it as they see fit. This way it wont make a mess of the board. I already have MJ's.

I say we keep this trend and make Google docs to share amongst the group when we have lists like this. I plan and putting all my RP notes into a Google doc as well for each session I have and going forward. That way people can add and change the notes so we all have access. Google docs has a revision history, so we can each see any changes made and who made them, in case there is a problem and someone forgot how to "math" properly. (I am a common culprit of this)

I personally think this will help us to stay organized.

MY CDO DEMANDS ORGANIZATION!

Lantern Lodge

Male Human (I think) Student 3/Bum 1

You forgot to put gunter in the box of swag

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Don't forget we traded out a normal pistol for a +1 pistol, and the previous gold was on a post I did a bit back. I think its the last post on the first page and I just PMed you my username.


Please Don't Kill Me wrote:
AllRedTie wrote:

I missed a bearded man? I might as well have missed the best session to date. And we leveled up? Well then. Sorry for not being around. Family issues and the like.

I also started a riot (unintentional of course), as well as getting the bearded man killed.

MJ, would you mind rolling out as many alchemist fires as you can? I just got burning hands and I can use them as an alchemical component to make people light on fire when I hit them! However, if you can't or want to make other stuff just ignore me and of course I will ask Firebottom in game but I'm too lazy to do that right now.

Not a problem. Right now it looks like Firebottom will regularly be able to knock out 2 flasks of Alchemist Fire every three days (with or without Gunther's help). I'll have one finished by the end of "Day 2" and then he's going to set about working on a secret project.

He'll happily turn the finished bottle over to you. Especially if there's a chance to see someone else blow something up.

Firebottom is still riding the high of that fight with the Broker.


Zach ... for Firebottom:

I'm going to try and craft a batch of poison for Firebottom to use. I'd like to be able to apply it to some sort of cobbled item. Since there has been some repair work being done on the boat I figured it would be easy enough for him to find some random nails and wire. Between those and a hammer he might be able to make something like a "vicious caltrop" that he could throw. I don't want them to be able to do much damage (maybe 1 point) just really act as a delivery device for a poison.

Otherwise he could go with a blowgun - has a range of 20ft and small does 1 point of damage. In typical goblin fashion he'd go with an overly long piece of bamboo.

Let me know your thoughts.

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AllRedTie wrote:

I missed a bearded man? I might as well have missed the best session to date. And we leveled up? Well then. Sorry for not being around. Family issues and the like.

Allred, I also just took Craft Wondrous Items. So if you have something that you want just let me know and I'll be able to make it for you (assuming we have the gp). I was going to start of by making a vest or something that gives me a +3 to Spellcraft (900mp, 450 to craft). That way I can have a nice little bonus when crafting future items. I can also do the same thing for you MJ if you want (with craft Alchemy instead), just let me know if there is anything that is desperately needed or wanted.


Please Don't Kill Me wrote:
I also just took Craft Wondrous Items. So if you have something that you want just let me know and I'll be able to make it for you (assuming we have the gp). I was going to start of by making a vest or something that gives me a +3 to Spellcraft (900mp, 450 to craft). That way I can have a nice little bonus when crafting future items. I can also do the same thing for you MJ if you want (with craft Alchemy instead), just let me know if there is anything that is desperately needed or wanted.

Might be cool if Firebottom could get a pair of goggles that gives a bonus to craft alchemy checks. He's always got his goggles with him in case it gets too sunny of something like that. So then when he's down in the lab he'd be wearing the goggles for eye protection.

I'll have to start looking through the magic items to see if there's anything that is alchemist-specific or appropriate.

Sovereign Court

MJinthePitt wrote:
I'll have to start looking through the magic items to see if there's anything that is alchemist-specific or appropriate.

There is also a pricing guide for custom magic items, so you just have to give what you want and a spell that would go with it (I believe there is a spell called Crafter's Fortune for the Craft Alchemy). So then I can go pick of a scroll of that and make an item to your specks (for skills the price is (bonus squared)*100 and I can make it a plus two or three now and up the bonus latter by paying the difference in the two costs).


Yeah, Firebottom already has the Crafter's Fortune formula. He uses it when he's on the Chum Guzzler about to mix something up. Sounds like a plan.

Sovereign Court

MJinthePitt wrote:
Yeah, Firebottom already has the Crafter's Fortune formula. He uses it when he's on the Chum Guzzler about to mix something up. Sounds like a plan.

How big do you want it? The only limitation is gold. A +2 is 400gp (200gp to Craft), a +3 is 900gp (450gp to craft) and a +4 is 1600gp (800gp to craft). I am going to make myself a +3 Spellcraft boost and up it later because of gp limitations, so just tell me the size you want.


Male Human Game Master 14 / Computer Tech 8 / Programmer 1
Please Don't Kill Me wrote:
Don't forget we traded out a normal pistol for a +1 pistol, and the previous gold was on a post I did a bit back. I think its the last post on the first page and I just PMed you my username.

That was my personal pistol that I swapped out. I plan on carrying that gun with me. But I can always make my weapons +1 so if someone wants it I can give it to them.


Male Human Game Master 14 / Computer Tech 8 / Programmer 1

Chris, do you know how much PP we had in the community chest before we headed out the first time? Not including the 30 I grabbed for supplies. I believe it was for the bounty on Oleg. I don't have that bounty written down anywhere.

Sovereign Court

PoisonToast wrote:
Chris, do you know how much PP we had in the community chest before we headed out the first time? Not including the 30 I grabbed for supplies. I believe it was for the bounty on Oleg. I don't have that bounty written down anywhere.

Okay so we had 534gp, then we found 50pp in Oleg's chest but spent 40pp putting us at 634gp. Then after we returned Oleg to the Golem maker he gave us 200pp, and the on our adventure tuesday you took 30pp with you so when we left there was 233pp and 4gp in the chest. So we have 263gp plus what ever we earned this game. Also to my inventory I am going to add those wands of Magic Missile (20 charges) and Disrupt Construct (46 charges) as well as one amulet of natural armor if no one minds.


Male Human Game Master 14 / Computer Tech 8 / Programmer 1
Please Don't Kill Me wrote:
Also to my inventory I am going to add those wands of Magic Missile (20 charges) and Disrupt Construct (46 charges) as well as one amulet of natural armor if no one minds.

I didn't put the wands in the ship inventory because they were on your person. The only items I was planning to put in that list are items that are left behind on the boat not whats on your person. If you want to list whats on your character you can. The sheet is editable, however I was using this inventory as more of the community chest, so everyone can see what is not spoken for and how much gold they have to play with for things we need.

Also its for Zack, so he can have a better idea of what we have... and what he can steal when we are not around... ;)


Male Human Game Master 14 / Computer Tech 8 / Programmer 1

Oh also, if anyone doesn't have a gmail account, or doesn't want to use it. You can make a new Google docs account and give me that instead. I have made it so anyone can view it so you don't need an account for that, but you will need an account in order to edit it.

Ship Inventory link

docs.google.com


We hire anyone to take care of the boat yet?

Besides hiring a cook / quartermaster we need to get at least a few sailors. Just some folks who are able to assist in getting the ship out into the bay and then shuttling us back and forth via a dingy or something.

I'm starting to read Skull & Shackles and I'm ready to set sail! But ... looking forward to finishing up the mission we're on and doing a few more jobs for the Grey Cloaks. Maybe they'll have something for us outside of Absalom too. I wouldn't be opposed to having a few GC's or city guard on the boat to help out with day-to-day activities and then fighting to keep the Guzzler safe. Skull & Shackles Players Guide - free to download and worth the read.

Regarding the equipment ... if no one has any objections since the amulets went the other night during gameplay, Firebottom will take the ring of protection +1. So far he's been pretty lucky to not get into hand-to-hand combat but I'm thinking that won't last.


Zach ... a few times during gameplay you've mentioned us being able to make a change to the characters before 3rd level. I was just curious as to what kind of change that was? I'll probably be finalizing Firebottom's level 3 statblock by Wednesday and wanted to know what I could change from the original creation if need-be.

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