
DM Repentance |

The spells spoiler you have listed does not match up to the spells known you have in your main spoiler. I'm assuming the main spoiler list is the correct one for now.
CMB should be +3 not +4 (STR+BAB)
Perception should be +10. WIS(3)+RANKS(2)+MANIPULATIVE(2)+CLASS SKILL(3)
You have ten skill ranks written on your sheet. Should have 12.
MONK(4)+BONUS(2)+INT(0)xLEVEL.
You should have the Improved Unarmed Strike feat.
As well as the Punishing Kick feat from being a Hungry Ghost Monk (replaces Stunning Fist).
Please list languages known, even though it is only Common at the moment.
Dhampir also get the racial trait: Resist Level Drain (Ex) A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

Fletch Two-Fang |

I have updated my character sheet. Turns out I still hadn't fixed my formulae book spells on my crunch sheet here at Paizo. It should be all squared away now. I took Enlarge Person as my new extract known for this level and the Precise Bombs discovery. Yay for no longer accidentally hitting party members with bomb explosions.

Kana Cherryblossom |

What was the modification of skills again for this game?
We got some more skills somehow right?
I don´t really understand anymore what i did there^^
Anyway, spells is one new cantrip on level 2, rest is the same.
But yes, that ghost sound there is not really on my list.
Need to update that again.

Cole, Warpriest of Asmodeous |

Here is the list of stuff. Can you tell us how much was in the chest and how much the lute is. We need to know how much the wizard school ring is worth. We will keep the scrolls. We will just sale the rest for half.
Masterwork lute
Short sword
18gp
Whisky (25gp)
Holy Symbol (25gp)
Rog Gut (5gp)
Holy Book (5gp)
Ring (100gp)
Pipe (5gp)
Tobacco (2gp)
12 longbows
12 longswords
12 chain shirts
1 masterwork long sword (Wade)
1 Chain Mail (Cole)
Chest with 1000 to 2000gp
Scroll of Magic Missile
Scroll of Sleep
Scroll of Hideous Laughter
Scroll of Invisibility
Dagger
Gold wizards college class ring(non-magical)
ioun torch
Spell Book Value 350, Sell after Fletch is Done with it.

DM Repentance |

Easy enough to get Tiadora to appraise anything you can't.
Fletch is an oracle, spell book is arcane. Pretty sure he can't use it so you probly just want to sell it?
Unfortunately the longbows, longswords and chain shirts have the mark of Talinguarde on them.
Lute is worth 100gp
ring is worth 250gp
Inside the chest is 1852gp and case of rotgut whiskey worth 60gp.
100gp from the veil.
In total selling stuff for half you have: 2710gp. (I rounded up a bit i think)
I assumed you keep the Chain Mail and the long sword and Fletch's Alchemy Lab. There is also rope and Asmodean Holy Symbol from veil. Can't sell the veil it's almost useless.
So that is 450 each, plus the 400 each Thorn gave you. (yep avyanna would still get her share).
MW Longsword is worth 315 and Chainmail is 150. 2710 + 315 + 150 = 3175
So to be fair 620 +400 each is what people should get. And with the contract you signed doing it this way is in your best interests. (trust Asmodeus).
Cole 1020 - 150 = 870
Wade 1020 - 315 = 705
Everyone else - 1020

Fletch Two-Fang |

Wade is an oracle, Fletch is an Alchemist. I can copy from Wizard spellbooks just fine as long as that spell would be available to an Alchemist.

Cole, Warpriest of Asmodeous |

all looks good to me and yep I was going to make that point for Fletch but he chimed in.
So going forward there are 5 of us so 150gp each for a wand of CLW or Infernal Healing.
I was ballparking the weapons and thought they may be marked. Can't blame a guy for trying. Longbows are like 75gp each or something and chain shirts 100gp :) We can vault the stuff and equip are personal minions and stuff later if we get minions :)
So yep I'm spending 318 on the MW Falcata and throwing 150gp into the had for a wand so I will still have 402, I will also get 5 Alchemist Fires for 100gp. I will and try to edit my post to Tiador but may be too late.

DM Repentance |

Spellcraft DC 17 and Cost 40gp per spell – bull’s strength, flaming sphere,hideous laughter, invisibility
Spellcraft DC 16 and Cost 10gp per spell – alarm, charm person, expeditious retreat, feather fall, mage
,
armormagic missile, mount, shield, sleep
Strikeout spells aren't alchemist spells.
Cantrips not useable by alchemists.

Fletch Two-Fang |

As far as I can see, there is no cost associated with copying spells from one spellbook to another nor are there any from copying from a spellbook to a formulae book. As these are actual spellbooks and not scrolls, the spell in the spellbook remains unharmed and can be used by another for copying or preparation purposes. If I was to ask a wizard-for-hire to borrow one of his spellbooks for the purpose of copying then he would charge me to be sure.
I will pay the price to copy the Bull's Strength and Invisibility spells if you would like but I am just curious where the cost is coming from as we killed the wizard it came from?
I will post my Spellcraft checks in a gameplay post. If I fail the check I cannot attempt to copy that specific spell from that specific spellbook until I gain another rank in Spellcraft. I also cannot immediately use the Bull's Strength or Invisbility spells but it'll save me from having to take them later.
Also I thought Kana was keeping the spellbook after I was done copying to use later when she gets that specific caster item (can't remember the name) that lets a sorceror cast wizard spells from a spellbook?
Purchasing:
- Alchemy Crafting Kit ("reagent pouch")
- Backpack
- Bedroll
- Belt Pouch ("bandolier")
- Flint and Steel
- Ink
- Inkpen
- Iron Pot (Will be discarding due to STR constraints)
- Mess Kit (Will be discarding due to STR constraints)
- Soap
- Torches x10
- Trail Rations x5
- Waterskin
Masterwork Light Crossbow and 100 Bolts: 340 gp
Nice Clothing: provided by Cardinal's entourage? Just looking for normal traveling clothes.
Alchemist's Fire x10: 200 gp
Copying down Invisibility spell with Magic Ink: 40 gp
Total Cost: 40 + 340 + 200 + 40 = 620
Cash Remaining: 400 GP

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Hmm
Hammock: 1 sp
Bear trap x10 20gp
50 ft silk rope 10gp
Barbed vest 10gp
Masterwork backpack 50gp
Sleeves of many garments 200gp
Masterwork scythe 318gp never mind, realized I can't sell my masterwork long sword for a scythe, dang it, ah well,
Remaining money 247 96 414gp 9sp

Kana Cherryblossom |

Kana would totally like to keep the spellbook and the scrolls!
She heard of some wondrous items she wants to acquire asap, which will make all that stuff worth the trouble for her.

Cole, Warpriest of Asmodeous |

So since Declan is hurt by positive energy do we want to get CLW or Infernal Healing? Of do you guys not want a wand. Wade and I both have negative energy touches that can heal Declan so either wand is fine. Neither is good in combat but infernal healing is out of combat only. Sometimes CLW make a difference. So I ask again what you guys think and if you will all contribute 150gp. Healing should not be expected from Cole he is a warpriest not a cleric. The CLW are so I can swift heal myself in combat.

Fletch Two-Fang |

If we are just using for out of combat then Infernal Healing would be good. That's a straight 10 hp back over a full minute if I'm not mistaken?
For in combat heals, Cure Light Wounds is better because I can use (in emergencies) without having to roll UMD, it is a faster heal, and it'll heal all but Declan atm.
I think Wade has Inflict spells which might cover Declan if he can prepare enough.
I will pitch in 150 gp for the wand whichever we choose. If I prepare a CLW it'll be for a self-heal or emergencies.
I think we should put the question to Wade as he is our de facto healer atm. Wade, would you prefer more Cure Light Wounds to help you keep everyone alive or Infernal Healing so you don't have to tax your limited spells between encounters?

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I do in fact have inflict, I also have a D6 +half caster level negative energy a few times a day, I'm also healed by negative, and infernal healing is a better out of battle healing (10 hp every time compared to a max of 9 an average of 5-6) anyway, so if we get a wand it should be an infernal healing one, plus we're on our way to bein vampires, it'd be a good idea to prep for that kinda stuff
More to the point, it'd be a good idea, in case of emergencies to have something to wake up the "de facto healer" as you put it,
Another option would be to buy partial charge wands of each of them
Maybe a 30 charge wand of cure light, and 20 charge wand of infernal healing, give the cure wand to fletch, and the infernal healing wand to cole... Infernal healing is on your list yes?

Cole, Warpriest of Asmodeous |

yeah I have the cleric spell list. I'm becoming a Half-Devil champion of Asmodeus no vampire for me. Though I do love vampires.
Ok so if DM is ok with it we will just get a 30chg and a 20chg wand. If thats not cool then a wand of Infernal healing then. So I think everyone has made their purchases then.

Kana Cherryblossom |

There is the possibility of Kana either taking infernal healing as a spell or buying a page of spell knowledge with it.
i intend to buy a lot of those pages anyway and a ring of spell knowledge, to broaden Kana´s oportunities.
Not sure if Avyana is still in here, but if she is, the social spells are kind of taken over by her i guess, so i can have some more utility and even blasting.

DM Repentance |

I'm wondering how an infernal healing wand is out there in Talinguarde...
Black market wands maybe, not EVERYONE out there is a holy mitra worshipper. I mean... look at you guys. all fine and dandy untill you got caught.
Yea you can get the used wands. Just let me know who will be carrying each one.
Kana you will need to take 350gp from your total gold for keeping the scrolls.

Kana Cherryblossom |

I´m on the road again and don´t have my own Laptop with the herolab licence, so i can´t access Kana.
Will tell you what i want to buy and update it soon though. Should be home middle of next week.