Rise of the Runelords

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|Ruins |WBGoblins|RotRL| Emerald Spire|

I will look over some things and come up with some money for yall as well.. that dungeon was bare, and that hardly seems right for everything yall have done thus far. It will most likely be mitigated though, by the fact I havent been charging room and board!!


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

Missed the +1 to Knowledge (history).


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

Everything is done for my level up apart from choosing which Feat to take, still unsure so will give it a think.

Hit Points went up 10,
All skills went up 1 rank,
Reflex went up 1 point,
Aura of Courage (Immune to Fear and grant bonus to allies within 10 feet),
Stone-Blood (Light Fortification = 25% chance to negate a Critical hit or Sneak Attack on me)

Right everyone, could I get some advice here on which feat to take please? I am stuck with a few.

Toughness (More tanky)
IronHide / Dodge (More Tanky)
Great Fortitude / Lightning Reflexes / Iron Will (+2 to 1 Saving throw)
Steel Soul (Extra +2 on saves vs Spells and Spell-Like Abilities)
Weapon Focus (+1 to hit)
Tower Shield Proficiency (+2 AC)
Back to Back (Teamwork = While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus to AC against attacks from opponents flanking you.)


Male Varisan Human Cleric (Varisian Pilgrim) of Desna 5 | HP 36/36 | AC 18 T 13 FF 15 | Fort+6 Ref +5 Will +9 (+10) | Initiative +3 | Perception +4 | Channel Energy 2/7 | Bit of Luck 7/7 | Agile Feet 7/7

Level 3

Cleric of Desna (Varisian Pilgrim) 3

+1 Reflex save
+7 hit points (5 hit die, +2 Con)

Access to 2nd Level Spells

Skills: (2 + 1 Int + 1 Human + 1 Favored Class + 2 Background)
+1 Diplomacy
+1 Heal
+1 Sense Motive
+1 Knowledge (Religion)
+1 Spellcraft
+1 Knowledge (Geography) - Background
+1 Profession (Fortune Teller) - Background

Feat: Extra Channel


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

Will work on that this evening...


|Ruins |WBGoblins|RotRL| Emerald Spire|

Daelric just my personal opinion, but the tanky/ ac may be of more help than anything else. The rest of the group is a bit squishy, and you seem to be the one filling the breach, you know?


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

So that narrows down the feat selection to:

Tower Shield Proficiency (Grants me +2 AC but for -2 Attack)
Steel Soul (So I can survive spells a bit easier and therefore be up for longer)


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

@Daelric: Have you considered Shield Focus? It's also a +1 to your AC (improves your shield, effectively). Strictly speaking it's not as good as Dodge (because Dodge doesn't require a shield) but it opens the door to other feats. Alternatively, if you really want to do a tower shield (with the attack penalty it brings), you could look into going later into the Mobile Bulwark Style, which has some interesting tricks along its feat tree (including one feat that reduces the attack penalty to -1 instead of -2).


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

Mobile Bulwark Style looks interesting, but to gain the advantage of it requires 2-3 feats.

Daelric was always supposed to be the Big AC and HP character, he was never meant to be an Attacker, but it seems that we need him to do the attacking too. If I do get the Tower Shield Proficiency I will end up getting Shield Focus for it too.


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

HP = 2...ugh.

Bomb is now 2d6
Swift Alchemy

Points into
Craft
Appraise
Spell Craft
Professon - merchant
disable device
use magic device


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

Volkar your new hit points are wrong.

You get 5 from your class (Half your maximum +1)
You have 1 for your Constitution modifier
Not sure if you are using your Favoured Class bonus for Hit Point, Skill Point or Dwarf bonus.

Level 1 : 9
Level 2 : 15
Level 3 : 21


|Ruins |WBGoblins|RotRL| Emerald Spire|

Thanks for catching that for Volkar, Daelric. Things have been hectic this weekend, and I haven't been able to get a lot done in the way of gaming.

I have also made a list of the items you have brought out of the Catacombs. They are listed under the gameplay tab. If you wish to sell anything, just say so, and it can be arranged. Please make sure that my accounting is correct.

Kiera: I am sure you already know this or where it can be found, but for my own reference, I am going to put it here too.Scribe scroll costs

There will not be time to make your cloak just yet, but that time will be coming soon.. basically after book one, and as book two is setting things up.

It seems the board goblins ate my post yesterday.. or my work computer decided that I didn't need my break lol.. either way, going to throw something up over in game play here shortly.

Also, just as an FYI, I will be travelling again mon and tues for my wifes dr appointments, so posts may be delayed.


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

I have decided to go with Steel Soul, as it is different from most character builds. That would make 2 unique Dwarf only feats, then I can start to build up on the other defenses.

Also I am considering about trying to go into Stalwart Defender; to stack with the Stone-Lord abilities, and that gains Tower Shield Proficiency for free anyway.


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

I think that's a solid and flavorful choice, Daelric!

Once we have more money and downtime, if you guys have specific wondrous items that you want/need, let me know (IC). Otherwise Kiera will just make "gifts" to party members. ;)


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

Daelric, LOL, what I did is took the actual roles...so I love your numbers a lot better. Will use those...still learning the rules and more. Adjustment made. I think I got everything else done!

R


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

@Andrezi: Do you want to use some of our limited downtime to make some healing/buffing scrolls, or do you think we're OK in that department? Basically if you think we're fine for clerical spells, I'll make a few scrolls of additional battle and utility spells for myself.


Male Varisan Human Cleric (Varisian Pilgrim) of Desna 5 | HP 36/36 | AC 18 T 13 FF 15 | Fort+6 Ref +5 Will +9 (+10) | Initiative +3 | Perception +4 | Channel Energy 2/7 | Bit of Luck 7/7 | Agile Feet 7/7

I didn't really dip into the scrolls we purchased too much. That fact along with me taking extra channel and my channel now being 2d6, we should be in good shape. I'd say stock up on utility.

Although it may not be a bad idea to create a scroll of lesser restoration to have on hand.


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

Yeah, that's one of those spells that you never have prepared when you need it. That would cost us um... 3x2x25 = 150 gp to make and 2 hours, I guess?

The best utility spells I can do right now are probably heightened awareness (especially since we don't have anyone who can deal with traps) and detect secret doors, at 25 gp and 2 hours each.


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

Yea, I am thinking Volkar needs to give Zantus a tithe and then try to learn more bout the history of Sandpoint and the origins for the ruins below. Also, renting a work space may be worth while at this point...


|Ruins |WBGoblins|RotRL| Emerald Spire|

After some research, I have found some downtime rules that I think may suffice. Here you can find the rules for purchasing and building property. Firstly, I am surprised to find it so cheap.. i.e. the Alchemists shop, essentially an entire house with a lab built in, is only 1,940gp; substantially less than say a magic sword. The Wizards shop is only 1,590, and the Casters Tower is a measly 4,750. Hell.. I have spent more than that on weapons and armor for a single character when leveling up! Anyways, these are the rules as written for downtime procedure, and therefore that is what we have to go by. Any complaints or suggestions?

As for what to do now.. I suggest we continue with Volkars suggestion of visiting Zantus. I have a few loose ends to wrap up before we head out for the culmination of the book. Once we get those loose ends wrapped up, we can go shopping and then get the last big battle out of the way before heading into book two.

As a personal aside, I have been a student at ITT Tech for the last year and a half. Unless you live outside of the US, you know that they just permanently closed the doors.. 22 weeks before I was due to graduate with my associates degree in nursing and sit for my NCLEX exam. Unfortunately, this leaves me hanging in the wind in more ways than one. I will have to find a second job very quickly in order to offset the loss of income now that I am no longer receiving school loans or my VA benefits. I have no idea how this will affect my time or my posting schedule, but I am still committed to finishing this out. We may just have a few rough patches to get through before things even out. Good side, is that until I do find a second job, I will have a lot more time to be on here!!


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

Be careful going down that route unless you want the characters to become paper-pushing land-owners in Sandpoint! :D The rules for buildings and downtimes also include running a business, which lets you set up an operation that just makes money and influence for you while you're out adventuring -- probably not a door that you want to open. (Not that I would take advantage of something like that; Kiera would just love to have a little cottage of her own in Sandpoint.)

At some future point Kiera will probably invest in setting up her own home and magical operations in the town - maybe taking up residence at the old ruined lighthouse, cleaning it up, having some buildings made there and turning it into a nice coastal retreat. :)


|Ruins |WBGoblins|RotRL| Emerald Spire|

That idea crossed my mind too.. and I figured I would deal with it if the idea occurred to yall as well lol. I really don't want to get wrapped up in that. I feel it is a beurocratic slippery slope I want nothing to do with.. but I had also told you I would seek out a way for you to have some workspaces too. Is there a happy middle ground I am missing?

However.. I finally figured out why everything seemed so cheap when I was looking at it last night. I was not converting the goods, influence, labor, and magic into gp.. just going off of the numbers in the parentheses. With that in mind, I think we may have to come up with something more affordable.

-Posted with Wayfinder


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

I was in a KM game that really just turned into doing spreadsheet maintenance. I guess for some players that's OK but it really made the game bog down into nothing but "How can I tweak my buildings to earn more money this month?"

If your character goal is really to start a business, then that seems to me like a retirement kind of thing - you make a bunch of money adventuring, you splash it around town and get yourself a place, you settle down and run your business. Make a new character who's hungry for adventure. :)

At this low level we'll probably need to rent lab space. Later when we are "rich" we can negotiate with the leaders of Sandpoint to purchase homes and build our own labs!


|Ruins |WBGoblins|RotRL| Emerald Spire|

What would yall consider an affordable rent?

-Posted with Wayfinder


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

I did a tiny bit of research on the price to rent lab space in the real world vs. price to get a hotel room. Hotel rooms in the areas I frequent are usually just over $100/night (my S.O. won't stay in a "cheap" hotel and I live in California where all kinds of rents are really pricey). A lab facility charged $30/hour for use plus extra prices for storage of your gear - call it $250/day (for 8 hours).

So that rough metric would say that usable lab space is 2.5x the price of a good-quality hotel room per day. A "good inn stay" in Pathfinder is 2 gp per day, so lab space would be 5 gp per day.

Fortunately for us, Sandpoint is ridiculously overstocked on useful businesses for adventurers in spite of its small size!


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

That sounds good, not sure what I can do to add in this conversation. I think I am the only person who doesn't require any rented space for downtime rules.

I am thinking of taking Craft (Brewer) though.


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

Ok, when we have four hours free, Kiera will scurry off to the Feathered Serpent, pay to use some space, and spend 50 gp for materials to scribe a scroll of heightened awareness and a scroll of detect secret doors.


|Ruins |WBGoblins|RotRL| Emerald Spire|

That could have been accomplished during the down time waiting for Volkar to heal. As there was more than enough in the community coffers, if not in your own pockets, we will scratch that up to a loan/ paid back and consider those scrolls in your possession now. :-) We can work on renting spaces later.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Weapons
Composite shortbow +1
+1 Longsword
Mwk Handax
Silver Dagger

Magic
(3) potion CLW
Scroll: Burning Hands (CL 3)
Scroll: Flaming Sphere (CL 5)

Other
Masterwork Flute
Masterwork Thieves tools
miniature tiara worth 50gp,
miniature black silk gown worth 25gp,
obsidian unholy symbol of Lamashtu worth 10gp
Lamashtu prayer/holy book worth 100gp

We have these items sitting unclaimed in the community pot. Do any of your characters wish to keep something on this list, or do you want to sell the items off? Wait and handle this later?

Also, as far as the gold (215) is concerned. Do you want to divvy that up or keep it in a community pot to be used as needed?


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

I saw we pack along the CLW, also that we keep a community pot with the 215 gp.

I think Volkar may want to purchase a couple of additional potions. I need to check the extracts he could make as well. That may be the way to add healing potions actually.


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

Obviously, I'd like the scrolls so that I can add them to my spellbook. Also, since I got the really valuable magic dagger, I'm probably not due any other loot for a while. ;)

@Volkar: As an alchemist, you have the Brew Potion feat automatically, so if you know cure light wounds as one of your extracts, you can make potions of cure light wounds for 25 gp each.


|Ruins |WBGoblins|RotRL| Emerald Spire|

My main question, I guess, is 1) does anyone want any of the weapons, and 2) do you want to keep the Thieves tools. The unwanted weapons can be sold while Andrezi is picking up his chain shirt. The rest can be handled later, as RP or as automatic sale and straight into the coffers.

The spells can have been copied into your spellbook during the day or so you had off.. I can see Kiera doing that at her first opportunity!

Kind of updated things a bit over on the Campaign tab to reflect things so far.


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

Ok, takes 3 hours and 50 gp to transfer those spells into my book. Writing spells

As for the thieves' tools... I hope someone learns to disable traps. If nobody else picks it up I'll start putting ranks into it (high Intelligence means I have plenty to burn), but right now I don't have it.


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

I won't be taking any of the items, I don't need any of them. As for the Thieves Tools, I suggest someone takes them and holds onto them. Daelric doesn't have the Dexterity to use them effectively, but it could be handy later on if someone does learn to use them.


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

@Kiera - ok, I can brew CLW potions; or as an extract. So, I think what I will do is split the extracts into two CLW; two Target Bomb; and one Bomber's eye - I can do that many per day. What I don't clearly understand in the rules for Alchemists is the costs to make the extracts...sometimes d20psrd is awesome, other times maddening.

I have a few other potions as part of the character.
2=clw
2 = Barkskins
2 = rage
1 = invisibility
2 = keen edge
1 = cmw

I don't see needing any of the items that Double D mentioned.

Bombs - six made...so we should be good with that.


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

@Volkar: Making extracts doesn't cost you anything - it's a class feature. Basically you make extracts in the same way that wizards prepare spells. It might require a small amount of negligible materials that are commonly available, but that's just flavor. It only costs money if you make an extract of a spell that has an expensive material component.

Remember, though, other people can't use your extracts unless you have the infusion discovery. So only you can use the cure light wounds extracts that you make. This is not the same as potions, which you spend money to create as magic items and then anyone can use them. And if you have the infusion discovery you can temporarily make an extract that other people can use, just like casting a spell on someone else.

So the breakdown is:
Extracts (what you normally make for your "spells"): Generally no cost (you make them out of bits of mundane materials), but only work on yourself, and are only good for the day you make them; if you don't use them they go inert, but you can make more the next day.
Infusions (extract + infusion discovery): No cost to make, but also remain good only for the day and go inert if unusued. Let you give an extract to someone else.
Potions (made using Brew Potion feat): Cost money to make, but they don't go inert, and you can give them to other people.

So your cure light wounds extracts are only usable by you to heal yourself. If you get the infusion discovery, you can give them to other party members, but any that aren't used that day go inert, so you can't save them. If you spend money to make them into potions, they become normal potions of cure light wounds and anyone can use them or save them, but it costs money and time to make them.


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

@Kiera, thank you for the help on this. Still learning both the system and then the character classes. This really helps. So I have a couple of CLW potions in my inventory, so we have those for you all. I have a couple of extracts and can use those for me in the day. What I need to figure out then is the time associated with the brewing of potions. I will start researching that tomorrow and get a sense of that. THANK YOU!


|Ruins |WBGoblins|RotRL| Emerald Spire|

VOlkar: Here you can find the basics of potion brewing. Basically, you pay the gold cost, and it takes a day to brew the potion.


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

Ok, brewing potions! :D

Alchemists basically rely on the Brew Potion feat to store stuff for later, and to make things they can hand out to party members.

When you make potions this way, you spend money to get weird ingredients and stuff. You can RP it out if you like or just handwave it and say "I spend 50 gp for components so I can make this potion."

You can make potions subject to these limits:
* You must know the extract formula for the potion you want to make. So, if you want to make a potion of cure light wounds, you must know the extract formula for cure light wounds.
* You can't make a potion out of any formula that is above 3rd level.
* The formula you pick must have as its Target one or more creatures or objects. This is important because an extract with Range: Personal, Target: You cannot be made into a potion. So, for example, the Shield formula has a Range: personal, Target: you. You cannot make potions of Shield to give out to other people. But, cure light wounds has Range: Touch, Target: Creature Touched. So you can make a potion of cure light wounds.
* You pick the effective Caster Level for the potion, but this can affect the cost. You can choose any level from the minimum to make the extract, up to your level as a maximum. For example, cure light wounds is a first-level extract, so you could make it with a caster level of 1, 2, or 3 (since you are third level). This is important because it affects the spell's power: cure light wounds heals slightly more damage if it's cast with a higher caster level. But, it may not be cost effective. Making a potion of caster level 3 is three times more expensive than making a potion of caster level 1. That means that for the cost of one Caster Level 3 cure light wounds potion, you could make three Caster Level 1 cure light wounds potions. This means unless someone needs a lot of healing in one action, it's way better to just make more of the lower-level potions, and if someone needs more healing, they just drink more of them!
By way of example, with cure light wounds:
Caster level 1: Costs 25 to make. Heals 1d8+1.
Caster level 2: Costs 50 to make. Heals 1d8+2.
Caster level 3: Costs 75 to make. Heals 1d8+3.

Formula for potion cost: Making a potion costs the formula level, TIMES the effective caster level (which you choose), TIMES 25 gp.

Time to make potions: A potion takes only 2 hours to make if the cost to make it is 250 gp or less. Otherwise, it takes one day for every 1,000 gp or fraction thereof for the price. It's rare to make a potion that expensive, though.

Cooperative Crafting: Let's say someone in the party has a nifty spell that you don't know, like Andrezi's lesser restoration. You can work together to make a potion out of his spell. The price is the same. The only major cost is that it takes time from both of you.

Offensive spell potions: Say you want to work with Kiera and make a potion out of her magic missile spell. You can, but it's not a great idea, because the target for a potion is whoever drank it. So, if you made a potion of magic missile, whoever drank the potion would be hit by the magic missiles!

Here are some samples using the extracts you currently know.

Cure Light Wounds:
Caster Level 1: 25 gp, heals 1d8+1, takes 2 hours to make.
Caster Level 1: 50 gp, heals 1d8+2, takes 2 hours to make.
Caster Level 3: 75 gp, heals 1d8+3, takes 2 hours to make.

Stone Fist:
Range is personal, so you can't make it into a potion.

True Strike:
Range is personal, so you can't make it into a potion.

Shock Shield:
Range is personal, so you can't make it into a potion.

Enlarge Person:
Caster Level 1: 25 gp, lasts 1 minute, takes 2 hours to make.
Caster Level 2: 50 gp, lasts 2 minutes, takes 2 hours to make.
Caster Level 3: 75 gp, lasts 3 minutes, takes 2 hours to make.

Crafter's Fortune:
Caster Level 1: 25 gp, lasts 1 day or until used, takes 2 hours to make.
Caster Level 2: 50 gp, lasts 2 days or until used, takes 2 hours to make.
Caster Level 3: 75 gp, lasts 3 days or until used, takes 2 hours to make.

So for now you mostly can make cure light wounds potions. You could make crafter's fortune potions if someone in the group needed a bonus on some kind of Craft check, like if Daelric was going to make armor or something like that.

Brew Potion is given to alchemists as a starting class feature, so it's expected that you will make potions and keep them around to supplement your daily extractions and other abilities. You should take advantage of this when time permits and make potions, especially when you get more utility extractions, so you can keep your daily extractions focused on things useful in battle and you can hand out potions of utility or healing powers!


|Ruins |WBGoblins|RotRL| Emerald Spire|

Well, Kiera for the win again! My only question is the time that you say it takes to brew a potion. According to the PRD Magic Item Creation page (at the link above), it states that brewing a potion takes 1 day. Where are you finding 2 hours?

Edit: AHA! Found it. Yet another instance of the PRD not giving the whole story on a single helpful page! lol.
Brew Potion


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

Oh, two other things:

* It takes a Craft check to make a potion, but as long as you're keeping up your Craft (alchemy), it will usually be low enough that you can't fail. (You don't automatically fail skill checks on a natural 1.)

* You have to have a lab space to do your work. Doing alchemy on Kiera's new boat is not recommended.


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

LORDY KIERA YOU ROCK!! Thank you...will read through and learn this aspect a heck of a lot easier.

No work on the boat...wow...ok, well we have Spiced Mead...
TRULY YOU ARE AWESOME and thanks for the assist Double D.

So, Kiera I may have completely misunderstood the process of selecting both extracts and formulae...I thought they were mutually exclusive to some degree.

So my character sheet at myth-weavers.com [url]http://www.myth-weavers.com/sheet.html#id=616555[/url]

Volkar's intel gives him a +3 and so here is the list that I haveon the sheet. Sorry to be such a pain, I keep thinking that I have read these and then I read again, and go, oh wait or does that mean this....

SO, should the formulae and extracts be the same? That would make sense to me in a lot of ways...

Formulae and Extracts

Formulae
True Strike
Stone Fists
CLW
Shock Shield
Enlarge Person
Crafters Fortune

Extracts
CLW
Firebelly
Bomber's Eye
Target Bomb
True Strike


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

GM DevilDoc Yesterday, 10:12 pm | FLAG | LIST
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|RotRL|
Fire Elemental
Considering that the travelers outfit is worth 1 gp and includes an entire set of boots, clothes, and a cloak, I would say that 50 gp is quite excessive! Lets go with a low end cloak as being 2 coppers, up to 5 coppers for a well made but plain and functional cloak. Sometimes you have to get creative looking through the PRD for what you want. In this case, the Ultimate Equipment tab has a chapter on clothing.

We will wait for the others to catch up before we move on!

Double D.

Here is where I go tthe prices for the more expensive...

Seal alive is 45 gp, and rabbits are like 2 or 3 gps each. So, I figured that with the Cloak range in the Clothing and COntainers part of D20prsd as a guide...that is how I got to 50 gp. Don't get me wrong, I would go with a lower price for a used seafairer's cloak, but I also figured it was probably a 100gp item, traded/pawned off by a sailer, Volkar picks it up at 50 gp...

Bodywear
Item Price Weight Source
Cloak, Patchwork 5 gp 1/2 lb. PRG:UE
Cloak, Reversible 2 sp–100 gp 1 lb. PRG:UE


|Ruins |WBGoblins|RotRL| Emerald Spire|

While all that is true, you can also buy entire sets of clothing for 50 gp. I just want it to be fair. Even the Nobles clothing is only 75 new for the whole outfit. So tell you what. Even if you went full Thorin on your cloak with the furs and tailor made, etc, I can't see it going over 10- 20 gp new, so lets go with that. Since its not even tailored, just off the shelf, stick to the low end and we will call it a deal.

Another thing that I am taking into consideration is this.. for an average commoner NPC, they may not even see more than a couple of gold pieces throughout the year. The shop keeps etc may do a bit better, but for the average peasant, even the price of a basic sword is often times more than they make in an entire year. I think that in RP in general, we lose sight of this, hauling in troves of treasure and bags of gold coins at a time. To the average peon, you are the equivalent of a millionaire.

As for the alchemical stuff, I am glad Kiera is read up, as that is one class I have never really looked at or played..


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

ok, we can go ten! Sure...totally understand. It's a bit strange trying to figure out PF prices. I live in a small, rural community and I sometimes wonder about just what you explained DD. In a live RPG we started the downtime concepts, let's say that those make alchemy look so much easier than Kiera made it...and yes, I am still trying to figure that out. THANKS KIERA!!!

But, I agree, when the adventurers come back there is a lot of gold and such...but when you look at the PF pricing, you have to ask, ok, what is going on here??? And I also am learning that PF is not always the simplest of games to understand! ;-)


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

@Volkar: If you have any questions, feel free to ask. I can show you how to figure out what it costs and what you can make. Pathfinder is a pretty complex game. :)

Just so there's no later questions, here's a complete shopping list of what I got for supplies:

Cutter (boat) - 500 gp
Barrels, 2 - 2 gp ea.
Blankets, 4 - 5 sp ea.
Buckets, 2 - 5 sp ea.
Compass - 10 gp
Chest, medium - 5 gp
Grappling hook - 1 gp
Rations, trail, 12 days - 5 sp ea.
Rope, hemp, 50' - 1 gp

And just for me:
Masterwork light crossbow - 335 gp
10 cold iron bolts - 2 gp

(Yeah, I know my magic returning dagger is a good ranged weapon, but it's really short range, so if we need to shoot goblins on the cliffs I need something with longer range)

Also I dropped 20 gp for fine wine and a very fine meal before we set out.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Looks good to me. I trusted that you would be keeping a close eye on that!


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

Figured I would roleplay Daelric to be prone to sea sickness. As with most Dwarves I get bonuses for being on the ground, but due to my class I get even more too. So I thought it would make for some good character progression, hopefully it doesn't ruin the mood of the new boat.


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

Nope I thought it made sense, Daelric.


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

Poor Daelric! Fortunately I made those sailing rolls so we got there as quickly as possible and can get back to whackin' demonologists. :D

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