Rise of the Runelords AE

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Unnamed

How long does a spell scribing take ?


Male Elf Wizard (Admixture-Evoker) AC: 15/15/13 w/magic 23/15/20 Init:+9 Perc:+10 F:+7 R:+7 W+8
MiniGM wrote:
How long does a spell scribing take ?

Not very long and unlike magic items you can scribe more than one day.

Writing a New Spell into a Spellbook
Once a wizard understands a new spell, he can record it into his spellbook.

Time: The process takes 1 hour per spell level. Cantrips (0 levels spells) take 30 minutes to record.


M
Vital:
60/60 HP; F +4 R +9 W +10; DR5/CI; init +7, AC 16/15/13
Goblin Cat Oracle of Life 7 Spells 1st: 7/7 2nd 7/7 3rd 5/5 Channel 5d6 6/6 Exclude 3, Energy Body 7/7 (1d6+7)

also keep in mind that phooka is more vulnerable of late since things are starting to have see invis


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

1 hour per spell level, so that assumed 12 hour days (for 12 days)


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3
Tarinhilliberanavius wrote:
-- though I'm thinking we might want something for Fernus who got no pick before we split -- and we might want to all throw in a few for some wands (CLW, Lesser Rest...)

Yep, I'm fine shifting gold toward those who received less. We just need to come up with a plan so we can get purchases done and move on.

Pretty sure we bought a couple wands of CLW before leaving for Magnimar.


Acrobatics +17 | Appraise +8 | Bluff +21 | Climb +10 | Disable Device +20 (+3 vs Traps) | Know: Local +13 | Perception +20 (+3 vs Traps) | Prof (merchant) +7 | Sense Motive +13 | Sleight of Hand +10 | Swim +5 | Stealth +16 AC: 26/T: 17/FF: 21 F: +9/ R: +12/W: +7 HP: 92/92 Init +5 Percept: +16 Polearm Master Fighter 5th/Scout Unchained Rogue 5th

I'll be honest. I have been hoping for upgrades and as it stands, if it were an even split, then those of us who got little to nothing end up way behind (and I already feel like I am behind the power curve after my retooling and the fact that I am down feats compared to everyone) and this will set me up to be way behind the average wealth average of the group. If everyone else in the group wants to split it that way, then I'll gladly agree, just don't think it would be balanced at all. Regardless, i would like to know how we are doing it so I can spend my cash, donate to Phooka's upgrades and some CLW wands and make sure we are ready to move forward... I apologize for that rambling mess.


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

No worries. Just need to come up with a method.

Even way of doing it looks like this...

TOTAL AFTER SELLING: 124,732 gp, 5 sp
TOTAL OF ITEMS KEPT: 73,250 gp
Group Purchases: 6,500 + 7,650 = 14,150
Remainder after Group Purchases 183,832, 5 sp
Split 5 ways 36,766 gp, 5 sp

Unalaq kept 42,250 worth of items, owes group 5,483, 5 sp
Tarin kept 22,000 worth of items, gains 14,766 gp, 5 sp
Vinny kept 1,000 worth of items, gains 35,766, 5 sp
Darin kept 8,000 worth of items, gains 28,766, 5 sp
Fernus kept no items, gains 36,766 gp, 5 sp

If we go this route, Unalaq will plan to sell the boots of speed and the ring of force shield so that he doesn't go into the hole which will leave him with a gain of 4,766 gp, 5 sp.


Acrobatics +17 | Appraise +8 | Bluff +21 | Climb +10 | Disable Device +20 (+3 vs Traps) | Know: Local +13 | Perception +20 (+3 vs Traps) | Prof (merchant) +7 | Sense Motive +13 | Sleight of Hand +10 | Swim +5 | Stealth +16 AC: 26/T: 17/FF: 21 F: +9/ R: +12/W: +7 HP: 92/92 Init +5 Percept: +16 Polearm Master Fighter 5th/Scout Unchained Rogue 5th

Or he can say he is going to do that, and he can go into temporary debt to Vinny instead...he is a merchant who doesn't want to lose items the party can use.

Also: I want to snag Holy on my weapon if I can, bossman...


Unnamed

you just gotta pay for it, i think our crafters are busy already as well


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

Fernus is going to scribe 6 scrolls of Mage Armour, 3 of Create Pit, 3 of Glitterdust and 3 of Haste.
Costing 3400gp + 1050 gp= 4550gp

He'll also recharge the magical torch through a heroism spell.

I might need some advice on what to buy for the money. I'm thinking myself on a strong cloak of protection or a better ring of Protection/Amulet of Natural Armour.


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

I tend to find Metamagic rods are very useful... Rings/Pages of Spell Knowledge also.

Another possibility would be to get bracers or similar, not for the armor bonus (which gets way too expensive given you can cast mage armour for 8 hours), but for the ability to enchant them. Deathless and Fortification are both pretty solid defensive abilities. Mirrored boosts touch AC v rays, and spell storing is always snazzy.


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3
Vincente Valentino Valdemar wrote:
Or he can say he is going to do that, and he can go into temporary debt to Vinny instead...he is a merchant who doesn't want to lose items the party can use.

That works. Didn't want to assume someone would be able to do that. Assuming we survive, our next significant haul probably wipes that out.


Skills:
Diplomacy +8, Heal +14, Knowledge (arcana) +8, Knowledge (planes) +9, Knowledge (religion) +11, Perception +22 (+23 to determine if surprised), Sense Motive +13, Spellcraft +14
M Human (Chelaxian) Cleric of Cayden Cailean 10
Vitals:
HP 83/83 | AC 24 (27), T 12 (15), FF 24 | F 13 R 6 W 14 | CMB 10 CMD 22 | Init + 6 | Perc +22

Did we decide on route 2?

Also how many enchanters are around the city to enchant gear? I was thinking of getting my shield enchanted up since I want to trade in the chain shirt if/when I get Heavy Armor Proficiency, but also wanted to enchant my morningstar.


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

I'm fine with it. I think Tarin is the only other one who goes in the negative direction so if he's fine with it, I think we're set.


Unnamed

There are pent y of enchanters Darin, its just that the one that does stuff for 75% is busy and Elorin is busy


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

I'm good. If I was really worried, I could always sell or give back the amulet.

Also, we might want to get Phooka done additional protection, maybe a cloak of resistance or a ring of protection.


Acrobatics +17 | Appraise +8 | Bluff +21 | Climb +10 | Disable Device +20 (+3 vs Traps) | Know: Local +13 | Perception +20 (+3 vs Traps) | Prof (merchant) +7 | Sense Motive +13 | Sleight of Hand +10 | Swim +5 | Stealth +16 AC: 26/T: 17/FF: 21 F: +9/ R: +12/W: +7 HP: 92/92 Init +5 Percept: +16 Polearm Master Fighter 5th/Scout Unchained Rogue 5th

Or more HP.

I updated my sheet, adding in a few upgraded items. Didn't purchase any new items as of yet. Waiting to see if we are doing anything else for our healer.


Male Elf Wizard (Admixture-Evoker) AC: 15/15/13 w/magic 23/15/20 Init:+9 Perc:+10 F:+7 R:+7 W+8

Bracers of armor would be good for phooka as well.

Did you guys remove any funds for the channeling item? Need 5,500gp.


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

Everyone gets 200 more gp! Yes, I took out the crafting cost of the phylactery, but I had it as 6,500 instead of 5,500.

So I owe Vinny 5,283, 5 sp.


Skills:
Diplomacy +8, Heal +14, Knowledge (arcana) +8, Knowledge (planes) +9, Knowledge (religion) +11, Perception +22 (+23 to determine if surprised), Sense Motive +13, Spellcraft +14
M Human (Chelaxian) Cleric of Cayden Cailean 10
Vitals:
HP 83/83 | AC 24 (27), T 12 (15), FF 24 | F 13 R 6 W 14 | CMB 10 CMD 22 | Init + 6 | Perc +22

Quick enchant question - if I get grayflame on my morningstar, does the rounds the grayflame is active work off of base channeling healing or the variant channeling? It's a 2 round difference now and will grow I think over time.


Unnamed

It will work off variant channeling number since that is how much healing is done


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

Vinny, if ok with you, I will also purchase a potion of fly to replace the one I used against the Herald. I do have a little gp left over from previously so once I take that into account, I will owe you 5,322 gp. Nothing else from me so ready to move on when everyone else is.


Unnamed

everyone ready?


Male Elf Wizard (Admixture-Evoker) AC: 15/15/13 w/magic 23/15/20 Init:+9 Perc:+10 F:+7 R:+7 W+8

If someone wants to donate the GP, Elorin would be willing to craft a few scrolls of stoneskin for you.
The cost would be 625gp each. 375gp for the scroll +250gp for the materials.

I could craft up to 3 of them in the time I have left.

Other than that question I am ready.


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

I'll pass for now. Will definitely consider in future though.


Skills:
Diplomacy +8, Heal +14, Knowledge (arcana) +8, Knowledge (planes) +9, Knowledge (religion) +11, Perception +22 (+23 to determine if surprised), Sense Motive +13, Spellcraft +14
M Human (Chelaxian) Cleric of Cayden Cailean 10
Vitals:
HP 83/83 | AC 24 (27), T 12 (15), FF 24 | F 13 R 6 W 14 | CMB 10 CMD 22 | Init + 6 | Perc +22

Ready.


Acrobatics +17 | Appraise +8 | Bluff +21 | Climb +10 | Disable Device +20 (+3 vs Traps) | Know: Local +13 | Perception +20 (+3 vs Traps) | Prof (merchant) +7 | Sense Motive +13 | Sleight of Hand +10 | Swim +5 | Stealth +16 AC: 26/T: 17/FF: 21 F: +9/ R: +12/W: +7 HP: 92/92 Init +5 Percept: +16 Polearm Master Fighter 5th/Scout Unchained Rogue 5th

Vinny will do 1 of those scrolls and then, ready, I suppose.


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

If there is a Cloak of Resistance +5 and Spellguard's Bracers I'd be much obliged.
Else, Boots of Lightning Leaping would also be handy, hopefully in addition to a better cloak of Resistance (+3 or so)


Unnamed

ah you are looking for big stuff, let me roll and see what there is in Magnimar


Unnamed

medium items 2d4 ⇒ (1, 1) = 2
major items 2d4 ⇒ (4, 1) = 5


Unnamed

highwayman cape x2
charlatans cape
juggernauts pauldrons
figurine of wondrous power (obsidian steed)

greater serpent belt
cat eye crown


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

Ah well, that's a no for me. The items are nice, but nothing I'd really want or need.

I don't know what I should spend my money on now as I don't really use many weapons or armour I'll need my magic items to shine.

The only idea I have is to get a better crossbow so I could use something else than spells, but I can trip from a distance as well so...


Unnamed

maybe up your headband or belt? runestones of power?


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

Is upping the power of the headband available then? I'm wondering if that is availble when there is limit to magic items as well. Or is it just a rule that you can find/upgrade normal magical weapons/armour and such?

Could I upgrade my Cloak of Resistance as well?


Unnamed

Yea you can upgrade to your hearts content the purchase limit is 50,000 so keep that in mind


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

Right I'll upgrade my Bet of Incredible dexterity to a +4 and my Headband of Alluring Charisma also to a +4. Should leave me enough money to upgrade my Cloak to a +2 as well, spending 27k gp total leaving me with just a bit more than 3k left.


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

After bumping my cloak to +3 and spending over 7,000 writing formulae, I'm sitting on what's left of my money -- can't afford to bump my belt to +4 dex... though I did consider adding +2 Con instead.


Unnamed

its ok we will do another inter book quest that is sure to lead to lots of money and deaths


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

More money and deaths!


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

May as well take this as the opportunity to mention that this is Gen Con week. I'll be out of the picture from sometime on Wednesday until late Sunday or possibly Monday. Feel free to bot me as needed to keep things moving.


Male Elf Wizard (Admixture-Evoker) AC: 15/15/13 w/magic 23/15/20 Init:+9 Perc:+10 F:+7 R:+7 W+8

I will also be out of town Thursday-Sunday with little access to internet except for phone. Bot me as below :)

If it moves blast it...if it falls in a hole stinking cloud it.

If it attacks you run away from it.

That covers the main things I might do...


Unnamed

Gotcha.

I'll try to get us moving tonight. Been really busy


1 person marked this as a favorite.
Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

I'll be off tomorrow (saturday) for the whole day, celebrating our 1-year anniversary with my girlfriend. I'll be back sunday at least. Bot me when needed.


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

Congrats Fernus! Have a great weekend!


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Will be out of town and away from Internet until Monday the 31.

Feel free to bot me, as needed.

Apologies for the short notice (I've only known for sure about 20 or 21 hours myself.)


Unnamed

k.. will make sure you level up and ill give you a level of blood rager


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

If only there was a controlled bloodrage. ;)


Unnamed

hmm your right that might exist at some point...ill give you a level of aristocrat and call it good


Acrobatics +17 | Appraise +8 | Bluff +21 | Climb +10 | Disable Device +20 (+3 vs Traps) | Know: Local +13 | Perception +20 (+3 vs Traps) | Prof (merchant) +7 | Sense Motive +13 | Sleight of Hand +10 | Swim +5 | Stealth +16 AC: 26/T: 17/FF: 21 F: +9/ R: +12/W: +7 HP: 92/92 Init +5 Percept: +16 Polearm Master Fighter 5th/Scout Unchained Rogue 5th

Mini, out of curiosity: Will you be allowing anything from Dirty Tactics Toolbox?


Unnamed

the what what?

I have no idea. Been so swamped this summer I didnt even know there was such a thing

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