Skulls and Shackles Campaign (Inactive)

Game Master Tyranius

Disrespute / Infamy = 18/18
Plunder = 15/15

Maps:
Isle of Empty Eyes | Tactical Map |
Man's Promise | Man's Promise (Key) |

Loot List: Plunder List


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Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

*nods* School Savant is a strong archetype :-)


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Although I still think that Occultist and even more YUMMI, the brown fur transmuter are more interesting.


Female Human Arcanist 9

Made her into a School Savant. I'm aware that Occultist and Brown Fur Transmutations are good, but I think the former archetype burns through my points far too quickly, and the latter archetype encourages a transmutation school focus, and Nat is more Conjuration anyway.

She's ready to go, and you guys can push on if you wish, I'll make an entrance sooner rather than later.

Dark Archive

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Congrats on your Gift Card Charles!


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Grats! You earned it!


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

Huh. If you had not told me, I would have had no idea :-P

Thanks for letting me know :-)

Dark Archive

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Happy Holidays Everyone!


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

I wish everyone a happy Christmas and that you all are with family and/ or loved ones to share a few moments of peace.
For those working on those days, I did that for many years, and my respect for those who do their duty even on those days!
Happy Christmas
Frohe Weihnacht
Feliz Navedad
Bon Noel
Buon Natale

Dark Archive

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Apologies. Just finished a long drive today. Finally made it to Pennsylvania and will update in the morning.

Dark Archive

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Just need Natalie's information on which character she wants to apply the 3rd chronicle to and I will get them going.


Female Human Arcanist 9

Do I have to apply it to a chronicle atm? Been a bit jaded with PFS of late with its questionable restrictions and a couple of poor experiences with a few scenarios played so not feeling the urge to jump into it again

Dark Archive

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Here are the chronicles for Book 3.

Natalie

Holman

Dailung

Nixkamich


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

Thanks :-)


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Thanks a lot!


Female Human Arcanist 9

Leveled Up

I added EFS and Black Tentacles as two spells for Natalie to pick up, but was wondering if I could spend 480gp on adding Greater Invisibility + Enervation to my spellbook Its the parties wealth though, so I was just checking if it was something I could think about :)


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

Well, once we itemise all of the loot that we acquired on our most recent 'crawl', I am sure there will be more than enough to spare to scribe a couple of spells ;-)

*takes a quick look*

Is it just me, or has the loot not been updated in a while? There is stuff on the 'unclaimed loot' page that I am *sure* we have already sold (e.g. Somia's equipment)...?


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Yeah, that's my fault (obviously). I've finished updating all of the lists to this point, but while I suggested selling off the bulk of Somia's gear here, I didn't see any confirmation that that was desired, so it didn't happen.

As always, let me know if there is anything you:
- would like from the loot
- think we should sell from the loot

In addition, I think we need to hire someone to open a couple of chests (currently on the plunder tab). GMT, any chance you could quote us a price on that? Alternately, could we buy scrolls of knock and/or have Natalie cast it daily until we get them open?

We also have a formula book for which we don't have a complete list of extracts (not that we could use them even if we had them). Could we get a GP value for the book, at least?

Also, I realize I haven't been timely with the loot list. If it's an issue, let me know if you want me to open it up to everyone for editing. I'm quartermaster, and I do have some concerns about accuracy if we open it up, but I'll get over it. :-P

EDIT: I'll also note that Natalie is currently going around with no equipment, as far as I can tell...


Female Human Arcanist 9

Yeah I haven't had any gear to play around with yet since Viviana died.


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Updated... and added 2 spells lesser Restoration and resist energy communal. To stay with my role as party healer.


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Aishe has also been updated. She has added Dirge of Doom and Reviving Finale for a burst of healing, if necessary.

I'd like to make a request for the +1 Shadow Studded Leather or the +1 Mithral Chain Shirt.

I'd suggest that Natalie take the Bracers of Armor +1, the Ring of Force Shield, the Amulet of Natural Armor +1, the Headband of Vast Intelligence +2 (Acrobatics), the Human Bane Heavy Crossbow +1/Sharpshooter's Blade, and/or the Vindictive Harpoon, as well as the various alchemical weapons and wands she can use.

I'd also suggest that we sell off all of the poisons, as we don't have anyone trained in their use, and redistribute the cure potions again.


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

The only thing Jack is really interested is the underwater X-bow. And... um what is the sharpshooters blade?


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

All of that sounds fine to me.


Female Human Arcanist 9

O.k so Nat will almost always have Mage Armor active, so anything that grants an armor bonus (iirc) doesn't stack and is therefore largely pointless. Mage Armor will last for about 8 hours anyway so probably the entire adventuring time.

I'm good with a headband and an amulet of natural armor though. I probably don't see much use for weapons that Nat will almost never use anyway. Wands yes, and potentially, maybe some alchemical items, but a level 8 Arcanist should have enough spells per day to handle most encounters, and I'm probably not hitting with such weapons anyway. Natalie is pretty mobile so I don't have too many concerns there. Lesser Quicken Rod, and probably Maximise / Persistent Rods are probably top of her eventual "Wish List" but they get quite expensive and I'm not really looking for them until Level 11 at the earliest.


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Sharpshooter's Blade

I'll grant that Natalie wouldn't get much mileage out of the bracers, unless she's taken by surprise without mage armor up. The ring of force shield might still be of use, though, in case something does get up close and personal.

If Natalie doesn't want the human bane heavy crossbow/sharpshooter's blade, then I suggest Jack take them (though they'd compromise the use of your Weapon Focus (Longbow), it's a free bane and a magical melee weapon, to boot; underwater crossbow leaves something to be desired, imho).

As a side note, selling the poisons will garner us 3685GP/2 ==> 1842.5 GP.


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

@Aishe: The only problem is, that it's a *heavy* crossbow, which takes a standard action to reload (unless your build has been constructed around making it faster).

Jack is honestly probably better off sticking with his longbow, and simply upgrading it.

I think we should keep the Adamantine Ballista Bolts for our ship, someone should definitely keep the Cloak of Resistance +2, and the 500gp of Diamond Dust should be held onto, as well.

I also think we should hold onto the Sovereign Glue / Universal Solvent / Salve of Slipperiness / Unguent of Timelessness.

As far as I am concerned, anything else that people don't specifically want to keep should be sold off.

I know I have a fair chunk of loot on me at present, so I am fine with *not* getting a share of the proceeds...

...but I wouldn't mind 4000gp so I can buy a Headband of Alluring Charisma +2, and actually use my 2nd level spell slots ;-)


Female Human Arcanist 9

Reconfirming I have no desire to take the crossbow for IC or OOC reasons and would probably never use it


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

So we're clear, after re-divvying up the cure potions, we are looking at:

Natalie
- Acid Flask (8)
- Alchemist's Fire (6)
- Amulet of Natural Armor +1
- Headband of Vast Intelligence +2 (Acrobatics)
- Potion of Cure Light Wounds (3)
- Potion of Cure Moderate Wounds (2)
- Potion of Invisibility
- Ring of Force Shield
- Tanglefoot Bags (2)
- Thunderstones (4)
- Wand of Gust of Wind (6 charges)
- Wand of Produce Flame (41 charges)
- Wand of Web (37 charges)

Aishe
- +1 Shadow Studded Leather Armor
- Cloak of Resistance +2
- Potion of Blur
- Potion of Cure Light Wounds (3)
- Potion of Cure Moderate Wounds (2)

Jack
- +1 Mithral Chain Shirt
- Oil of Magic Weapon
- Potion of Cure Light Wounds (3)
- Potion of Cure Moderate Wounds (2)

Charles
- Oil of Bless Weapon
- Potion of Cure Light Wounds (3)
- Potion of Cure Moderate Wounds (3)

Ship
- +1 Distance Adamantine Light Ballista Bolts

Party
- 500GP Diamond Dust
- Sovereign Glue
- Salve of Slipperiness
- Unguent of Timelessness
- Universal Solvent

...everything else on the Gear tab would be sold, and/or saved to be used at full value for trade?


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

I am good with the remaining gear being sold, so that the rest of the party can 'itemize'.


Female Human Arcanist 9

Maybe someone else should have the potion of invis?
I have a number of invis spells that I prep daily


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

I can put the potion of invis in the party stores, as it's generally useful and not worth selling just to buy one later.

As for the rest, I'd like some consensus on whether there is anything on either the Gear or Plunder tab that we should *NOT* sell for gold (other than the two locked chests, which we need to figure out a way to open), and confirmation on whether we're going to split all of the proceeds evenly between the party members or keep some around for the party.

Dark Archive

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You guys also have 15 points of plunder, (Various goods), That you can sell for 1000 gp per point. It takes 1 PC one complete day to sell 1 point of plunder. So each day you can sell of 4 points of plunder for 4k gold in a larger city like this one.


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

So, to confirm:

Natalie is taking:
- Amulet of Natural Armor +1
- Headband of Vast Intelligence +2 (Acrobatics)
- Wand of Gust of Wind (6 charges)
- Wand of Produce Flame (41 charges)
- Wand of Web (37 charges)

The party is keeping:
- Potion of Cure Light Wounds (5)
- Potion of Cure Moderate Wounds (4)
- Potion of Invisibility
- Salve of Slipperiness
- Sovereign Glue
- Unguent of Timelessness
- Universal Solvent

The ship is gaining:
- Besmara's Bones
- Captain's Locker
- Jalhazar's Wheel
- Light Ballista Bolts, Adamantine +1 Distance

If anyone wants any of the following, speak up now:
- Ring of Force Shield
- +1 Mithral Chain Shirt*
- +1 Shadow Studded Leather Armor
- Cloak of Resistance +2*
- Slippers of Spider Climbing*

* - Aishe will claim these items if nobody else wants them.

Loose Coins: 20,245gp 8sp 0cp
Plunder Tab: 11,050gp 0sp 0cp (at 50% value) +17 points of plunder worth 17,000gp
Gear Tab: 32,600gp 3sp 5cp (at 50% value) not counting any of the items above

Total:63,896gp 1sp 5cp (15,974gp 0sp 4cp each) + unclaimed gear above + 15 points of plunder


Female Human Arcanist 9

I"ll take the ring of force shielding for sure. I'll pick up a cloak of resistance later, I think it's important people fighting in the thick of combat get the save boosts first.


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

I think jack will take the slippers getting a better position seems good for an archer.


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Our ships Boni:

Besmara's Bones:

Skull & Shackles #2—Raiders of the Fever Sea
Aura: Faint necromancy
Caster Level: 5th
Slot: See text
Price: 10,800 gp
Weight: 300 lbs.
Named for the goddess of piracy, strife, and sea monsters, this figurehead must be mounted on the prow of a ship function. Once per day, a ship carrying Besmara's Bones can inflict a curse on an enemy ship struck with a successful ramming attack. The target ship must succeed at a DC 14 Will save or its pilot takes a -4 penalty on Profession (sailor) checks to control the ship.

In addition, the cursed ship can never gain the upper hand in ship-to-ship combat. The curse inflicted by the figurehead cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. In addition, once per day, Besmara's Bones can be used to cast false life (CL 5th) on the captain of the ship carrying the figurehead. A ship may not have more than one figurehead, magical or otherwise, mounted on it at one time.

Requirements: Craft Wondrous Item, bestow curse, false life;


Jalhazar's Wheel:

Skull & Shackles #3—Tempest Rising
Aura: Moderate transmutation
Caster Level: 11th
Slot: None
Price: 7,500 gp
Weight: 15 lbs.

Handles of polished bone and grim skulls decorate this ornately carved ship's wheel. When grasped, the wheel's handles feel comfortably smooth. Those who stand watch at the wheel claim to hear the whispered guidance of Captain Xiribal Jalhazar, and occasionally feel ghostly hands holding the ship's course true. When fitted to the helm of a ship, Jalhazar's wheel grants a +5 competence bonus on sailing checks to turn the ship with the hard to port or hard to starboard actions. The wheel also halves the penalty on sailing checks made when turning the ship while traveling at three or more times the ship's acceleration. In addition, the ship's pilot can combine a hard to port or hard to starboard action with a full ahead or heave to action as a full-round action up to three times per day.

Requirements: Craft Wondrous Item, animate objects, haste, creator must have 10 ranks in Profession (sailor);
Cost to Create: 3,750 gp
Cost to Create: 5,400 gp


Captain's Locker:

Skull & Shackles #2—Raiders of the Fever Sea
Aura: Strong conjuration
Caster Level: 13th
Slot: None
Price: 30,000 gp
Weight: 150 lbs.

This iron-banded sea chest is 2-1/2 feet by 3 feet by 4 feet in size and is decorated with chains and brass skulls. The chest has no lock, but any standard lock can be easily attached to its hasp.

The interior of a captain's locker functions similarly to a type IV bag of holding, and can hold up to 2,500 pounds or a volume of 250 cubic feet. The chest's weight remains the same, regardless of what it is holding. A captain's locker does not rot or take any other damage from immersion in water and is watertight, even if opened underwater.

When a captain's locker is placed within the hold of a ship or some other enclosed cargo-carrying vehicle (such as a freight wagon with a cargo box), the chest warps the dimensions of the cargo hold so that the area's cargo capacity increases by 50% without changing the weight of the vehicle. The cargo area remains attached to the vehicle, however, so outside conditions that affect the vehicle can also affect the cargo hold.

If the captain's locker is removed from the cargo area while the hold contains more cargo than it could contain on its own, any excess cargo is forcibly expelled through hatches or other means of egress, dealing 3d6 points of damage to anyone standing within 5 feet of the means of egress.

Requirements: Craft Wondrous Item, mage's magnificent mansion, secret chest
Cost: 15,000 gp


Female Human Arcanist 9

Hey GM, how long do we expect this race to last? That info might help us decide buff duration + distribution.

Anyway, I think my spell list for the race is as follows:

Level 1: Alter Winds, Magic Missile, Silent Image, Snowball, Vanish
Level 2: Burst of Radiance, False Life, Scorching Ray
Level 3: Fly, Heroism
Level 4: Emergency Force Sphere

Conjuration School Bonus spells

Level 1: Mage Armor
Level 2: Glitterdust
Level 3: Aqueous Orb
Level 4: Black Tentacles

My Familiar has sorcerer spells that it cannot change, which as a reminder are mostly defensive spells;

2nd (4/day)—see invisibility
1st (7/day)—mage armor, magic missile, shield

Jack, do you want to discuss the possibility of Natalie piloting the ship for this race, since she technically has a high modifier going into a race where we are basically heading into some kind of hurricane.


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

I think the knowledge Skills are your forte but how do you reach proffession sailor 17?
Jack would buy Masterwork tools (Sharkskin guantlets for a better grip on the wheel) and reaches now Profession sailor 18
And Jack wouldn´t mind to get 4000 for a headband of Wisdom
2 or a belt of dex +2


Female Human Arcanist 9

Because due to trait selection the skill scales off Intelligence for me. By all means, you can add items to make your own score better, but as Natalie can still use those same items, there's still no real advantage. Still, its your choice - whatever you decide.


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

So what do you suppose take away Jack´s position as helmsman! Because that is exactly what you try to do!


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Here's the latest...

Natalie is taking:
- Amulet of Natural Armor +1
- Headband of Vast Intelligence +2 (Acrobatics)
- Ring of Force Shield
- Wand of Gust of Wind (6 charges)
- Wand of Produce Flame (41 charges)
- Wand of Web (37 charges)

Jack is taking:
- Slippers of Spider Climbing

The party is keeping:
- Potion of Cure Light Wounds (5)
- Potion of Cure Moderate Wounds (4)
- Potion of Invisibility
- Salve of Slipperiness
- Sovereign Glue
- Unguent of Timelessness
- Universal Solvent

The ship is gaining:
- Besmara's Bones
- Captain's Locker
- Jalhazar's Wheel
- Light Ballista Bolts, Adamantine +1 Distance

If anyone wants any of the following, speak up now:
- +1 Mithral Chain Shirt*
- +1 Shadow Studded Leather Armor
- Cloak of Resistance +2*

* - Aishe will claim these items if nobody else wants them.

Loose Coins: 20,245gp 8sp 0cp
Plunder Tab: 11,050gp 0sp 0cp (at 50% value) +17 points of plunder worth 17,000gp
Gear Tab: 32,600gp 3sp 5cp (at 50% value) not counting any of the items above

Total:63,896gp 1sp 5cp (15,974gp 0sp 4cp each) + unclaimed gear above + 15 points of plunder


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

But 3 reason why Jack should do the profession checks.
1. You lack the strength for the wheel.
2. If you cast magic, you have sometimes to concentrate and can in such a way contribute in a diffrent manner.
3. Jack has a reroll for profession sailor.
So if we sell the unwanted items, how much cash is leftover per person?


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

I think we should keep the 15 points of plunder.

I have no objection to Aishe claiming the listed items.


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Could you get some summoned Monster too... like air elementals?


Female Human Arcanist 9

Relax Jack this isn't about directly replacing you, it was more about trying to optimise our chances at winning this race. If you disagree that's fine, I said earlier I would agree with whatever decision you made.

Regarding summoned monsters you can try and get scrolls if you want it just mostly gets expensive and hurts my action economy especially when I'm built more around teleportation than summoning


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Actually summoned monsters are good for your action econonmy ;-)
I just think it won´t hurt to have another ace in the sleeve. You are our only 9 level caster and Aishe and me have very limited spell lists.


Female Human Arcanist 9

No Jack, in this instance it's bad economy. Summoning is mostly a full round action which makes it rediculously easy to hit her from range and force her to make a high concentration check, because our main ranged option is unavailable - and this is without factoring in situational penalties casting into stormy weather might bring. Usually yes, summoning is an excellent tactic but not if you cannot protect your caster while doing so, which unfortunately us the case here.

Look at it this way. Aishe and Charles are outstanding at melee, and Jack is outstanding at ranged combat. If Jack is otherwise engaged or busy or dead or inflicted with a harmful condition then Nat is probably our next best at ranged damage with her evocation spells but this also makes her a primary target if she's our only ranged option ergo I don't want full round action casting because she can easily be focused and it's harder for Charles and Aishe to stop that against ranged enemies


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

With the updates above, adding the +1 Shadow Studded Leather Armor and Aishe's normal Studded Leather Armor to the items sold, and keeping the 15 points of plunder, each of us would have:

Loose Coins: 20,245gp 8sp 0cp
Plunder Tab: 11,050gp 0sp 0cp (at 50% value)
Gear Tab: 35,062gp 8sp 5cp (at 50% value)

Total: 66,358gp 6sp 5cp

Split 4 ways: 16,595gp 9sp 1cp each

GMT - there's still the question of how much we might be able to sell the formula book for...?


Female Human (Varisian) Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Just putting in my 2cp:

- Jack should be our pilot, at least until he blows his reroll, at which point his main advantage over Natalie is gone. If he passes the tricorne hat to her, she'll have the best rolls available.

- Assuming that Natalie is invisible (her tactic in combat thus far, from what I recall), her action economy will be improved by summons. Full-round actions or not, summoning doesn't break invisibility; if our opponents don't have a way to see her - or if she has total cover - she can summon with impunity. After a couple of summons, our enemies will likely be too busy to worry about targeting Natalie at range, which will allow her to blast with little fear of being targeted.

That said, if that's not how Natalie wants to play it, so be it; it's not for us to dictate.


Female Human Arcanist 9

Good point about the invisibility, that slipped my mind for the moment. Still, summon spells iirc have verbal components which allows everyone a free check to pinpoint me sadly. I'm happy to summon next level when I can shape into an elemental and abuse the environment to get free summons that way through like earth glide etc..

EDIT

Damn if we have 16K each, might as well sell that INT headband since Nat can afford a +4 INT band right off the bat to max her spell DCs. Does anyone have any skill preferences I should key to the headband?


Male Human Inquisitor 9
Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Can we go shopping with the free cash? GM

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