A decade ago, the Decklands family, a house of Chelish nobles, were exiled from Absalom for treason. Their fate made for an interesting story and when a Pathfinder agent in Cheliax studying the family's long history and exile from the City at the Center of the World ends up murdered, the Society sends you to the recently discovered Deckland Vaults in Absalom to see what connection their old home might have to your murdered colleague.
The window breaks and the house lights up! (no need to roll saves since it would only be for 1 round max).
throwing something in will end your invisibility or stealth.
Rolande or anyone else want to throw in a smoke stick?
The window breaks and the house lights up! (no need to roll saves since it would only be for 1 round max).
throwing something in will end your invisibility or stealth.
Rolande or anyone else want to throw in a smoke stick?
Fernleaf and I shouldn't throw the stick. I guess it is time to hit the door! I hand the floating crowbar back to Anaba. I would guess Sekkim is getting bored watching this!
Thank you! It really makes a difference as neither my sword nor ax are designed for that!
Waiting for the smoke stick and then Fernleaf and I will go in! Wanted to cast Invisibility one more time on Anaba but realized that this might take longer that I thought! Note to self: Wand of Invisibility!
Smoke stick goes in the window and smoke starts billowing out. Anaba casts lead blades from her wand.
Sekkimm moves and gets his bead out (he feels much better now).
I did notice an outhouse on the other side of the building. We could use it as a trap. Everybody hide until someone uses the outhouse. Someone hide down inside the hole and do "Rectal Impalement" when someone sits down. I mean, they eventually have to poop, right? We could do a s~@% siege.
OUCH!!! LOL! I first thought it was a birdhouse, given our GM's love of avian creatures!
I am glad we have an outhouse! I am so tired of chamber pots!
Chuck in the campfire bead around the middle of the room, speak the command word, then cast pyrotechnics (blinding mode). Speak the command word again to put the bead out (if it isn't already - my reading of the interaction between the bead and the spell is that it will revert the bead).
Chuck in the campfire bead around the middle of the room, speak the command word, then cast pyrotechnics (blinding mode). Speak the command word again to put the bead out (if it isn't already - my reading of the interaction between the bead and the spell is that it will revert the bead).
Sekkimm tosses in the bead and says the command word. The tiny glass bead transforms itself into a small (2-foot-tall) pile of burning logs. There is a fire in your house!!!
Anaba pries open the door.
Cela is up!!
Guards
Fernleaf
Rolande
Buchart
Sekkim
Anaba
Sekkim wrote: Buchart wrote: I sure hope we have stone floors! Anyone for some Talking Heads? -Posted with Wayfinder Talking Heads wrote: "You might get what your after..."
Sekkim wrote: Buchart wrote: I sure hope we have stone floors! Anyone for some Talking Heads? -Posted with Wayfinder Talking Heads wrote: "You might get what your after..."
Can I hop through the window? There between me and Buchart? Or better yet, can I shoot an arrow through the window? I am assuming that is the window through which we tossed the smoke...
Can I hop through the window? There between me and Buchart? Or better yet, can I shoot an arrow through the window? I am assuming that is the window through which we tossed the smoke...
You can do either actions although you see no targets at all. It will be highly unlikely you will hit a target you can't see hidden behind a crate. Also there is a guy ready to hit anyone coming through the window...but can he see you enter through the smoke?
Fernleaf throws a bomb in, but can’t see any targets through the smoke and the targets are behind crates as well (-8 on both shots + Concealment).
Concealment:1d100 ⇒ 42 Miss:1d8 ⇒ 3 The bomb flies over their heads and lands in the next square, but the explosion catches them both in the splash damage (2 points save for 1/2 DC11)
Save #1 Reflex DC11:1d20 + 2 ⇒ (17) + 2 = 19 Save #2 Reflex DC11:1d20 + 2 ⇒ (13) + 2 = 15
Rolande has similar difficulties (-8 on both shots + Concealment)
Concealment:1d100 ⇒ 42 - Miss
Concealment:1d100 ⇒ 63 - He manages to catch one of the guys trying to douse the flames
Delay until after Sekkim to see if does Pyrotechnics. If he smokes the room I think these guys will need to leave. If he fireworks I'll cover my eyes and then I'll go in!
The smoke sounds pretty good... I suspect we may push them further in and down rather than out the front door, but ya never know...
I am trying to get my act together. I want to buy a device that makes potions into gases (a couple are in existence). It seems like at higher levels of Alchemy, Poisons become less efficient and gaseous spells look very powerful.
Sekkimm makes the fire into an Independence Day celebration!
Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell
resistance can prevent blindness.
Will Save #1:1d20 + 2 ⇒ (4) + 2 = 61d4 + 1 ⇒ (3) + 1 = 4 rounds
Will Save #2:1d20 + 2 ⇒ (4) + 2 = 61d4 + 1 ⇒ (2) + 1 = 3 rounds
Will Save #3:1d20 + 2 ⇒ (9) + 2 = 111d4 + 1 ⇒ (1) + 1 = 2 rounds
Not sure the DC, but these all probably fail.
The fire is extinguished.
This bandolier is made of finely tanned leather. It has slots for up to 200 rounds of ammunition. Pellets and black powder are kept in tiny individual pouches, and bullets in small loops. The bandolier alters itself as needed to accommodate both.
There are also places on the beneficial bandolier for a gunsmith’s kit and a powder horn. Regardless of what quantities of these items are placed within the beneficial bandolier, its weight does not change.
As a swift action, the wearer can command a single round of ammunition from the beneficial bandolier to teleport into a firearm of the appropriate type that he is wielding.
This emerald vest has four prominent and bulging pockets along its front.
The wearer is always treated as if using a healer's kit when making Heal checks. Once per day, the wearer can make a DC 20 Heal check as if attempting to treat deadly wounds. If the check is successful, it cures 1d4 points of ability damage instead of hit point damage.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, lesser restoration, creator must have 5 ranks in Heal; Cost 1,500 gp.
Once per day as a standard action, the wearer can pour a potion onto this lining, suffusing it into the coat. If the potion has an instantaneous duration, the wearer can activate the coat as a swift action to consume the potion. If the potion’s duration is measured in rounds, the wearer can activate the coat as a swift action to gain the potion’s benefits for 1 round, repeating as desired each round until the potion’s entire duration has been used. These rounds do not need to be consecutive. The coat absorbs only potions with instantaneous or round-based durations, and only those which affect creatures (for example, it does not work on oils). Once the coat absorbs a potion, the potion cannot be retrieved from it, only used as described above. The absorbed potion loses its powers after 24 hours, even if unused.
Party - This will come in handy - Bag of Holding :
Aura moderate conjuration; CL 9th
Slot —; Price see below; Weight see below
Description
This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: its inside is larger than its outside dimensions.
Regardless of what is put into the bag, it weighs a fixed Amount. This weight, and the limits in weight and volume of the bag's contents, depend on the bag's type, as shown on the table below.
Bag Type
Bag Weight Contents Limit Contents Volume Limit Market Price
I 15 lbs. 250 lbs. 30 cubic ft. 2,500 gp
II 25 lbs. 500 lbs. 70 cubic ft. 5,000 gp
III 35 lbs. 1,000 lbs. 150 cubic ft. 7,400 gp
IV 60 lbs. 1,500 lbs. 250 cubic ft. 10,000 gp
If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action. Magic items placed inside the bag do not offer any benefit to the character carrying the bag.
If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.
Editor's Note: Bag of Holding refers to the space inside as "non-dimensional" whereas the rules on extradimensional spaces explicitly refer to bags of holding as examples of extradimensional spaces.
Construction Requirements
Craft Wondrous Item, secret chest; Cost 1,250 gp (type I), 2,500 gp (type II), 3,700 gp (type III), 5,000 gp (type IV)
I will work on a list of things I can make today. I believe I can craft alchemical bullets for Rolande. Rolande, would you finance the cost of materials for those? I will sit at my portable alchemy lab and make bullets til my fingers bleed.
Any requests or suggestions for Potions, bombs, etc. would be appreciated as I figure out this new role.
I need a new Wand of CLW, as well. I will do a proper shopping trip ASAP.
The person receiving the item should pay the cost! They already get at 50% discount! Alchemist can make the cartridge/gunpowder and gunsmith can finish the construction - In general the ammunition is 1/10 the cost - Rolande made 50 Cold Iron and 50 Silver Bullets. He can only make ammo and firearms, nothing alchemical or magical.
He needs about 100 Alchemical cartridges - you make the alchemical items at 50% of the base cost. Cost for 100 = 600gp. I am assuming he uses for each shot (except the first) which increases his firing speed.
Name of Ammunition / Regular Cost / Alchemist/Gunsmithing Cost
On the sheet to split treasure - it seems quite complex to keep track of if this way. It should balance in the future, but it is good to note that one or two PCs are collecting more gear. If there are two people who want something normally dice for it...If they are similar classes then whomever wins should let the other player have the next nice find. At some point someone is going to collect a 15,000gp item which throws this treasure balance totally out of whack.
All the items make you stronger as a group - Most items Cela collects will really be used on the party - so when she gets scrolls of raise dead or resurrection should that come out of her funds?
A vest of surgery repairs ability damage - is that for her or the group?
Should the bottles of wine that Sekkimm drinks really take from his treasure (its a role playing thing-a-ma-bob)
The Bulette scales once fashioned into armor make two 15K suits of Bulette Armor and 4 leather armor @50gp each (retail) - You could sell it all for 15,100gp. (Its a good thing you kept it! I'll have to see what it costs to craft the armor) - not sure how all this will go to balancing treasure.
Anywho - I am for simplicity (since I am updating 5/6 character sheets...)
Rolande needs some oil of silence if you can make some Sekkimm
Oil of Silence
Aura faint illusion; CL 5th; Weight —
Slot none; Price 250 gp
DESCRIPTION
When applied to a one-handed or two-handed firearm, this strange grayish oil renders that firearm silent for 1 hour. Five vials of oil of silence can be used in conjunction to silence a Large firearm siege engine, and 10 can be used to silence a Huge firearm siege engine. The oil does not work on firearm siege engines that are larger than Huge.
I will craft a wand of Bull's Strength for myself @3rd caster level (2250 gp and some BS). Taking ten to craft! Three days to craft.
Also:
1 lvl Wand of Enlarge @ 2nd Caster LVL- one day(750gp)
0 lvl Wand of Open/Close - one day(188gp)
0 lvl Wand of Prestidigitation- one day(188gp)
0 lvl Wand of Spark- one day (188gp)
Did the math on the Wands page, so
Total GP spent making wands so far =3564.5 and 7 days
All taking 10! I would also like to do some cooperative crafting with Cela to make myself a new Wand 'O CLW @ 1st CL(my 375gp for materials) in trade for any wand she wants to make with her spells (her gold for materials). This offer good to all in the party as long as you pay for materials!
Add to my cart the wand sheath and two potion sponges.
And- transfer ownership of the +1 Cold Iron Mace to Anaba so she has such a weapon for the next demon we encounter!
I believe I have 20 days left of crafting, of which I will only use at most three myself. So I believe I will be able to make everything or almost everything everyone wants, and I may have some suggestions for more.
Buchart took craft wand? Sekkim does not approve. Sekkim glowers at Buchart.
But since it's done, I would like to pay for another wand of CLW. I owe the party a pile of charges out of one.
I believe I have 20 days left of crafting, of which I will only use at most three myself. So I believe I will be able to make everything or almost everything everyone wants, and I may have some suggestions for more.
Buchart took craft wand? Sekkim does not approve. Sekkim glowers at Buchart.
But since it's done, I would like to pay for another wand of CLW. I owe the party a pile of charges out of one.
Buchart glowers back, as Buchart wishes he could make Boots of Striding and Springing! Alas! Perhaps at a later level. There are rings to make at 7th level, though! We spellcasters are a jealous lot!
Wands crafted at cost, 375gp for WoCLW with Cela's help.
Fernleaf - +2 or +4 Headband of Vast Intelligence?
I'll do just the +2 Headband of Vast Intelligence for now. You get to pick a skill to put in that. I made one of these earlier, so I know I can. It takes two days (18 left) and will cost 2000 gp. I can upgrade it to +4 if you want me to - that will take another 6000 gp.
Vest of Surgery next. Cl 5 makes for a base DC of 10. DC is increased by 10 because I lack two requirements. Total DC 20. Take ten for 22. It takes 1.5 days, and costs 1500 gp.
With the remaining .5 days, I will make myself a pearl of power, class 1. CL 17 makes for a base DC of 22. I have all prereqs. I take 10 for 22 and make it exactly. It takes the other .5 days and costs me 500 gp. 16 days left.
Next I make a Beneficial Bandolier (DC 19, Take 10, consumes .5 days, costs 500 gp), and a small sized Jacket, Sipping (DC 17, take 10, consumes 2.5 days, costs 2500 gp). 13 days remaining.
Now I have to recalculate ALL of the time spent because I calculated time spent off of crafting cost instead of gold value. Crafted from days 23 to 13, that's 10 days, so that means I've actually been crafting from days 23 to 3. 3 days left.
Fernleaf - +2 or +4 Headband of Vast Intelligence?
I'll do just the +2 Headband of Vast Intelligence for now. You get to pick a skill to put in that. I made one of these earlier, so I know I can. It takes two days (18 left) and will cost 2000 gp. I can upgrade it to +4 if you want me to - that will take another 6000 gp.
Vest of Surgery next. Cl 5 makes for a base DC of 10. DC is increased by 10 because I lack two requirements. Total DC 20. Take ten for 22. It takes 1.5 days, and costs 1500 gp.
With the remaining .5 days, I will make myself a pearl of power, class 1. CL 17 makes for a base DC of 22. I have all prereqs. I take 10 for 22 and make it exactly. It takes the other .5 days and costs me 500 gp. 16 days left.
Next I make a Beneficial Bandolier (DC 19, Take 10, consumes .5 days, costs 500 gp), and a small sized Jacket, Sipping (DC 17, take 10, consumes 2.5 days, costs 2500 gp). 13 days remaining.
Now I have to recalculate ALL of the time spent because I calculated time spent off of crafting cost instead of gold value. Crafted from days 23 to 13, that's 10 days, so that means I've actually been crafting from days 23 to 3. 3 days left.
I sit possible to make a Headband of Vast Intelligence and imbue it with a skill you do not have?
Seems so. They could have added the skill as a requirement, but realistically, I could just ignore the requirement for 5 more DC and make it just fine.
Unfortunately it is not on my spell list. But you are definitely on to something there! We could chip in to buy the scroll for Sekkimm and we will always get to remove fine artwork, appointments (rugs, drapes, statues, etc.) and tons of precious metals wherever we go since the duration is days per level!
Something else we need to look into - a butler. A head of household servants. Someone who can make sure that the house is kept in good order and clean, and that when we're here the meals are hot and on time and the drinks are cool. The butler will know what additional staff we need to hire to make that happen, if we should have a night guard, where to get new furniture, and so forth.
Fernleaf - +2 or +4 Headband of Vast Intelligence?
I'll do just the +2 Headband of Vast Intelligence for now. You get to pick a skill to put in that. I made one of these earlier, so I know I can. It takes two days (18 left) and will cost 2000 gp. I can upgrade it to +4 if you want me to - that will take another 6000 gp.
The +2 will suit just fine for now. Thanks so much for crafting it. That will make my next bunch of work much better. I still have much shopping and crafting to do. Sorry for my slowness, RL work stuff is interfering w/ Pathfinder. So annoying...
I think with our next pile of loot we should pool half of it and use it to harden Anaba some. She is the anvil upon which our enemies smash. Upgrade the cloak of resistance, make an amulet of natural armor and a belt of physical perfection.
In the long run something like celestial armor would be awesome.
If we pool our gold we might want to consider using the pool for Raise Dead and Restoration scrolls. That way the pool is spent on need. Besides, we all need hardening in one way or another!
You guys should definitely have 1 raise dead and 2 restorations on hand. if someone dies they are right back in action - that heals everything and the neg levels.
Fernleaf, let us know about spells. There are many spells on the Magus Spell List that are on the Alchemist Spell List. Sekkimm has others that aren't on my spell list, too! We will be starting a spell library once we are settled.
How right you are!
An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
I want to be on the sailboat! Dry Tortugas was mentioned last time we were there. Sigh... I will work up my potion list and go shopping, etc. Where can I find an accurate list of my finances? It varies depending on where I look. What is the "Official" scoreboard?
You can find just 2.5 miles to the North of your holdings, Copperwood. It is a small town northeast of Absalom, just outside the city walls, which is the home of many of Absalom's laborers, tradesmen, and domestic servants. Originally a tent city of unskilled laborers who could not afford to live in the city proper, conditions steadily improved over the centuries until Copperwood became a town in its own right. The locals are often known as "copperheads".
For stonework you will want to hire a stone mason. Normally to get additional land would mean you are responsible to clear a portion and farm it providing a potion of the crop to the city as taxes.
If you are seeking additional land you can engage the barrister you already have working for you.
An architect can design the structure and you can get laborers. The more laborers you hire the faster the work gets completed. It also depends on the materials - stone will take longer than wood. Normally you would cut the trees and let them cure onsite. Normally it takes a year to cure a large log. however you may want to build a timber kiln which can expedite the process to a couple weeks. There is also a mill on Coperwood which can supply lumber or cure your timber.
An item like this would certainly help with putting up stone walls around the property or anything that does not require advanced skills. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/lyre- of-building
Does Bull's Strength stack with a Belt of Giant Strength? My guess would be no, because they are the same spell providing the bonus. Would like a ruling though.
Bonuses of the same type do not stack with each other except in the specific instance of those few bonus types which say they do, whether the bonuses are "temporary" or "permanent" doesn't matter. No they do not stack.
I was looking for answers on the discussion boards to my multiclass dilemma and found the only exception to the rule was dodge bonuses.
Another thing I found was in a discussion about brawlers. One build showed a feat at 4th hd/1st lvl. I thought that the first lvl feat was only at character inception. Also, I was interpreting Martial Training wrong apparently.