
Diana Seamyst |

That spell rocks, and you never outgrow it. Saw it used last night in a high level home game where a devil cast a quickened hold person on our primary fighter. He rolled a 1 on his save. Said devil planed to coup de gras as his full round action. Said fighter would have been dead, but saving finale.

Diana Seamyst |

Diana levels taking another level of Oracle.
She takes half +1 for Hip for 5+2(for con) total hp increase.
Her favored class bonus goes to get her another second level spell known.
Her BAB increases by 1 as does her all of her saves.
No feat or revelation at this level, but she does gain 3rd level spells.
Anyone have any ideas for her one level 3 spell? She gets Guiding Star and Cure Serious for free.

Edward Irmington |

And bards don't get 3rd lvl until 7th lvl.... sheesh. =^^=
As for what spell..depends on what your preference is.
If it is for debuffing/crowd control..
Bestow curse, Deep slumber, Ice spears (scales with 4 CL rate)
Or... reckless infatuation
Kick one foe overboard, and the other leaves the ship to stay near the other.

Diana Seamyst |

All good choices. Summon Monster III has a lot of utility. Sharks, electric eel, Dire bats, crocodiles, and multiple of meerfolk, reefclaws, squid, octopi, and even water elementals...
I do not see Ice Spears or Deeper darkness as an option for Oracles.
Communal Resist Energy is pretty nice too and is Magic Circle vs evil.
I am liking Magic Circle I think.

Diana Seamyst |

Did we ever handle final distribution of loot from the sorcerer fight? I think Diana is still wearing the headband of charisma, but know its not necessarily hers. We need to dice for it or something as we have three charisma based casters.

Jaina Swift |

Level Up Summary
+6 HP +1 Favoured Class = +7
+1 BaB
+1 Fort/Reflex/Will Saves
Martial Flexibility becomes a Swift Action use!
Skills:
+1 Perception
+2 Swim
+1 Knowledge (Geography)

Arhiel |

If Diana is going to be first mate, perhaps she should hang onto it... we can maybe find, purchase or make more in time.

Isaac Silvermane |

Sorry for the delay. Just trying to make some decisions on class. I'm thinking about continuing into Rogue (Pirate) and take the Claimed Turf rogue talent.

The Norv |

Sorry for the delay, all--as (I'm hoping) happened to some other people, my devices got auto-logged-out from Paizo's website on Thursday or so, and I didn't notice that until late yesterday, so I wasn't getting any notifications about posts!
Isaac, as far as Claimed Turf goes...there's a couple of ports that this could be useful for, but the AP leaves it pretty open where you can go. Port Peril and Quent are both obvious choices, as you'll definitely be visiting there, but you'd have to choose pretty small neighborhoods within those cities. There aren't many settlements of 200 or fewer people in the Shackles...
I would say pick one--a bigger city is a better bet (in addition to those two, you can also expect to visit Ollo, Drenchport, Hell Harbor, and Beachcomber on Bag Island)--and then make a point of making it one of your guys' "home ports" and returning to it repeatedly. The truth of the matter, though, is that this AP sees you traveling around a lot.

Isaac Silvermane |

Hmm... Then I guess Claimed Turf wouldn't be the best choice for this AP. Although, since Claimed Turf works like the Renown vigilante talent, would it allow me to switch communities? I just want to ask this before making a decision.

Isaac Silvermane |

Hmm... What about Black Market Connections? That would be good with getting us magic items, selling stolen goods, and it would be flavorful for a pirate.

Isaac Silvermane |

Level Up!
Rogue (Pirate) 6!
+5 hp! HP now at 39!
+9 skill points!
- +1 Acrobatics! Now at +12!
- +1 Appraise! Now at +10!
- +1 Climb! Now at +13!
- +1 Diplomacy! Now at +11!
- +1 Intimidate! I had made some sort of mistake earlier! My intimidate at this point should have been +9. But, I had marked it as +10 by mistake. So now, it is at +10!
- +1 Knowledge (local)! Now at +9!
- +1 Perception! Now at +10!
- +1 Profession (sailor)! Now at +13!
- +1 Sense Motive! Now at +8!
Fortitude now at +3 (+5 vs hot weather)!
Reflex now at +7!
Will now at +3!
Unflinching now at +2 bonus vs fear/mind-affecting!
+1 to BaB! Bab now at +4!
FCB: +1 hp! HP now at 40!
Gain New Rogue Talent!
Black Market Connections: A rogue with this talent gains better access to magic items from black market connections. She treats every settlement as one size greater for the purpose of determining the gp limit of the base value of items for sale, as well as the number of minor, medium, and major magic items for sale in the settlement. If the settlement is already a metropolis, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful Diplomacy check, the rogue can treat the settlement as two sizes larger. If the settlement is already a metropolis and she succeeds at the check, all magic items are for sale. If the settlement is already a large city and she succeeds at the check, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful check, the rogue can also sell stolen items on the black market. If the check fails by 5 or more, the rogue does something to spook the market, and treats the city as normal for 1 week. Furthermore, those in control of the black market may alert the authorities to the rogue’s presence in an act of reprisal for spooking the market or to divert attention away from their illicit activities.

Edward Irmington |

Isaac, you'd get 6 HP.
Average on the rogue is 5, +1 from your con modifier.
I kinda looks like you forgot 1 HP from con on lvl 2 through 5.
You'd have 44 HP.
It looks funny, otherwise, several of us being more durable than the captain, even if only slightly. ^^

Arhiel |

Just got home from the vet. Had to say goodbye to a dear companion kitty today. I'm a wreck and may or may not post later. Tomorrow morning I leave on a 4 day retreat, so my posting may be spotty if at all during those four days. Please bot me as necessary... sorry and thanks.

Diana Seamyst |

So, do we need more crew? More infamy? Any direction from our captain while in port? Also, if we split gold recently I failed to record Diana's cut. How much did we each get?

Isaac Silvermane |

Hmm... We have no plunder so that's out. I feel like we have a good amount of crew members for now. So, I feel like we should focus on gathering infamy. Also, I'm not sure if we did split any gold recently or if I had recorded my share.

The Norv |

Ok, it looks like the last time you all got gold was on May 2, when you all got:
416 gp, 6 sp, 5 cp
I believe that you have sold all of your previously acquired loot, but if someone has a reason to doubt that please let me know! I am currently replacing the old junk in the loot spreadsheet with the stuff from the last couple fights, but I can retrieve the old stuff.
ONWARD!!

The Norv |

So, you guys actually have a TON of loot to sell! You should look through this--I imagine some people will want to claim some. When you do, please just adjust the "Quantity" column appropriately so that we know how much cash we're looking at in the end!

Isaac Silvermane |

Where is it? I can't seem to find it. I do remember that one of the items was a whale jawbone with arcane runes on it.

Diana Seamyst |

Looking over the list I had the following thoughts:
We should not sell any of the potions. Healing potions are just too useful (2 CLW and 1 CMW). WE also have an elixir of swimming and 6 potions of Water Breathing. Based on where we are heading, best to not sell those.
There is an item listed as "magical chain shirt +1" Makes me wonder if it should have been "mithrial" chain shirt +1 as the +1 indicates its magical of course. The sell value is not right for either if my math is right. A +1 chain shirt costs 100 for the armor + 150 for masterwork + 1000 for the +1 enchant for a total of 1250. So the sell value should be 625, right? And 500 more if its mitral.
I hate the idea of selling Brine's Sting. Doesn't Edward want it?
That amulet of natural armor +2 would be great for any melee type. Someone should take it. Diana got the headband so will put herself a the end of the line for the amulet but will take it if no one else does. Heck at the sell price she would gladly buy it from the party but would have to owe for most of the cost UNLESS we sell the Svingli's Eye.
The Svingli's Eye is a dilemma. It represents most of our cash value, but it might be too useful to sell. It would be a significant upgrade to our ship if we assume it "belongs" to whoever is currently piloting the ship. Here is the text for the item:
"In addition to an astrolabe’s normal +2 circumstance bonus, Svingli’s Eye grants a further +2 competence bonus on Knowledge (geography), Profession (sailor), and Survival checks when used to navigate on land or sea. Once per day, the user can make a DC 20 Perception check while using Svingli’s Eye as a move action to catch a glimpse of how things really are for 1 round, as if with a true seeing spell. While using the astrolabe’s true seeing ability, the user can also see through concealment caused by smoke or fog and gains a +10 competence bonus on Perception checks to spot hidden or disguised creatures or objects."
There is cool synergy with this and Diana's power to see through fog. She can create obscuring mist or fog clouds and both she and whoever was using this item could see through the fog.
But, reading more carefully it looks like the +2 to profession Sailor is only for navigation so would not be useful in a fight. If we do not sell this we are not getting much money to buy the things we want. Its close, but I think I have to vote to sell it. The thing weights 6 lbs and I guess would have to be carried to be used, taking up a hand. Thoughts?

Edward Irmington |

Seeing the description, it's very tempting.
The only thing is, i use support stuff in the first couple of rounds before i'd have to resort to melee.
It'd be a waste to sell it.
Something else about the loot.
I see mwk cutlasses.
Mwk crafted, it adds 300gp to a weapon's value of purchase. In sales, it would add +150 each.

Isaac Silvermane |

Norv, I keep clicking on the 'Last Edit' line and it doesn't do anything. Do I need to be logged in?
For the Svingli's Eye, I really think that it would be beneficial to us. However, if the vote is to sell it, then I won't argue.
For the amulet of natural armor +2, either Jaina or I could take it since we are the two primary frontline fighters. If Jaina wants it, then I will raise no arguments.
I agree on keeping the potions. Potions are always useful.

Arhiel |

I think we should keep the Eye, and one of our frontlines should definitely take the Aona.

Diana Seamyst |

Well, those are our two more valuable sell items. So if we keep them our cuts are not going to support buying 4K headbands.

The Norv |

Good catch on the masterwork cutlasses, Edward, thanks!
RE: value of the chain shirt, it should be correct--masterwork value is included in I thought masterwork value was included in any magic item's price, since all magic items are assumed to be of masterwork quality, but I can't find anything that explicitly backs this up. Can anyone point me to a source/example?
It is, however, a "magic chain shirt" not a mithral one. I have to write it that way because if I lead with "+X" the Google Sheet tries to treat it as a formula and gets really grumpy about the text. :P It's a +1 chain shirt.

The Norv |

I'm not sure what's up with the old sheets, Isaac. You may have to be logged in...here's what was on the old sheet that I'm not certain you sold:
Potion of cure moderate wounds
lesser bracers of archery
whale skull with arcane carvings
4 +1 heavy crossbow bolts
vindictive harpoon
Freshwater pearl
Agate
Turquoise
Mithral shirt
Gold idol
Rose Quartz
Chrysobel
+1 morningstar

Arhiel |

the mw value is not included in the magic value of an item... so a +1 sword would be 2300 plus the value of the weapon, a +1 suit of armor would be 1150 plus the value of the armor.
the word direct from paizo is here under the feat craft magic arms and armor.

Isaac Silvermane |

That's what the problem was, Norv. I wasn't logged in. So, I looked up the previous version and here is everything that was on it. I don't know who claimed what on this list (since nothing was written down as claimed). I have it listed as where we got the items, what the items were, the price listed on the spreadsheet, and who I think claimed it. I may need some help with this.
Previous/Unsold
- Potion of cure moderate wounds; 150 gp
- lesser bracers of archery; 2500 gp
- whale skull with arcane carvings; ?? gp
- 4 +1 heavy crossbow bolts; 160 gp
- vindictive harpoon; 5152.5 gp
Weird Lair
- 28 gp (I think we split this already)
- freshwater pearl; 9 gp
- agate; 9 gp
- turquoise; 8 gp
- mithral shirt; 1100 gp
Sea Hag
- gold idol; 1000 gp
- rose quartz; 35 gp
- chrysobel; 80 gp
Wulthren
- +1 morningstar; 1004 gp
Kurstav Captain
- 30 gp (I think we split this already)
- masterwork rapier; 320 gp; Edward?
- +1 chain shirt; price not listed
- mysterious potion
Cheliaxians
- 6 flasks of oil of [i]magic weapon[/ooc]
- 6 potions of cure light wounds
- elixir of swimming
- potion of cure moderate wounds
- +1 chain shirt
Sahuagin
- Armband; Arhiel has claimed this item