To Rappan Athuk (Inactive)

Game Master brvheart


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HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

@Lom and Lars

Any thoughts on treasure distribution? Can we decide on that so we can move on to purchasing crafting?


Human Weapon Master 7 | HP: 70/70 | AC: 24, Touch: 16, FF: 19 | Fort: +9 Ref: +10 Will: +5 | Perception: +8 | Initiative: +8 | Reliable Strike: 1/1

Hi there everyone, I'm checking in to presumably join up in town before you head back to the dungeon. I mostly shoot things with a longbow, though I don't provoke AOO with it, so I can help out on the frontline as needed.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Welcome Fantora :)


HP 59/59 AC 30, T 13, FF 28, CMD 24, Fort +8, Ref +4, Will +9, Init +2, Percep +15

In the items allocated to Lars, I'm not going to use the keen longsword, nor likely the warhammer (yes, it would be nice if need bludgeoning, but I get too much benefit from using my deity's weapon). I'll keep the throwing axe. Might as well sell the others if we can.

Will we be able to buy new items? I'd like to get better items and a ring of protection/amulet of natural armor.


Human Weapon Master 7 | HP: 70/70 | AC: 24, Touch: 16, FF: 19 | Fort: +9 Ref: +10 Will: +5 | Perception: +8 | Initiative: +8 | Reliable Strike: 1/1
Sorek wrote:
Welcome Fantora :)

Thanks!

Out of curiosity, how closely should I expect to track standard arrows in this campaign? I can keep a running track and buy lots (they're cheap,) or we can handwave it and say that they're not an issue. I just need to know the preference.

In terms of purchasing special arrows I figure I'll pick up a couple quivers of cold iron arrows (from Ultimate Equipment) and enough Silver Weapon Blanch to treat create an equivalent amount of essentially silver arrows (from APG) if those are OK to use. Is there anything else I should be preparing for in particular to help with the exploration?


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl
Lars the Crusader wrote:

In the items allocated to Lars, I'm not going to use the keen longsword, nor likely the warhammer (yes, it would be nice if need bludgeoning, but I get too much benefit from using my deity's weapon). I'll keep the throwing axe. Might as well sell the others if we can.

Will we be able to buy new items? I'd like to get better items and a ring of protection/amulet of natural armor.

Ok you're probably better off bashing with the Holy Shield anyway. I'll add the +2warhammer and the Keen Longsword to our sell list unless Lom wants it.

Yes, brvheart is allowing some purchasing in the Ferry and Lom has craft wondrous as well.

Updated List

magic items for Sorek
holy longspear +1
boots of the frog
tome wis +2

Magic items for Lars
mantle of faith
throwing axe +1 keen
heavy steel shield +2/+2 holy blinding

Magic items for Lom
broom magic sweeping
keen +1 dagger
spellbook (dispel magic, contagion)
immovable rod
wooden shield arrow deflection +1
cloak resistance +1
scroll prot energy
scroll antimagic, rage, ropetrick, shocking grasp, wall of stone
silver dagger

Can we agree to give these to our new archer Fantora?
34 +1 arrows
6 +3 arrows
efficient quiver

Lets keep all the consumables:
including the wand inflict light wounds 50 x3 (I think we should keep these in case we need to pay the Oracle in magic items)

Items for sale
longsword +1 keen
warhammer+2
elven chain
breastplate +1
light shield +2
great sword +2 unholy

MW items
dagger
dwarven breastplate
heavy crossbow
scale mail
heavy mace
heavy steel shield
lightmace
wooden heavy shield
2 handed silver edged sword
steel light shield
short sword
morningstar
comp short bow +1str

Lars and Lom please agree to this or make changes so we can give brvheart a final list of things we're selling


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl
Fantora Ossman wrote:
Sorek wrote:
Welcome Fantora :)
Is there anything else I should be preparing for in particular to help with the exploration?

Nothing I can think of at this time...Our group doesn't have any complicated tactics like teamwork feats etc.. Your role..see it, shoot it unless you've got any of that cool weapon master/Iron caster stuff going on


Human Weapon Master 7 | HP: 70/70 | AC: 24, Touch: 16, FF: 19 | Fort: +9 Ref: +10 Will: +5 | Perception: +8 | Initiative: +8 | Reliable Strike: 1/1

Nope, I'm mostly a see it, shoot it sort of character. As far as the items above go, the +1 arrows don't actually help me (unless my bow gets broken) because the enhancement bonuses won't stack. If anyone else uses arrows and doesn't have a magic bow they'd do them more good.

Edit: Oh, and it looks like the comp short bow +1str would be an upgrade for Lars (which would work nicely with those +1 arrows if he ever needed to use a ranged weapon.)


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl
Fantora Ossman wrote:

Edit: Oh, and it looks like the comp short bow +1str would be an upgrade for Lars (which would work nicely with those +1 arrows if he ever needed to use a ranged weapon.)

Lars...you want the bow arrows etc? How about you Lom? Are you past the stage of chipping away with a bow or could you use it?


Male Human Rogue6/Clr1 Current Map

Please keep track of arrows, food, etc.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

moving on.............

@brvheart

We are in the Ferry trying to sell the following items:

Items for sale
longsword +1 keen
warhammer+2
elven chain
breastplate +1
light shield +2
great sword +2 unholy

MW items
dagger
dwarven breastplate
heavy crossbow
scale mail
heavy mace
heavy steel shield
lightmace
wooden heavy shield
2 handed silver edged sword
steel light shield
short sword
morningstar

GEMS =2980GP

random stuff jewelry beaver pelts etc= 762gp

Can we sell all this in the Ferry?


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl
Fantora Ossman wrote:

Nope, I'm mostly a see it, shoot it sort of character. As far as the items above go, the +1 arrows don't actually help me (unless my bow gets broken) because the enhancement bonuses won't stack. If anyone else uses arrows and doesn't have a magic bow they'd do them more good.

Edit: Oh, and it looks like the comp short bow +1str would be an upgrade for Lars (which would work nicely with those +1 arrows if he ever needed to use a ranged weapon.)

Duly noted.

@Fantora please review the items I've put up for sale with brvheart....Let us know if you'd like to claim any of those. We can find a reason in character to give some of those to you rather than selling them
ie....you're coming into a deadly dungeon with us and we'd rather not die


Human Weapon Master 7 | HP: 70/70 | AC: 24, Touch: 16, FF: 19 | Fort: +9 Ref: +10 Will: +5 | Perception: +8 | Initiative: +8 | Reliable Strike: 1/1

@Sorek, None of that would be helpful to me offhand, though I'd make use of the efficient quiver and +3 arrows mentioned above. I'll add more arrows and probably a backup bow to my gear and then I should be ready to go anytime.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

@Fantora I'm fine with that. Unless Lars or Lom say otherwise the efficient quiver and +3arrows are yours.


HP 67 (67) | AC: 26/29; T: 11; FF: 25/28 | Init +2 | Fort +11; Ref +6; Will +12 Current Spell Effects: Extended Barkskin (CL 7; 140 min), Magic Vestment (CL 7; 7 hours), Ant Haul (CL 7; 21 hours)

Hello friends!


Male Elf Evoker 8; HP 37/52 AC 17 (w/ mage armor), Perception+9, Init +13, Fort +3 Ref +5, Will +5, Longbow +5 (1d8x2)
Tracked Resources:
5/7 1st, 4/6 2nd, 2/4 3rd, 3/3 4th Wands: G 46/50 PvE 46/50 EP 47/50

Welcome Bastion!

Sorek, I'm good with the treasure distribution - thanks for organizing.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Welcome Bastion. Please review the for sale list and let us know if there's anything you could use (+2warhammer?)

@Brvheart are you looking to add anyone else or is our lineup complete with our new archer and cleric


HP 67 (67) | AC: 26/29; T: 11; FF: 25/28 | Init +2 | Fort +11; Ref +6; Will +12 Current Spell Effects: Extended Barkskin (CL 7; 140 min), Magic Vestment (CL 7; 7 hours), Ant Haul (CL 7; 21 hours)

My god's weapon is a spear, so I'll stick with that.


Male Human Rogue6/Clr1 Current Map

The alchemist is almost done. We will start when you want. Bastion still needs skills.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

@brvheart

How much were we able to sell the items for? See my post on Friday for everything we're trying to sell


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl

So there are other people crazy enough to go down the well... Please to meet you all, my name is Grelldar

Looking at the thread, the party has a significant stash of potions. I would love to go through things with my Formula Alembic when there is time.


Male Elf Evoker 8; HP 37/52 AC 17 (w/ mage armor), Perception+9, Init +13, Fort +3 Ref +5, Will +5, Longbow +5 (1d8x2)
Tracked Resources:
5/7 1st, 4/6 2nd, 2/4 3rd, 3/3 4th Wands: G 46/50 PvE 46/50 EP 47/50

Welcome Grelldar! Wait, I thought we were supposed to go down the well? :)


Male Human Rogue6/Clr1 Current Map
Sorek wrote:

@brvheart

How much were we able to sell the items for? See my post on Friday for everything we're trying to sell

The sisters won't buy the unholy sword. The rest will get 50% of market value.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl
brvheart wrote:
Sorek wrote:

@brvheart

How much were we able to sell the items for? See my post on Friday for everything we're trying to sell

The sisters won't buy the unholy sword. The rest will get 50% of market value.

ok I'll post a breakdown of what 50% adds up to.

Please remind us of the sisters' capabilities ie crafting weapons/armor, wondrous, rings wands etc?


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl
Lomyldyr Dweo-Mercraeft wrote:
Welcome Grelldar! Wait, I thought we were supposed to go down the well? :)

People die down the well in great number; thus only crazy people go down the well... I'm a little crazy. How about you?

As a Q, do you have scorching ray & fireball in your spellbook? Consider

This

This:
Alchemical Weapon (Su): At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance.

This:
Bomb (Su): ... Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier...

One of us calls "Hot Dish", you delay (if necessary), to go after me in the init order... you follow up with either a "Spicy Meatball" (fireball) or "With Chilies" (Scorching ray


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl

Note to Brvheart. Grelldar is purchasing a further 5 Silver Weapon Blanch, and is pre-treating his 50 cold iron arrows.


Male Human Rogue6/Clr1 Current Map
Sorek wrote:
brvheart wrote:
Sorek wrote:

@brvheart

How much were we able to sell the items for? See my post on Friday for everything we're trying to sell

The sisters won't buy the unholy sword. The rest will get 50% of market value.

ok I'll post a breakdown of what 50% adds up to.

Please remind us of the sisters' capabilities ie crafting weapons/armor, wondrous, rings wands etc?

They can craft most things that require a cleric or arcane caster up to level 16. I do have a house rule on crafting that the level of the item is required to craft it. For this I handwave the spellcraft rolls.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

@Lom and Lars....scroll to bottom of post. We need your decision there b4 we can move on to crafting purchasing

Items for sale
longsword +1 keen 8k
warhammer+2 8k
elven chain 5k
breastplate +1 1k
light shield +2 4k
= 26k

MW items
dagger
dwarven breastplate
heavy crossbow
scale mail
heavy mace
heavy steel shield
lightmace
wooden heavy shield
2 handed silver edged sword
steel light shield
short sword
morningstar
note that masterwork adds 300gp to the cost of the original item...for ease of calculation I am just valuing each MW item as such rather than looking up each weapon and adding 300
12x300=3600

GEMS =2980GP

random stuff jewelry beaver pelts etc= 762gp

total= 33,342gp/2= 16,671gp

4314 GP
9828 SP =982gp
5797 CP =57gp
coins total= 5,353

GRAND TOTAL =22,024

split 3 ways= 7,341gp
split 6 ways= 3,670gp
split 7 ways= 3,146gp
split 8 ways= 2,753 per character and 2 shares (5,506 for party items wands {CLW, Lesser Restoration} scrolls {remove curse, see invis etc)

@Lom and Lars there are multiple ways we can split this up.
my vote is to split the treasure 8 ways with 2 shares going to party consumables....But I'll go along with whatever the 2 of you decide.

@Lom remember you have the groups Bag of Holding type 1 in that please add 3 Cause Light Wound wand 50ch each, and the +2 unholy greatsword (we might either redeem this item or pay the oracle with it to answer our questions)


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

@Bastion you inherit from our noble line of previous clerics the following items

scroll of delay poison, scroll of lesser restoration, lesser restoration, scroll of magic weapon, obscuring mist, remove sickness, scroll of magic weapon, remove sickness, scroll of remove blindness/deafness, scroll of remove curse, scroll of remove disease x4, scroll of remove paralysis, wand of cure light wounds (50 charges), alchemist's fire (2), antiplague[APG], antitoxin, healer's kit, heatstone[ISWG], vermin repellent[UE] (2);


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl
Grelldar of Oenopion wrote:

So there are other people crazy enough to go down the well... Please to meet you all, my name is Grelldar

Looking at the thread, the party has a significant stash of potions. I would love to go through things with my Formula Alembic when there is time.

Welcome Grelldar...During our downtime(crafting/purchasing) in the town of Ferry you will have ample time to peruse our potion collection


Human Weapon Master 7 | HP: 70/70 | AC: 24, Touch: 16, FF: 19 | Fort: +9 Ref: +10 Will: +5 | Perception: +8 | Initiative: +8 | Reliable Strike: 1/1

As someone who just came in and spent expected wealth by level on exactly the gear I wanted I'm fine with the prior party members getting prioritized for this loot split. You should be customizing how you want as well. Setting aside one or two shares for party consumables seems like a lovely idea, but if I had a vote (I don't,) I'd recommend 3, 4 or 5 shares.


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl

I'm with Fantora for the split on the take you have.

For the future, I'd vote for even shares between characters, and 2 extra shares for consumables and party raise dead/major healing fund.


HP 59/59 AC 30, T 13, FF 28, CMD 24, Fort +8, Ref +4, Will +9, Init +2, Percep +15

I don't see why this should be split 8 ways. I have close to the equipment I started this game with a few levels ago while the new people have current WBL (2 permanent magic items beyond this, and honestly neither one would be something I'd spend the money on by choice). Splitting 8 ways screws me over royally. I say split it 3 ways so the old players can catch up on equipment. In any case, they are the ones who hauled it out, and I don't see why they would be inclined to hand it out to new people who they just met.


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl
Lars the Crusader wrote:
I don't see why this should be split 8 ways. I have close to the equipment I started this game with a few levels ago while the new people have current WBL (2 permanent magic items beyond this, and honestly neither one would be something I'd spend the money on by choice). Splitting 8 ways screws me over royally. I say split it 3 ways so the old players can catch up on equipment. In any case, they are the ones who hauled it out, and I don't see why they would be inclined to hand it out to new people who they just met.

You did the bleeding for it; it's yours IMO.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Okay ok Lars..... Lol

I'm completely OK with a 3way split. Didn't realize you are close to starting equipment.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

@Lom

your vote on treasure split?

Lars feels strongly on this so I'm fine with going that way. But we need your input so we can move on.


Male Elf Evoker 8; HP 37/52 AC 17 (w/ mage armor), Perception+9, Init +13, Fort +3 Ref +5, Will +5, Longbow +5 (1d8x2)
Tracked Resources:
5/7 1st, 4/6 2nd, 2/4 3rd, 3/3 4th Wands: G 46/50 PvE 46/50 EP 47/50

Sorek, I agree with you logic - my vote is to split the treasure 8 ways with 2 shares going to party consumables.


Male Elf Evoker 8; HP 37/52 AC 17 (w/ mage armor), Perception+9, Init +13, Fort +3 Ref +5, Will +5, Longbow +5 (1d8x2)
Tracked Resources:
5/7 1st, 4/6 2nd, 2/4 3rd, 3/3 4th Wands: G 46/50 PvE 46/50 EP 47/50
Grelldar of Oenopion wrote:
Lomyldyr Dweo-Mercraeft wrote:
Welcome Grelldar! Wait, I thought we were supposed to go down the well? :)

People die down the well in great number; thus only crazy people go down the well... I'm a little crazy. How about you?

As a Q, do you have scorching ray & fireball in your spellbook? Consider

This

** spoiler omitted **

** spoiler omitted **

One of us calls "Hot Dish", you delay (if necessary), to go after me in the init order... you follow up with either a "Spicy Meatball" (fireball) or "With Chilies" (Scorching ray

Good ideas. I have fireball, but not scorching ray. I will add scorching ray at the next opportunity.


HP 67 (67) | AC: 26/29; T: 11; FF: 25/28 | Init +2 | Fort +11; Ref +6; Will +12 Current Spell Effects: Extended Barkskin (CL 7; 140 min), Magic Vestment (CL 7; 7 hours), Ant Haul (CL 7; 21 hours)
Sorek wrote:
@Bastion you inherit from our noble line of previous clerics the following items...

Duly noted. I'll add them onto my character and won't assume them when we're first introduced. With that being said, however, you might want to give the alchemical items to the alchemist.

As far as treasure split goes, I will pass. I have a character with level appropriate wealth, and I haven't earned anything yet.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Ok.... Let's keep this simple. The new members have renounced any claim on the loot. Thanks guys for making things simple.

Lom Lars and Sorek get 7,341gp each.

If we have left over funds after purchasing individually we can decide to contribute to the group out of our individual shares.

Time for you guys to come up with your shopping crafting requests

@brvheart Lom has craft wondrous am I correct that he can improve my +2wis headband to +4 for the cost of 6k


Male Human Rogue6/Clr1 Current Map

He needs to be CL 8 and have Owl's Wisdom


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

@brvheart do you follow the rule for combining magic items of the same slot?

example:
belt of strength+2 + belt of con+2= 4k + 1.5x(4k)= a 10k Belt of Physical Might

Amulet mighty fists+1 + Amulet natural armor+1 = 4k +1.5x(2k)= 7k

Are there scrolls of Greater Magic Fang and Plane Shift available for purchase? Those would be necessary to craft a AoMF Ghost Touch.


Male Human Rogue6/Clr1 Current Map
Sorek wrote:

@brvheart do you follow the rule for combining magic items of the same slot?

example:
belt of strength+2 + belt of con+2= 4k + 1.5x(4k)= a 10k Belt of Physical Might

Amulet mighty fists+1 + Amulet natural armor+1 = 4k +1.5x(2k)= 7k

Are there scrolls of Greater Magic Fang and Plane Shift available for purchase? Those would be necessary to craft a AoMF Ghost Touch.

The cleric could do the plane shift, but there are no druids or rangers or that level around in the ferry sorry. Any scrolls will have to be written by the sisters. They would not have an inventory. You are a long ways from the nearest settlement that would have that by keel boat and then overland. It is a two week turn around to order anything from there.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Ok... Let's see how long Lom and Lars crafting purchases are going to take

Please verify whether I could have Lom craft the amulet natural armor (bastion has barkskin] and then add AOMF to it later


Male Human Rogue6/Clr1 Current Map

yes, only requires caster level of 5. Bastion can cast the spell.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Soreks crafting requests for Lom

trapspringers gloves:

Gloves, Trapspringer’s

Aura faint divination; CL 5th; Slot hands; Price 4,000 gp; Weight 1 lb.

DESCRIPTION

These studded leather gloves look similar to workman’s gloves, though they are reinforced with numerous metal strips that the user can extend or retract as she wills, turning the tip of each finger into a customizable tool useful in examining and disarming traps. While worn, these gloves grant a +5 competence bonus on all Disable Device checks made to disarm traps. In addition, the gloves grant the user a +1 luck bonus on all saving throws made against traps.

CONSTRUCTION REQUIREMENTS

Feats Craft Wondrous Item, find traps; Cost 2,000 go

amulet natural armor +1:

Amulet of Natural Armor

Aura faint transmutation; CL 5th; Slot neck; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), or 50,000 gp (+5); Weight —

DESCRIPTION

This amulet, usually containing some type of magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales—toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.

CONSTRUCTION REQUIREMENTS

Feats Craft Wondrous Item, barkskin, creator’s caster level must be at least three times the amulet’s bonus; Cost 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)

Upgrading my +2con belt into a +2con/+2dex will cost 3,000gp

Add the Boots of the Cat properties to my Frog Boots

Boots of the Cat:

Aura faint transmutation; CL 1st; Slot feet; Price 1,000 gp; Weight 1 lb.

DESCRIPTION

These high-soled blue boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal.

The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.

CONSTRUCTION REQUIREMENTS

Feats Craft Wondrous Item, feather fall; Cost 500 gp.

2k+1k+3k+ 1.5x[500]=6,750gp crafted +375gp scroll= 7,125gp spent

Sorek will also special order a Scroll of Greater Magic Fang 375gp which will eventually be used for adding the Amulet of Mighty Fists properties to his amulet of Natural Armor


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

@brvheart is my crafting purchasing list acceptable?

For the scroll do I pay half now and half upon delivery?


Male Human Rogue6/Clr1 Current Map

Upgrading the belt requires caster level 12. Look up the belt. The others look ok.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

OK I've looked up the belt as you asked and done a bit of research as I am admittedly no expert on magic item creation. This is what I found.

AoMF:
Amulet of Mighty Fists
REPORT AD
Aura faint evocation; CL 5th; Slot neck; Price 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 64,000 gp (+4), 100,000 gp (+5); Weight —

DESCRIPTION

This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.

Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.

CONSTRUCTION REQUIREMENTS

Feats Craft Wondrous Item; Spells greater magic fang; Special creator’s caster level must be at least three times the amulet’s bonus, plus any requirements of the melee weapon special abilities; Cost 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5)
----------------------------------------------------------------------

There is a caster level requirement for increasing the bonus on an AoMF see bolded section at the bottom of the spoiler

In contrast the

Belt of Physical MIght:
Belt of Physical Might

Aura strong transmutation; CL 12th; Slot belt; Price 10,000 gp (+2), 40,000 gp (+4), 90,000 gp (+6); Weight 1 lb.

DESCRIPTION

This belt grants the wearer an enhancement bonus to two physical ability scores (Strength, Dexterity, or Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. These bonuses are chosen when the belt is created and cannot be changed.

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, bear’s endurance, bull’s strength, and/or cat’s grace; Cost 5,000 gp (+2), 20,000 gp (+4), 45,000 gp (+6).
---------------------------------------------------------------------

simply requires craft wondrous, the required spells and an increasing amount of gold. I don't see any requirement for a higher caster level to make a belt with a higher bonus, just more gold needed.

Please read the link below
https://paizo.com/threads/rzs2qlwh?Quick-Question-Caster-Level-requirement- for

Creating magic armor has a special prerequisite: The creator’s caster level must be at least three times the enhancement bonus of the armor. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. Magic armor or a magic shield must have at least a 1 enhancement bonus to have any armor or shield special abilities.

Bracers of Armor, see bold section at bottom:
Bracers of Armor
REPORT AD
Aura moderate conjuration; CL 7th; Slot wrists; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 49,000 gp (+7), 64,000 gp (+8); Weight 1 lb.

DESCRIPTION

These items appear to be wrist or arm guards, sometimes etched with symbols of protection or depictions of vigilant-looking animals.

Bracers of armor surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers must be worn for the magic to be effective.

Alternatively, bracers of armor can be enchanted with armor special abilities. See Table: Armor Special Abilities for a list of abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. Bracers of armor cannot have a modified bonus (armor bonus plus armor special ability bonus equivalents) higher than +8. Bracers of armor must have at least a +1 armor bonus to grant an armor special ability. Bracers of armor cannot have any armor special abilities that add a flat gp amount to their cost. Bracers of armor and ordinary armor do not stack. If a creature receives a larger armor bonus from another source, the bracers of armor cease functioning and do not grant their armor bonus or their armor special abilities. If the bracers of armor grant a larger armor bonus, the other source of armor ceases functioning.

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, mage armor, creator’s caster level must be at least two times that of the bonus placed in the bracers, plus any requirements of the armor special abilities; Cost 500 gp (+1), 2,000 gp (+2), 4,500 gp (+3), 8,000 gp (+4), 12,500 gp (+5), 18,000 gp (+6), 24,500 gp (+7), 32,000 gp (+8)
-----------------------------------------------------------------------

In summary for things like weapons and armor bonuses there is an increasing caster level requirement for the higher bonus. For Stat boosting items belts and headbands there is no such requirement. The only additional requirement for a higher bonus is more gold, NOT a higher caster level
not shouting LOL....just playing with the format trying to make the wall of text more legible


HP 59/59 AC 30, T 13, FF 28, CMD 24, Fort +8, Ref +4, Will +9, Init +2, Percep +15

Got some small stuff (and upgrades) for Lars.

+1 ring of protection 2k
+1 amulet of natural armor 2k
masterwork rapier -> +1 2k
masterwork full plate -> +1 1k

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