
Helgarr |

Fox is right - my take on the loot we could sell:
Weapons:
+1 Longspear
2 Masterwork Daggers (1 small sized)
Shortbow
Sling
Masterwork Shortbow +1Str
Two masterwork handaxes
Armor:
Masterwork Studded Leather Armor
Masterwork Leather Armor
Buckler
NOTES:
- Maybe Helgarr keeps the +1 Dagger of Combustion, in case she gets grappled or something?
- Cleo, not sure I asked this before but... You don't want that Longspear +1? Clerics and reach weapons are the BOMB ;)
- There is a Wand of Magic Missile (30 charges) mixed in there with the Weapons - Brelin grab this?
- Last but not least, there are still a Cloak of Resistance +1 and a Ring of Protection +1 up for grabs. If no one needs them, I say sell them also.
Let me know your thoughts people ;)

Brelin |

Ok, Brelin claims the wand, I'll assume it's CL 1?
If nobody wants the ring I'll take it. AC is not that important for me (hopefully) but if everybody has one I'll keep it, ok?
Also, have I identified the rest of the stuff?

DM TreasureFox |

The alchemy stuff you won't be able to identify unless someone has Craft (Alchemy) or starts getting adventurous... or takes it to an alchemist who can figure it out for them.
I distinctly remember telling Helgarr what the skeletal arm does...
You find the arm of a skeleton. The bones include its forearm, wrist, hand, and fingers. At the base, where its elbow would be, is a handle. All of the bones remain attached as if they had sinew, muscle, and flesh, but they do not. It does not move or attack, but one who holds the handle can manipulate the hand and arm to perform basic tasks.
Ah so I only gave an immediate description. Alright, a DC 17 Spellcraft check will reveal what this thing actually does.
Remember: Money is meaningless unless you actually spend it. If there's nothing in the shops that interest you, you can ask the merchant to order in something you want. There's a fee for it, but you can do it.
EDIT: Yes, CL1 for the wand

Helgarr |

Yep, there was only an abridged description of the arm (though I admit I hadn't remembered about it :P).
Don't worry Treasure, we REALLY don't have that much money, and selling that stuff won't give us much more ;)

Cleo Gingerberry |

Is the long spear small sized?
Oh also remember that Treasure allows us to spend money to transfer enchantments to other weapons, so that dagger of combustion can be given to another of your weapons?
Also someone should take the cloak of protection. Cleo has a cloak of elvenkindm. Anyone have a free slot and no resistance bonuses?

Cleo Gingerberry |

Oh I see. It is the headband of vast intelligence. It increased your int, and made hero lab you got an additional free spell.

Cleo Gingerberry |

Yep, glitch. Sadly :)

DJ TPK |
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Okay, so here's what I've got for a background. I'm going to flesh it out tomorrow with details from the background generator. Gnome grew up on the road in a merchant caravan. His family were a permanent part of it. His dad was an alchemist and provided goods to sell and weapons to use. It was a good life and Gnome studied at his father's feet. He had more of a knack for it than his father and started doing things that terrified his old man and the rest of the caravan. (You can only blow up so many fruits and vegetables after all.)
When he wasn't pelting the caravan with pieces of exploding watermelon he was running around with the other kids. Being an archetypical member of his race his curiosity got him into trouble on more than one occasion. The most noteworthy one being when the floor of a cave he was exploring collapsed. That was his first true time in a dungeon. He woke up and after barely surviving numerous deadly traps. (Mostly broken from age and neglect or designed to injure those quite a bit taller than him) He found an old book. That's where his father found him. That book mesmerized him for some reason and he sketched out the faded letters over and over again. He was heartbroken when his father sold it but he still had his drawings. On a trip through Magnimar he was able to find someone able to recognize the language as ancient thassilonian. He spent years learning all he could from books and delving into dungeons to find more. Finally he could translate a few of pages he copied as a child. It was a soup recipe. He and his family laughed themselves sick when he told them. They did enjoy the soup though.

Helgarr |

Is the long spear small sized?
Oh also remember that Treasure allows us to spend money to transfer enchantments to other weapons, so that dagger of combustion can be given to another of your weapons?
Also someone should take the cloak of protection. Cleo has a cloak of elvenkindm. Anyone have a free slot and no resistance bonuses?
I think the spear is 'regular' sized... :P
And yeah, I remember that - but I think last time I looked at it it didn't feel much worth it. I'll look at it again.
Cloak of Resistance you mean? :D

Cleo Gingerberry |

Yes! Resistance, Protection, Protectance, Resistion. All the same really :)
Cleo has a high ac... when she has her armor and shield, so not too worried, but Aggah is going to have to stop firing her crossbow into melee with the new rules (which make sense, not complaining) so a long spear would be great for her. BUT still has to be small sized so doesn't matter.
I like soup, DJ :)

DM TreasureFox |

That's a heartwarming backstory, DJ. Nicely done.
If you don't mind, Brelin, I'm going to roll that spellcraft check for you. Identifying the item will help the rest of the party figure out if they want to sell it or not.
Brelin Spellcraft: 1d20 + 12 ⇒ (7) + 12 = 19
Wand of Skeletal Mage Hand
This skeletal arm on a handle functions similarly to a wand of Mage Hand, however there are some differences. It does not have charges, it has a range of 30 feet, it can lift up to 10 pounds, and it can deftly maneuver the item like a regular hand would. This means that the hand can wield a weapon, use thieves' tools, use maneuvers, etc. When using a weapon in the skeletal hand, you still use the same modifiers as if you were carrying it in your own hand (so strength or dex depending on the weapon). Size bonuses and penalties do not apply, as the hand is treated as belonging to a medium sized creature. Do note that it requires concentration to use, and using the hand to perform an action does take the respective action (I just mean that making an attack would require a standard action, etc).
Wondrous Item, CL3, worth 6000gp

Cleo Gingerberry |

That is pretty awesome! Could you use it to make flanking attacks?

Cleo Gingerberry |

I think we should give it to aggah!
No... that would be baaaddd. So it is a wand, so would require use magical item if you don't have access to the spell.

DJ TPK |

Wow. Okay, Background generator is, well, fairly useless with my backstory other than confirming my parents are alive and I have no siblings. Otherwise I would have murdered multiple soldiers which had something to do with my family and yeah. I woulda ended up very very evil. So may I present Wilhim, a pink and green mottled maniac with electric blue hair and a massive preserved mushroom cap on his head decorated with several brightly colored peacock feathers sticking out of it.
Wilhim
Male gnome alchemist 5 (Pathfinder RPG Advanced Player's Guide 26)
N Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 16 (+5 armor, +1 Dex, +1 size)
hp 43 (5d8+15)
Fort +7, Ref +6, Will +3; +2 vs. illusions, +4 bonus vs. poison
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee mwk cold iron dagger +5 (1d3/19-20) or
. . mwk longspear +5 (1d6/×3)
Ranged acid bomb +7 (3d6+4 acid) or
. . bomb +7 (3d6+4 fire) or
. . frost bomb +7 (3d6+4 cold)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork longspear)
Special Attacks bomb 9/day (3d6+4 fire, DC 16), hatred
Spell-Like Abilities (CL 5th; concentration +7)
. . 1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak with animals
Alchemist Extracts Prepared (CL 5th; concentration +9)
. . 2nd—barkskin, cure moderate wounds
. . 1st—cure light wounds (2), enlarge person (DC 15), shield (2)
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 14, Int 19, Wis 12, Cha 14
Base Atk +3.75; CMB +2; CMD 13
Feats Brew Potion, Extra Discovery[APG], Extra Discovery[APG], Point-Blank Shot, Throw Anything
Traits firebug, Trap Finder
Skills Acrobatics +0 (-4 to jump), Appraise +12 Craft (alchemy) +14 (+19 to create alchemical items), Disable Device +16, Disguise +2, Fly +7, Heal +9, Knowledge (arcana) +12, Linguistics +5, Perception +11, Sleight of Hand +8, Spellcraft +9, Survival +9, Use Magic Device +10; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Common, Daemonic, Draconic, Dwarven, Gnome, Goblin, Sylvan, Thassilonian
SQ alchemy (alchemy crafting +5), discoveries (acid bomb, chameleon[ARG], directed bomb, frost bomb), gnome magic, mutagen (+4/-2, +2 natural armor, 50 minutes), poison use, swift alchemy
Combat Gear mutagen[APG]; Other Gear +1 chain shirt, mwk cold iron dagger, mwk longspear, cloak of resistance +1, headband of vast intelligence +2, Flask of Preservation (level one) (x2), Traveler's Any-tool, alchemist starting formula book, alchemy crafting kit[APG], bedroll, belt pouch, concealable thieves' tools[UI], flint and steel, ink, inkpen, masterwork backpack[APG], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 711 gp
--------------------
Special Abilities
--------------------
Acid Bomb (Su) Bomb deals acid damage and additional 1d6 acid damage 1 rd later.
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+4 (9/day, DC 16) (Su) Thrown Splash Weapon deals 3d6+4 fire damage.
Chameleon (Su) An alchemist with this discovery can shift the colors of his skin and equipment to blend in with the surrounding terrain. He gains a +4 enhancement bonus on Stealth checks. At 10th level, the bonus on Stealth checks increases to +8.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Directed Bomb (Su) The alchemist can cause his bombs to splash in a 15-foot cone instead of a 5-foot-radius burst. The alchemist chooses the direction of the cone. If the attack misses, roll an additional 1d8 to determine the direction of the blast from where the bomb
Frost Bomb (DC 16) (Su) Bomb deals cold damage and staggers foe next round (Fort neg).
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen (DC 16) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 50 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trap Finder
-------------------
Formula Book
-------------------
1st—cure light wounds, enlarge person (DC 15), shield, Body Capacitance, Shock Shield, Recharge innate Magic, Targeted Bomb Admixture.
2nd—barkskin, Cure Moderate wounds.

Cleo Gingerberry |

The peacock feathers are a nice touch :)

DM TreasureFox |

Well tell me a little about your motivations to risk your life with a team of town heroes. Why does your character care?
Here are some half-baked ideas that come to mind. Feel free to pick, tweak, or ignore any of them.
- The lure of knowledge
- The Bleaching
- Religious duty (be it by fear or compassion)
- Sincere altruism
- Profit
- Fear of _____
Depending on what your motivation is, I'll introduce you in a way that keeps true to it. For example, if you want to join in due to religion, I might have Zantus vouch for you. If it's altruism, I might introduce you during Maria's funeral.
Ah side question: How involved is Wilhim with criminal elements of Varisia?

DJ TPK |

Well that's easy. His literal obsession is ancient thassilon. As for criminality, he's bought things from black market dealers when he couldn't find them legally but he's no more a criminal than most Gnomes. You can probably expect him to pull pranks like switching people's unattended items around to different pockets. And if you'll recall wabbits prank with the wasp nest that is also in line with a gnome's sense of humor.

DM TreasureFox |

Okay that's good to know. Let's see what history you would have encountered.
When you were born, Sandpoint didn't exist. If you wanted to make a trade route through the coast, you had to brave weeks of uncontrolled roads that were right next to tribes of orcs and goblins. Magnimar was a pretty intolerant town, with most of its people coming from the Chelish *but totally not belonging to Cheliax* city of Korvosa, but they were desperate for anything the caravans would sell. Racial tensions between Shoanti/Varisian and Chelish people were even higher than they are now, even though the Everwars were ended more than a century ago. The Chelish were still expanding, and the natives (Varisians and Shoanti) were being pushed back again and again.
Sandpoint was founded when you were just getting out of your teenage years. It was originally part of a truce between the three ethnicities as a settlement welcoming of all walks of life. It housed a single temple devoted to not one god, but the gods of both Chelish and Varisians. The Shoanti people were snubbed because they don't worship gods like the other two do, they venerate their ancestors through spiritual totems. Instead of having a single head of state, they were to have an elected mayor from four different noble houses. Two of the houses were Chelish (Deverin and Scarnetti), one was Varisian (Valdemar), and one was a neutral Tian family (Kaijitsu).
Halflings were starting to flock in from Cheliax where they were being enslaved, and formed villages and communities next to the humans. Dwarves started travelling further and further from distant Janderhoff to become diplomats, engineers, blacksmiths, and innovators in the human cities. The elves never really left their small, isolated forest villages, but some did emigrate to the human cities (usually because they were banished for copulating with humans). Gnomes are everywhere and they do Gnome things. They only have one purely Gnomish settlement: The town of Whistledown.

DM TreasureFox |

I've read every book I can get my hands on regarding the lore of Varisia and Thassilon. That doesn't mean I agree with all of it (or remember all of it). I tweak things constantly. My fascination with d&d and the world of Golarion holds no bounds. One day I'll get off my butt and rewrite Rise of the Runelords and Golarion, but today is not that day. For now I just enjoy running the game, and playing around with ideas as they come up.

Helgarr |

So Cleo, Helgarr, have you two realized you're the De Facto leaders as the longest lasting members?
Heh. Just realized that :D
Well, technically Furnok is in there too XD
Ahem.. Furnok only joined the group after ;)

Cleo Gingerberry |

Helgarr is the leader. Cleo is just bossy when she's stressed about people dying. Furnok replaced our first witch, she only lasted a week or so if I remember correctly. So you are much better Brelin!

Wilhim |

Well, gnomes are known for odd and malicious seeming senses of humor. We're lucky it wasn't a bear trap in front of Helgarr's room the next morning. I did seriously consider that being his go to prank.
Just letting you know but I might be making.some adjustments. I'm looking for a weapon with reach and trip abilities to give me time to bulk up if people head towards me in a fight. So I might need to switch a feat out for Exotic Weapon proficiency.

Cleo Gingerberry |

LOL! Yes, not often Cleo dislikes someone this early on. :)