Wicked? Really? (Inactive)

Game Master Aku Warashi

Dramatis Personae; Loot Log; map;

Party Health
Agrippa--------33/33
Eldred----------44/51
Johan-----------32/50
Sidious---------20/41


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AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Issues with taking survival as a skill for Eldred?

HP 1d10 + 3 ⇒ (1) + 3 = 4

Precise shot taking from the archer specialisation route of the ranger.

F**$ me - where did I piss off the dice gods?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

No worries about the survival.

Don't forget you all have 2 more skill points every level.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

That's a lot of skill points. Any issues with taking a point of swim either?

Also I STILL have not assigned my language slots. I light of the game being already in progress and that I'm still not sure if other human tongues of golarion will have any impact I leave it to you to pick those for me lest I put in something you'll find strange.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Everywhere you go they will speak common. Don't worry about others human languages. Just pick whatever you feel it will be good to have.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Here's a thought... Can take thieves cant?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Diplomacy an option?


Human Hero Killer1 / Holy Assassin1 / Deceiver2
ELDRED CROFTER wrote:
Here's a thought... Can take thieves cant?

Sorry, I did not understand what you meant.

ELDRED CROFTER wrote:
Diplomacy an option?

If you have any trait that gives you diplo, or if this is a class skill, no problem at all. Otherwise it would be good to wait for the next level. He will come real fast, and you'll have time to train.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

ok... Thieves Cant is the Dungeons and Dragons/Pathfinder equivalent of 'Thieves Language' or 'Criminal speak' - its the slang and jargon used by the underworld... but it doesn't seem to have transferred to Pathfinder.

I'll take Dwarvish and Diabolical (Infernal). D&D.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

So swim yes, diplo wait for level 3, gotchya.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

HP: 1d6 ⇒ 6

No time to update this morning, but I really wanted to find out. Yeah!


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

I actually predicted your roll hours ago. I thought 'I bet the Witch gets a 6'

Its nuts but your witch is nearly as 'hard' as my ranger.

BUT

From a RP perspective I think it works!

Eldred is strong fast and fit and a bit of a bully but he's not the pit fighter that Damien is, Damien with his background will put his very body and life on the line and the win is all the sweeter for the struggle. Eldred likes giving out the pain but while he can give it, he certainly doesn't like to take it.

That said, I really need to put an end to this run of mediocre rolls or its gonna get someone killed.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

ugh, I hate rolling hp

+3 for Con, +1for favoured class=
1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Lvl 2 Recap

Class abilities: Cunning Initiative, Detect Alignment, Track
+1 to Fort and Will
+1 BAB
1 additional 0lvl spell known: stabilize
1 additional 1st lvl spell known: Divine Favour
1 additional 1st lvl spell per day.
8 skill points (6-1(int), +1(being human)+2(Campaign) )
-new skills: Kn/Arcana, kn/Nature, swim
-existing: Kn/dungeoneering, intimidate, perception, sense motive, survival.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

I feel for ya buddy but 4 on a d8 beats the snot outta a 1 on a d10 :)


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
ELDRED CROFTER wrote:
I feel for ya buddy but 4 on a d8 beats the snot outta a 1 on a d10 :)

Too true... you do seem cursed with the dice. Luck's gotta change sometime though right

Sovereign Court

Ironically, I normally prefer taking the average. Not complaining about my 7 on a D10 though :).


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Johan, why not? Tiadora is gorgeous. Wanna give it a shot?

HAHAHA


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

MmHmm. "Beware of gifts in shiny packages"

8)


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Level up summary:

Rolled 6 hp earlier today, bringing Damien's HP up to 16.

Applied my skill points the same way as last level.

New Hex: Misfortune.

Spell list updated in Magic link.

Ace, the weasel familliar, has returned to Damien, granting him +2 to reflex saves.

Will make RP post in a bit. I'm rather tired.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Norgorber is a funny god... he is actually worshiped differently by different of his faithful with not a lot of overlay. Given his current criminal con artist (with a side of murder for hire) profession, its likely that his worship aligns with that normally used by Thieves... that said, as time progresses and he moves towards the Assassin PrC I'd like to write something in that aligns him to the worship of Norgorber to that of Assassins (meaning I had better pick up craft (Alchemy in the next few levels too) ie Blackfinger... that said, there is a cool little alchemical compound that allows the user to apply poisons with no chance of failure that stains the fingers black that will be useful until I get Use Poison as a class feature.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Question.

Any of you has any knowledge about this AP?
Malgrim, I know you played a bit in this game, and I know were you went and did.

I mean, any of you has any DM knowledge of this ap?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

None

Sovereign Court

Played a bit further than we are now. Got my character to 4th level.

GM Only, Spoilers!:

We had dispatched one of the captains of the wall and taken steps to drive a wedge between the Desnans and Iomedeans in the town. No actual attack on the section of wall we were supposed to breach.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

No knowledge here.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I’ve been thinking about some long ago questions and I want to give then a answer.

1 – Crafting:
A friend suggested a 3pp content to fix that, but I really did not liked it, based on that, you would take about 2 weeks to build (all by yourself) a warship, with a “optional” rule to make it about 3 weeks instead of 2 . (It has been some time I’ve read that, but consider this just an example.)
So I’ve decided to work as this: When you get to a craft skill, replace the week for day.
In this way, a full place for someone with a high crafting skill and really good results, could be finished in about a month, instead some years of work.
What do you think about this?

2 – Leadership Feat.
This one is a tricky one. In a play by post game it will be really hard to keep lots of cohorts. Game may really slow down if we have 4~5 npcs with the party.
If only one pick up Leadership, I’ll not have any difference in the way it works (except the changes I’ll post bellow). But if everyone picks it up (Common guys, you are villains, what is a villain without minions? How boring!) We will have to study a way to make things work. I was thinking about something in those lines: Each player get a cohort, but only one cohort at time stay with the party, serving ‘all’ of then at the same time. The other, can be about doing whatever a villain follower do in it’s free time (You’ll have a chance to create an evil organization of your own, or build a really big one if the entire party work together); the cohort could stay in the organization managing things.
One other thing I’ll change it about the followers.
I’ve often found it really boring you could only get a high leadership score if you had a high cha.
Cha based classes have a really unfair advantage here.
An example: In a tabletop game I play a bard.
She is at lvl 11, my base leadership score is 11.
We play a high powered campaign, and she has 26 cha (+8 bonus), thus my leadership score is now 19.
She has a great renown (“Have you heard? The little girl Badalle and her party survived a trip to Undermountain! Killed a Fiend and a Really huge dragon. She is friend with Elmister and the Gray sisters!” … and some more things.) Now, her leadership base score is 21.
She already has a stronghold, a fortress were she made a orphanage (yeah, call me evil, my followers are street urchins, trained to do whatever they want to do.) and because that, I have +2 on leadership score. Yay I’m only an lvl 11 char and I have a leadership score 23.
In two more levels I’ll reach the normal player leadership table max score: 25.
Now, the brave and famous warrior of our group, an honored person, did the same things I did, but he unfortunately has an 8 cha score. Thus his leadership score instead of 23 is 14.
It’s depressing this situation.
So I want to make the following modifications:
I know that characters with great charisma have an easy time trying to recruit. But why a warrior could not be known by his great str? A cleric for his wisdom?
In this case, If you are not a Cha based class. You can use half of you primary class status (rounded down) instead of your cha.

In that said example above, if our warrior has 26 str (+8 bonus). He would add to his base score 15, for a total of 19.
A char based class still has move advantages, but the warrior would still have a great deal of leadership score.
One other thing I plan to change is this:
All level 1 followers are npc classes (the PC choice); all of the above level 1 classes can be a PC class (with the GM approval of the classes choices).

I know I’ve said a lot here, and I can be difficult to understand. But I would love to hear what you think about those changes.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

My tabletop group has banned Leadership entirely, because it's a bit of a balance mess. I personally have no interest in tangling with it; I'll leave it to others to figure it out.

The crafting sounds good.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Re Knowledge of the AP: I followed another PbP for awhile last year, but stopped reading before they broke out of the prison - much slower pace than our game. I think it took them three months to cover what we already have.

Re Crafting: Don't really have an opinion here. Not planning on investing in any feats. Anything Johan can't buy or loot must not be worth having. :>

Re leadership: Again, really hadn't planned on taking it originally, but building an evil organization does sound fun. I'd hate to have to waste a feat on it though. My experience with it in the past has been similar to yours. I find it slows things down and unbalances things. I like to keep the focus on the main characters, not the supporting cast. With the exception of Grumblejack of course - he's cool.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

No internet at home. Im going to sleep. Ill post later.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

1 zealot, 2 reluctant servants religiously and a 'sounds like fun'... Not bad.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Not so ingame stuff:

Tiadora offers to each of you, anything that you can buy with 200gp or less. If you give her the loot, she will sell it, and divide it among you. So you can add to that 200gp and ask her to buy anything. She is teleporting to a safe house, and from there to a metropolis. So it should be okay to ask for anything.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Johan, I shamelessly used your cinematic description in the other group.

Here are some of the things said about it:

Eric Erebus wrote:
Applause!
Nahia wrote:
Ooooo, very nice. : )
Lord Zekk wrote:
*Slow clap* Very well written.
Seren Little wrote:
I love it, very well done.

:)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Okay. I can see the contract seens a bit of a pushover.

But things as they are, the contract is a plot thing. No signing, no adventure.

Rest assured that the Cardinal, despite of the way he talks, likes you in a almost paternal way. And a offgame information: I'll not use that contract to screw with you. That's why the requirement for this AP is LE;
The cardinal will uphold his part of the bargain. Without that, his entire organization do not exist.
Unless you betray him first. He will not cause you any harm.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Yeah I get that - and lets face it, we are gonna be his top line thugs and villains, he needs us to be bound. I am cool with that.

Look, at the end of the day, the Norborger thing isn't a big issue for me but it would feel like sloppy characterisation to me if I were to just say 'fine'. Signing is a base line requirement, I get that, and I'm happy to do so from a player perspective but it would be cool to get some small concession here...


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Yeah. I know. :D

Just posted so you guys would not have any 'fear' that the DM is trying to screw with us.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Loot.

The additional 200gp aside, Johan, are we using sale value or purchase value? I ask because if we sell everything the share value in total coin is much reduced, ie - let's not sell stuff if some one wants or needs it.

Each share is tagged at 536gp

My bow is 175 + my chain shirt 100 + my long sword 315 = 590.

I don't want anything else on the loot list.

I throw in 54gp from my 200 to make up the loss. Johan, distribute how you need to.

This gives me 146 gp left and ask for a Pathfinder kit (12gp), 2 flasks of Alchemist fire (40gp), and potion of healing(50gp)... Leaving 42gp and pocket change from the share list of 5sp.

Added-silk rope 50ft and grappling hook. Cost 11gp

31.5gp remaining

Edit: Character updated.

Looking forward to when we get some real gold :)


Male Hobgoblin Cavalier 1 (Fell Rider)

You make claims based on sell value, which means it doesn't matter if its sold or claimed :).

Quite pressed for time tonight, i'll work out my admin later.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

What Malgrim said. Now then, let's see that loot.

How much is the whiskey worth, and what were its effects, again? Unless it's really weak or too pricy, I'll hang on to it. (It'll be hilarious with Beguiling Gift.)

Nothing else in the gear is of any interest to me.

I would like to put forth the motion that we each pony up 37,5 gp for a wand of CLW to be shared as a party.

I'll do the rest of my shopping tomorrow, bit too brain-dead right now.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

I'm a little short on gold but as one criminal said to the other... I'm good for it. I'll kick in 30gp now and the remainder later - that said a fully charged wand divided by 4 = 187.5gp.

If we can get a partially charged wand that would be best.

1.5gp left.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Oh darn, I confused the prices for wands and scrolls, herp.

Hm... We could wait until we have a bit more budget, worse come worse; waiting on what the others think.


Hey, sorry, working some crazy back to back shifts and won't be able to post again until late tomorrow night.

Re wands: the share value on the spreadsheet is divided by five, so we have that much already reserved for the wand. If we are allowed to buy partially charged wands then I'd recommend two wands of clw with 15 charges each (225gp each assuming standard costs) and one potion of clw for Eldred. If Damien gives his potion to Malgrim, then that leaves Eldred and Malgrim each with one potion of clw, and Damien and Johan each with a wand of clw - that should cover all our bases, and still leave 30 odd gp in the communal kitty.

DM Aku: [blush] Thanks for the praise from the other group! [/blush]

Ok, that's it. If I go to bed now I should get six hours sleep before I have to shovel the driveway and get back to work. g'night!


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

I like that idea, Iron.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Lets see if GM Aku will allow purchase of partially charged wands... if so we have a share budget of 536gp for communal healing stuff


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Sure, you can buy a partially charged wand.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

2 wands of 15 charges each is 225gp, and 50 for the potion of CLWs it is then... still leaving the afore stated 36.5gp in kitty.

I'll buy an oil of MW in lieu of the healing potion I'd have bought with my own money.


Male Hobgoblin Cavalier 1 (Fell Rider)

Finally some time to address somethings-

Crafting- No issues with proposed changes.

Leadership- No issues with proposed changes; Malgrim won't be taking the feat. I believe the second book includes some organisation rules however?

Loot-

For my clarity, a party share is going to cover the wands then and Malgrim is taking a free CLW?

Claims should be made against the sale value of the item- so for example, Eldred's chain shirt claim should set him back 50G, not 100. This is crucial or the whole system falls apart and claims need to be done in far greater detail.

As weapon's, armour etc. are all sold for half price, we can't list them by the value we would buy them (100 in the example of chain shirt) or we are artificially inflating our shares to a higher number than they should be. Can we do a recalculate please? Books, jewellery, clothes and trade goods are all sold at full value so don't need to be changed.

While this will reduce our shares from the previous (false) estimate, it means claims are far less punishing (Eldred's sword becomes 150ish for example).

Malgrim will claim only the chain shirt for 50GP of his share.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Malgrim's got it right. This is particularly important at high level when we start finding magic items.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Let Johan do the calcs and see where we are at...


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I don’t know if I’ll be able to post today.
I’m going to visit my mother and take her to the theater. I left my notebook at home before going to work, and I’ll not be able to get it. But hopefully I’ll be back tomorrow.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Cool... then make up a PFS character when you get home... :D


Okay, Loot list mk3. Coins =full value. Equipment, weapons, armor, magic items = 1/2 value ( to sell and to buy back). All other valuables = full value.

I was missing the full sell value for gems books etc. That bumps us up quite a bit right there.

Commmunal share can now be used to purchase 2 wands with 20 charges each and 1 potion.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

So, with the 200 gp from Tiadora, I have 874 gp to spend... let's see.

I'm going to claim the poisoned whiskey, unless its price is debilitatingly high or the poison is too weak. (DM, mind reminding us of the effects and value?)

-Hanging on to that quarterstaff
-Masterwork light crossbow (335 gp) and ten bolts (1 gp)
-Witch's Kit (21 gp)
-Familliar satchel (25 gp)

Savings: 492 gold. (There is very little caster-relevant gear at low level.)

Will update my character sheet later.

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