
Roondar Turen* |

"Should look to retrain some tricks, not sure what the rules are"
Flavor, man! Everything doesn't need to be crunchy!
Her current tricks are:Attack II
Come
Defend
Fetch
Heel
Seek
Track
& now Flank
They seem fine to me, but assuming we can retrain, what are your suggestions?

Mokroka |

Loot Totals
18,000 Gold split 4 ways ie 4500 each
Magic Items & MW not included in this total for now
Lg broke +1 spear
Light Xbow +1
Greatsword +2
Ring of Spell Knowledge
Wand of Magic Missile
Heavy Steel Shield +1
Cloak, Cowardly Crouching
MW Cold Iron Falcion
MW Warhammer
masterwork flail
MW Splint Mail
MW Studded Leather x2
MW light steel shield
MW BP x2

DM Fflash |

Hit Points
[dice=HPs]1d5 + 3 + 1 Total = 32Skills: Acrobatics -1 , Climb +0 , Escape Artist -1 , Fly -1 , Handle Animal +8 , Heal +12 , Knowledge (Nature) +10 , Perception +10 , Ride -1 , Spellcraft +8 , Stealth -1 , Survival +15 , Swim +0
He'd like to get the Masterwork Studded Leather, and 1 alchemist Fire, the one Venom, and a tanglewood bag. Everything else is sellable to me.
You are short a 4th level ability score increase.
You added one too many skill points.
Druids can't use studded leather (metal studs)

Totiyonce |

totiyonce level up notes
hit points: 1d5 + 3 ⇒ (3) + 3 = 6
bab: 2 + 1 = 3
fort save: 1 + 0 = 1
ref save: 3 + 3 + 1 = 7
will save: 3 + 1 + 1 = 5
class features: none
Disable Device: 0 + 1 + 3 (dex) = 4
Linguistics: 0 + 1 + 3 (class) = 4
Spellcraft: 0 + 1 + 3 (class) = 4
Knowledge (engineering): 0 + 1 + 3 (class) = 4
Disguise: 8 + 1 = 9
Perception: 7 + 1 = 8
Stealth: 8 (+10 to feint in combat) + 1 = 9 (11)
feats: none
level 0 spells known: 8 + 0 = 8
level 1 spells known: 4 + 0 + 1 (favored class) = 5 (added: Unseen Servant)
level 2 spells known: 0 + 2 = 2 (added: Gallant Inspiration, Whip of Spiders)
level 1 spell slots: 3 + 0 + 1 (pearl) = 4
level 2 spell slots: 0 + 1 = 1
Charisma: 16 + 1 = 17
Dexterity: 16 + 1 = 17

Totiyonce |

no idea which tab to post this on, so i'm putting it here.
over the down days, toti will:
find a magic dude/chick, pay 90gp, and swap out 2 0-level spells:
find as many healing pots as she can, and buy them all -- all of them. hundreds. thousands. ALL of them.

Roondar Turen* |

Lets see if I am lucky...
Availableforsale: 1d100 ⇒ 62 +1 Med. Hide Armor (Available?) 1165gp (I think)
Availableforsale: 1d100 ⇒ 97 +1 Light Wooden Shield - Damn!
Availableforsale: 1d100 ⇒ 46 +1 Scimitar (Available?) 2315gp (I think)
Availableforsale: 1d100 ⇒ 98 CLW Wand - Damn!
Availableforsale: 1d100 ⇒ 70 CLW Potion - 50gp YAY!
Availableforsale: 1d100 ⇒ 16 CLW Potion - 50gp YAY!
Availableforsale: 1d100 ⇒ 85 CLW Potion - Damn!
Availableforsale: 1d100 ⇒ 74 CLW Potion - Damn!
Let me know if I didn't do that correctly. That leaves Roondar with 200gp

DM Fflash |

You can trade in for the hide armor so you only have to pay half for it. Same for the scimitar. You guys had the 2000gp Large spear so that should be enough for the scimitar. You can cobble together enough other weapons and armor to pay for half the hide armor.
Although your horrible dice rolling tapped the city out of CLW wands and CLW potions. After a week, those will reset and you can reroll. We will need to start the next chapter for that to happen
CLW scrolls are 25 go each may be available. CMW scrolls at 150gp

Totiyonce |

so, toti's gold accounting:
start balance: 3654gp
up to 3 CLW Wands (2250gp)
CLW Wand - Availability: 1d100 ⇒ 88
CLW Wand - Availability: 1d100 ⇒ 69
CLW Wand - Availability: 1d100 ⇒ 27
up to 4 CMW Potions (1200gp)
CMW Potion - Availability: 1d100 ⇒ 96
CMW Potion - Availability: 1d100 ⇒ 27
CMW Potion - Availability: 1d100 ⇒ 32
CMW Potion - Availability: 1d100 ⇒ 35
up to 10 CLW Potions (500gp)
CLW Potion - Availability: 1d100 ⇒ 91
CLW Potion - Availability: 1d100 ⇒ 11
CLW Potion - Availability: 1d100 ⇒ 96
CLW Potion - Availability: 1d100 ⇒ 87
CLW Potion - Availability: 1d100 ⇒ 58
CLW Potion - Availability: 1d100 ⇒ 80
CLW Potion - Availability: 1d100 ⇒ 39
CLW Potion - Availability: 1d100 ⇒ 29
CLW Potion - Availability: 1d100 ⇒ 42
CLW Potion - Availability: 1d100 ⇒ 39
up to 10 CMW Scrolls (1500gp)
CMW Scroll - Availability: 1d100 ⇒ 81
CMW Scroll - Availability: 1d100 ⇒ 94
CMW Scroll - Availability: 1d100 ⇒ 43
CMW Scroll - Availability: 1d100 ⇒ 93
CMW Scroll - Availability: 1d100 ⇒ 18
CMW Scroll - Availability: 1d100 ⇒ 82
CMW Scroll - Availability: 1d100 ⇒ 95
CMW Scroll - Availability: 1d100 ⇒ 80
CMW Scroll - Availability: 1d100 ⇒ 36
CMW Scroll - Availability: 1d100 ⇒ 60
45gp: drop scrivener's chant, add dancing lights.
45gp: drop lullaby, add spark.
final balance: 3564gp
p.s. FOR F!@#'S SAKE.

Totiyonce |

toti's going shopping for magic items!
1800gp
Efficient Quiver - Availability: 1d100 ⇒ 53
https://www.d20pfsrd.com/magic-items/wondrous-items/e-g/efficient-quiver
2000gp
Corrosive Shortbow - Availability: 1d100 ⇒ 68
https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abi lities/corrosive
3000gp
Bead of Force - Availability: 1d100 ⇒ 63
https://www.d20pfsrd.com/magic-items/wondrous-items/a-b/bead-of-force
1000gp
Pathfinder Pouch - Availability: 1d100 ⇒ 96
https://www.d20pfsrd.com/magic-items/wondrous-items/m-p/pathfinder-pouch
1000gp
Boots of the Cat - Availability: 1d100 ⇒ 76
https://www.d20pfsrd.com/magic-items/wondrous-items/a-b/boots-of-the-cat
2000gp
Manacles of Cooperation - Availability: 1d100 ⇒ 50
https://www.d20pfsrd.com/magic-items/wondrous-items/m-p/manacles-of-coopera tion
2000gp
Bladed Belt - Availability: 1d100 ⇒ 79
https://www.d20pfsrd.com/magic-items/wondrous-items/a-b/belt-bladed
2000gp
Buffering Cap - Availability: 1d100 ⇒ 47
https://www.d20pfsrd.com/magic-items/wondrous-items/c-d/cap-buffering
1800gp
Hat of Disguise - Availability: 1d100 ⇒ 7
https://www.d20pfsrd.com/magic-items/wondrous-items/h-l/hat-of-disguise
gear i ended up getting:
- Corrosive Shortbow (2000gp)
- 4 Potions of CMW (1200gp, commissioned)
starting gold: 3564gp
ending gold: 364gp
of course all the cheap stuff wasn't available. boo.

DM Fflash |

I feel a bit like a broken record.
Town item cap is 1000gp for what it can sell you, so anything above that is out unless specifically made available by the list provided ORRRRRR ....
.... if you have Sara and Astrid craft you an item.
So Toti could have her Corrosive shortbow crafted for 1/2 price, no limit, but way there's more, you say?!
Corrosive weapons can only be applied to a base +1 weapon, making it a total +2 weapon which has a price of 8K + masterwork shortbow costs. Half that puts you around 4.2k, if you have Sara and Astrid craft it.

Totiyonce |

to finish this out, toti will have the girls craft her an efficient quiver and boots of the cat for a grand total of 1400gp and a kiss for magic items.
so, the revised summary of downtime acquisitions:
- drop Scrivener's Chant, add Dancing Lights (45gp)
- drop Lullaby, add Spark (45gp)
- Efficient Quiver (900gp, commissioned)
- Boots of the Cat (500gp, commissioned)
- 4 Potions of CMW (1200gp, commissioned)
starting gold: 3564gp
ending gold: 874gp

Totiyonce |

chapter two setup cliff notes
the wrap-up from chapter one:
our main job:
our first task:

Totiyonce |

trying the roll again, with the new merchants.
Boots of the Cat - Availability: 1d100 ⇒ 43
sweet. got it.
the revised-revised summary of downtime acquisitions:
- drop Scrivener's Chant, add Dancing Lights (45gp)
- drop Lullaby, add Spark (45gp)
- Efficient Quiver (900gp, commissioned)
- Boots of the Cat (1000gp, from riverboat merchants)
- 4 Potions of CMW (1200gp, commissioned)
starting gold: 3564gp
ending gold: 374gp

Roondar Turen* |

Roondar has the +1 Scimitar, the +1 Hide armor, he was able to buy 2 potions of CLW.
If the local economy resets (not sure how long we are staying in town)
I believe you mentioned that something happened to reset the available gear in the city, Maybe I misread.
I would like to get these items if possible
CLW Wand: 1d100 ⇒ 47 <- Yay -750gp
CMW Scroll: 1d100 ⇒ 28 <- Yay -300gp
CMW Scroll: 1d100 ⇒ 68 <- Yay -300gp
CMW Scroll: 1d100 ⇒ 93 <- Damn!
CLW Potion: 1d100 ⇒ 38 <- yay -50gp
CLW Potion: 1d100 ⇒ 10 <- Yay -50gp
Since we had the raw mats, and the crafts people to remake stuff, I believe the scimitar would have been -1158gp
the hide armor should be -583gp
(from the previous post) -100gp
So I think Roondar has a balance of 363gp.
He will keep a standard spell lineup: (mem spells at sunrise)
0 - Create Water, Detect magic, Light, and Read Magic
1 - CLW(x2), Magic Fang, Speak with Animals
2 -Barkskin, Sickening Entanglement, (open slot)
I want to ask, back in the day, I played in a campaign where you could leave a spell slot open, and at any point you could spend 15min game time, to fill it on the fly. Are you interested in doing something like this?

Mokroka |

Potions
Shield - 1d100 ⇒ 59 (50GP)
Shield - 1d100 ⇒ 94 (meh)
Protection from evil - 1d100 ⇒ 82 (meh)
Long Arms - 1d100 ⇒ 26 (50GP)
Long Arms - 1d100 ⇒ 17 (50GP)
Enlarge Person - 1d100 ⇒ 24 (50GP)
Enlarge Person - 1d100 ⇒ 23 (50GP)
CLW - 1d100 ⇒ 16 (50GP)
CLW - 1d100 ⇒ 6 (50GP)
CLW - 1d100 ⇒ 59 (50GP)

Jugger Grimbeard |

3564 gp + 49 gp (previous wealth) = 3613 gp
Purchases:
* +1 heavy steel shield... 1170 gp
* mwk armor crafting tools... 55 gp
* potion of resist fire... 300 gp
Available?: 1d100 ⇒ 71
* potion of cure moderate wounds... 300 gp
Available?: 1d100 ⇒ 46
* potion of cure moderate wounds... 300 gp
Sell:
Splint mail armor... 100 gp
Remaining money: 1588 gp
Probably aught to account for food and water for the upcoming trip. Party fund it for everyone?
Side note: I changed Jugger's alignment to NG. I think it will be more in line with how I've played him so far.

DM Fflash |

Half-orc rogue (pirate) 1/warrior 1
N Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 15 each (2 HD; 1d8+1d10+2)
Fort +3, Ref +4, Will +1
Defensive Abilities orc ferocity
OFFENSE
Speed 30 ft.
Melee handaxe +4 (1d6+3/×3) or
dagger +4 (1d4+3/19–20)
Ranged javelin +3 (1d6+3) or
heavy ballista +3 (4d8/19–20)
Special Attacks sneak attack +1d6
STATISTICS
Str 16, Dex 15, Con 13, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Exotic Weapon Proficiency (heavy ballista),
Sea LegsUC
Skills Acrobatics +8, Climb +9, Intimidate +5,
Knowledge (engineering) +1, Knowledge
(local) +4, Perception +5, Profession (sailor) +6,
Sleight of Hand +6, Stealth +6, Swim +9
Languages Common, Orc
SQ orc blood, sea legs
Gear leather armor, dagger, handaxe, javelin
Female orc bard 3
CN Medium humanoid (orc)
Init +2; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 20 (3d8+3)
Fort +4, Ref +5, Will +1; +4 vs. bardic performance, languagedependent,
and sonic
Defensive Abilities ferocity
Weaknesses light sensitivity
OFFENSE
Speed 30 ft.
Melee mwk whip +6 (1d3+3 nonlethal) or
short sword +5 (1d6+3/19–20)
Ranged javelin +4 (1d6+3)
Special Attacks bardic performance 15 rounds/day
(countersong, distraction, fascinate [DC 12], inspire
competence +2, inspire courage +1)
Bard Spells Known (CL 3rd; concentration +4)
1st (4/day)—animate rope, cause fear (DC 12), cure light
wounds, hideous laughter (DC 12)
0 (at will)—daze (DC 11), flare (DC 11), know direction, mage
hand, resistance, summon instrument
TACTICS
During Combat Halrex attempts to disarm or trip opponents
with her whip, then switches to her short sword.
STATISTICS
Str 16, Dex 14, Con 13, Int 8, Wis 6, Cha 13
Base Atk +2; CMB +5; CMD 17
Feats Extra Performance, Great Fortitude
Skills Acrobatics +8, Knowledge (geography) +5,
Knowledge (local) +5, Perception +4, Perform
(percussion) +9, Profession (sailor) +4, Swim +5
Languages Common, Orc
SQ bardic knowledge +1, versatile performance
(percussion), weapon familiarity
Combat Gear potion of cure light wounds; Other
Gear +1 leather armor, javelins (2), mwk
whip, short sword, mwk drum, spell
component pouch,
Male half-orc ranger 4
CN Medium humanoid (human, orc)
Init +2 (+4 on water); Senses darkvision 60 ft.; Perception +8
(+10 on water)
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 38 (4d10+12)
Fort +6, Ref +6, Will +2
Defensive Abilities orc ferocity
OFFENSE
Speed 30 ft.
Melee mwk scimitar +7 (1d6+3/18–20), mwk kukri +6
(1d4+1/18–20) or
mwk scimitar +9 (1d6+3/18–20)
Ranged javelin +6 (1d6+3)
Special Attacks combat style (two-weapon), favored enemy
(dragons +2)
Ranger Spells Prepared (CL 1st; concentration +2)
1st—resist energy
STATISTICS
Str 16, Dex 15, Con 14, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +7; CMD 19
Feats Endurance, Quick Draw, Two-Weapon Fighting, Weapon
Focus (scimitar)
Skills Intimidate +8, Knowledge (geography) +5 (+7 on
water), Knowledge (local) +2, Perception +8 (+10 on
water), Profession (sailor) +8, Survival +8 (+10 on
water), Swim +13
Languages Common, Orc
SQ favored terrain (water +2), hunter’s bond
(companions), orc blood, track +2, wild
empathy +3
Combat Gear potion of cure moderate wounds;
Other Gear chain shirt, javelins (2), mwk kukri,
mwk scimitar, ring of swimming, black pearl earring

DM Fflash |

Ship Duties
Rowing + Something else every day