GM Ventiine's Ruins of Azlant (Books 1-3)

Game Master Ventiine

Books 1 & 2 | Book 3 | NPCs | Combat Maps | Loot Sheet | Island Map

Location: Pillars of Long Shadow (A5)
Current day: Fireday (Fireday), 7 Erastus (July) 4717
4717 Calendar


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M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

Ok, so we have 2 votes to keep the gear (Mauro, Antaral) and a bunch of abstentions yet (Crispin, Becky, Asher)...

Also, @Crispin, a suggested spell: Detect Charm... There is way too much mind control running around.


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N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List

On the question of the equipment of Rayland and Eliza, I think Becky would be against taking it until their situation can be fully understood and dealt with.

Becky secretly wishes Rayland, especially, out of the picture, cuz she fears he'll become Ramona's second-in-command...and Becky's got her eyes on that prize!

Silver Crusade

Thanks for the welcome Becky and Mauro and thanks to the GM for selecting me! Hopefully not to induce groans from the PCs but I strongly believe in collaboration particularly since I have limited experience with Pathfinder (but years and years and you get the idea) of experience with 3.0 and 3.5. As I wrote to the GM, with all of the archetypes available, just about any class can fill any other class role plus you guys have been playing this AP and will have a better sense of what the party is missing and/or needs than I do.
On first glance I don't see a 'full' ('full' meaning a class that gains 9th level spells) divine caster. I also don't see a rogue. Which, if either, would fill a bigger need with the party?


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List

I'd say play what you want. A full divine caster might be the best fit, as Becky's the main healer with Antaral as the backup. Becky and Mauro are a decent team against traps.

Silver Crusade

I've never played an Oracle so I'd be hesitant to try one and Druids are more versatile with skills, skill points, Wild Shape, and animal companion but aren't as effective at healing.
How often do you have issues with PCs running low on HP or suffering from conditions/afflictions?


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List
Shadow Dragon wrote:


How often do you have issues with PCs running low on HP or suffering from conditions/afflictions?

Nothing too major yet, and I had Becky take cure moderate wounds when she leveled. Plus we have apx. 38 charges from a communal wand of cure light wounds, so topping off hps isn't a problem. And I don't mind Becky doing some in-fight healing; she's a pretty poor combatant. Conditions and afflictions are a whole other story. We haven't been hit with many, but I'm not sure we're prepared if we are--Becky has 0 ranks in Heal.

Silver Crusade

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Becky Beys wrote:
Shadow Dragon wrote:


How often do you have issues with PCs running low on HP or suffering from conditions/afflictions?
Nothing too major yet, and I had Becky take cure moderate wounds when she leveled. Plus we have apx. 38 charges from a communal wand of cure light wounds, so topping off hps isn't a problem. And I don't mind Becky doing some in-fight healing; she's a pretty poor combatant. Conditions and afflictions are a whole other story. We haven't been hit with many, but I'm not sure we're prepared if we are--Becky has 0 ranks in Heal.

Which is why my first thought was Cleric but that largely hinges upon the ability to take, and more importantly use, Scribe Scroll. Clerics don't have enough spell slots to keep all the 'Remove' spells in memory and scrolls are an excellent way to keep a bad situation from turning into a nightmare.

Doing some metagaming I suspect more underwater situations will occur since Water Breathing is a 3rd level spell (gained at 5th level for Clerics, at 5th or a bit more for some of the other classes) so access to that might be important.


Becky Beys wrote:
@GM Ventiine: Is it safe to assume that Becky will have access to whatever magical reagents are needed for the spell's material component?

Yes, the island is rich in natural resources! Err, barring something ridiculous like diamond dust (1,000 gp)

-----

I think two votes is a sufficient majority to claiming Rayland and Eliza's things to the party loot list if Crispin and Asher don't have an opinion. If they (Rayland and Eliza) come to their senses and there are certain items that are important to them, the party could always return said items at a later date, negotiate, or claim them as payment for saving their butts. It is completely up to the party on how they want to play it


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Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

Antaral has healer's hands and 4 ranks in heal and in planes and skill focus heal. The combination gives me a +15 heal. makes mundane healing fairly easy so to speak. It just takes time. (and for me to remember)

As for what you want to play.....My only vote would be for something you have fun with. The party is fairly balanced now I feel so whatever role you feel will be the most fun, play.

Antaral is mainly ranged but I intend to use alchemical boosts to things like plague and poison just have to have the money and downtime to make them.

With that said some of the money for party boosts/assists should come from party pool. Like the cure light wounds is party and shouldn't be counted against Becky's wealth.


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

@ VENTINNE
Are any of the spells capable to be made into formula's? NOt sure how this would work but was wondering.

Also I am wondering if the alchemist would trade formula's
with me a gain

I now have level 2 formulas and could trade for hers.

Also question on crafting: Swift Alchemy (Ex) Construct alchemical items in half the normal time. … This is a standard feature for an alchemist. How do I use it when figuring out how much of what I can craft? I am not completely sure.


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

I would suggest we sell all alchemical items and let me make them. We can get much more for the buck that way. I have an auto 16 to craft alchemical items and the majority of them have a dc from 10-25 making it an almost sure bet on many of the lower cost items. Especially if I take 10 on the roll.

If the spells can be made into formula's antaral would like the opportunity to turn any he doesn't have into formulas before we sell the book.

Also I made a few suggestions on the loot sheet but it confuses me so I left most alone.


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

Sorry for the delay all. The last few days have been very busy for me.

Crispin is updated now. He took a point of INT for his stat increase so has a few more skills. Too many to list, though he did spend some points on Craft Painting. He plans to sketch the various things we find to help other scholars learn.

@Shadow Dragon. Welcome aboard. For your character I'd say go with what you want to play. An Oracle of the waves or Lore would fit in well with the area we're in right now. :)

Putting my hand up late for keeping the gear we took from Reynard & Eliza. Obviously they will have to spend too much time recovering from their ordeal to use them properly. :)

Unless anyone else wants it Crispin will take the +1 spear. It's a simple weapon so he can use it for defense.


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

Sorry for the lack of posting much this week. We've had a respiratory virus come home from the one daughter's day care, and we've been dealing with cranky kids and no sleep while trying to work.

Just running through a few things for now:

1. Welcome Shadow Dragon. It's a fun group, and I am sure that you will enjoy the game. Play what you want. Do you have any other role in mind besides healer? Clerics are very versatile and can also do a decent amount of battlefield control, buffing, or can wade into battle themselves.

2. I agree with keeping the gear as it is spoils of war and if we are to assume primary protective duties, we should equip ourselves as we see fit.

3. I put the Seaborne Glaive back in the loot as it's an expensive item and I am trying to upgrade my existing weapon eventually, and it doesn't need the Seaborne property.

@Crispin, I had asked about your plans for crafting feats. Is either Weapons and Armor or Wondrous Items in the cards? It'll help me plan my purchases.


Antaral Ne'lethborn wrote:

@ VENTINNE

Are any of the spells capable to be made into formula's? NOt sure how this would work but was wondering.

I'm honestly not 100% sure. Perhaps the spells capable of being made into formulas are the spells on the Alchemist Spell list?

Looking into Alchimist, it appears that your Formula Book is the wizard's equivalent to a spellbook and "a spellbook and a formula book are essentially the same item." With this in mind, I would follow the rules on writing a new spell into a spellbook.

Besides 40 hours of Crafting constituting as one week, I am trying to follow Pathfinder rules as closely as I can. If you can find something on PRD/Nethy's or in one of the Paizo rulebooks, it is valid.

Sidenote, I believe you can only craft 1 magical item a day, but with a month of downtime, that should be plenty of craft time for what the party wants to make.

Please let me know if there was a part of your question I didn't answer. I've never played an alchemist so this is new territory for me

---

Also, I don't remember off the top of my head how much was already exchanged with Alba so one of us needs to find the archived posts.

As a refresher (for me and whoever else needs it) the book states: "Alba makes the PCs an offer in exchange for their services. She pledges to use 50% of the value of the reagents they harvest to create whatever they want in the form of potions and alchemical items. She is limited to those formulae she knows, but if the PCs share any arcane spells with her, she gives them full credit in trade for their value" and the party was able to "gather 600 gp worth of rare plant-based alchemical reagents from the bushes" back in area I.

Archieved Posts
Materials for Alba's quest are successfully acquired
Ruling on trading spells with Alba
Antaral plans out a future spell trade with Alba (Did I settle this?)
Alba autopasses craft checks
Party decides they want "Antiplague and Antitoxin both have a DC of 25, and a full retail cost of 50GP" crafted (I don't think these were ever added to the loot spreadsheet)
Party decides to use money on weapon blanches but nothing is defined


I'm really happy everyone is still here and doing well/recovering. You never know with the pandemic still lingering about.

Selling/Buying gear Being a Hamlet, I believe Talmandor Bounty has a purchasing limit of 1,000 gold. Hamlets have 200 gp of 1d6 magical items (which seems really low to me, but you are currently a group of less than 61 people.) The small exception is the reagent quest you completed for Alba.

Upgrading gear The initial settlers, who Rayland led, were mostly soldiers, builders, farmers (RIP Silas Weatherbee), and a priest/cleric. (The party would know this - especially after finding the Liberty Herald's charter in Rayland's house.) According to the first book, the second wave of colonists who sailed over with the PCs (and NPCs with portraits) "include eight farmers (some of whom belong to an extended family), 11 carpenters, and 17 individuals with enough general skills to be assigned as needed." There is some profession specialization, like Alba Divenvaar (alchemist) and Luetin Calewick (an assistant blacksmith.) One could reasonably assume as more people sail over, more specialized professionals will arrive.

As a reminder, one of the reasons why the situation was so dire when you made landfall was because there were not enough supplies for you all to sail back to Almas. Everyone is "roughing it" because there is no societal infrastructure to support you in your endeavors on the island beyond your fellow settlers. There are no taverns, inns, or merchants, nor anyone to buy your treasure and sell you equipment upgrades other than what other colonists want or can make.

TL;DR The current party knowledge is: you all are waiting on a supply ship for the chance to sell your equipment and purchase new gear. Small things can be bought and sold, but it probably feels like pennies.


Sorry about the typos, yeesh


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

@Ventiine :
I can't find the spell list for alba. I know from a post made shortly after the ruling on trading spells with her that she has comprehend langages and barkskin that I want. I don't know what else she has so I don't know what to trade her from mine.

Can you look at her formulae list and let me know please?
I have false life and invisibility that I can trade both level 2 if she doesn't have them.

---------------------------------------------------------------------
using crafter's fortune +5 to alchemical craft 1/day spell-- I will have

30 days with a +27 result on craft alchemy.

However I craft things at 1/2 the time so in theory I can make 2 alchemical items a day correct?

Silver Crusade

Asher 'Cinnis' Regillenus wrote:

Sorry for the lack of posting much this week. We've had a respiratory virus come home from the one daughter's day care, and we've been dealing with cranky kids and no sleep while trying to work.

Just running through a few things for now:

1. Welcome Shadow Dragon. It's a fun group, and I am sure that you will enjoy the game. Play what you want. Do you have any other role in mind besides healer? Clerics are very versatile and can also do a decent amount of battlefield control, buffing, or can wade into battle themselves.

2. I agree with keeping the gear as it is spoils of war and if we are to assume primary protective duties, we should equip ourselves as we see fit.

3. I put the Seaborne Glaive back in the loot as it's an expensive item and I am trying to upgrade my existing weapon eventually, and it doesn't need the Seaborne property.

@Crispin, I had asked about your plans for crafting feats. Is either Weapons and Armor or Wondrous Items in the cards? It'll help me plan my purchases.

Sorry for the delay but I've not been feeling well the past couple days myself. I was asking what the party was either lacking or could really use and, after seeing the party composition, my first thought was Cleric. With the GM's permission I am considering an Aquatic Elf but it's tough sledding since neither stat bonus is to either Wisdom or Charisma and a Constitution penalty is a killer (sometimes literally!). After playing with the points he would look like this after racial adjustments and adding in the 4th level stat boost:

11 Str 14 Dex 12 Con 12 Int 16 Wis 14 Cha
I'm curious what others think about the tradeoffs between being the Aquatic elf's natural swim speed and ability to breathe water vs. the 'better' stats of a human.


Antaral Ne'lethborn wrote:
However I craft things at 1/2 the time so in theory I can make 2 alchemical items a day correct?

No, I think you can only create one magical item a day. Unless alchemical items are not magical?

I will pull Alba's spell list tomorrow


They are not magical but copy magic like effects. I can't find anything specific to saying they are or aren't magic. However, when going under magical item creation it doesn't list them as magical. nethys info

also

they are listed under equipment not magic. They take the craft skill which anyone can take thus allowing a fighter to create alchemical items but not magic items.

and also,

found this link [urlhttps://www.reddit.com/r/Pathfinder_RPG/comments/4n9ziv/detect_magic_on_alchemical_items/]clarification[/url]

I have asked for official clarification here
are alchemical items considered magical?

From what I can find in forumns they are not. OR I could only make one tindertwig a day.

YOur call however


Herkymr the Silly wrote:
They are not magical but copy magic like effects. I can't find anything specific to saying they are or aren't magic. However, when going under magical item creation it doesn't list them as magical. nethys info

I was unable to find the elusive post, but I found the book page!

Alba's formula book contains the following spells: ant haul, barkskin, bomber’s eye, comprehend languages, cure light wounds, cure moderate wounds, endure elements, expeditious retreat, shield, and touch of the sea.

Thank you for doing research on this. Ok, so let's rule that alchemical items are magical but not magic items. Therefore, more than one can be made per day. It does seem logical to me that choosing to be an alchemist over a wizard for alchemical items would make sense.


Shadow Dragon wrote:

Sorry for the delay but I've not been feeling well the past couple of days myself. I was asking what the party was either lacking or could really use and, after seeing the party composition, my first thought was Cleric. With the GM's permission, I am considering an Aquatic Elf but it's tough sledding since neither stat bonus is to either Wisdom or Charisma and a Constitution penalty is a killer (sometimes literally!). After playing with the points he would look like this after racial adjustments and adding in the 4th level stat boost:

11 Str 14 Dex 12 Con 12 Int 16 Wis 14 Cha
I'm curious what others think about the tradeoffs between being the Aquatic elf's natural swim speed and ability to breathe water vs. the 'better' stats of a human.

I hope you feel better soon! An aquatic elf is an acceptable race, but as a reminder, you don't have to play an aquatic race in order to be successful. But totally fine if you like the flavor and it fits your backstory. Aasimars are off-limits.

As a player, I personally like humans. It's hard to beat the extra feat.

As a GM, I think water breathing is more important than swimming for the specific books we are doing. I think air bubble might be an advantageous level 1 spell along with some other water-related items the book may or may not happen to throw the party's way.

I would like to introduce your character whenever you are ready. Can be real-life today, tomorrow, the day after, etc. Character tweaks are fine until after the first combat encounter.

Silver Crusade

GM Ventiine wrote:
Shadow Dragon wrote:

Sorry for the delay but I've not been feeling well the past couple of days myself. I was asking what the party was either lacking or could really use and, after seeing the party composition, my first thought was Cleric. With the GM's permission, I am considering an Aquatic Elf but it's tough sledding since neither stat bonus is to either Wisdom or Charisma and a Constitution penalty is a killer (sometimes literally!). After playing with the points he would look like this after racial adjustments and adding in the 4th level stat boost:

11 Str 14 Dex 12 Con 12 Int 16 Wis 14 Cha
I'm curious what others think about the tradeoffs between being the Aquatic elf's natural swim speed and ability to breathe water vs. the 'better' stats of a human.

I hope you feel better soon! An aquatic elf is an acceptable race, but as a reminder, you don't have to play an aquatic race in order to be successful. But totally fine if you like the flavor and it fits your backstory. Aasimars are off-limits.

As a player, I personally like humans. It's hard to beat the extra feat.

As a GM, I think water breathing is more important than swimming for the specific books we are doing. I think air bubble might be an advantageous level 1 spell along with some other water-related items the book may or may not happen to throw the party's way.

I would like to introduce your character whenever you are ready. Can be real-life today, tomorrow, the day after, etc. Character tweaks are fine until after the first combat encounter.

I sent you a PM with some questions and I'm sending another. :)


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

@ Ventiine, I assume that it's you who's been doing big edits on the loot sheet, and I'm not clear what you are doing, so I've left the first sheet (Book 1) alone.

Working on the second sheet (Split calculation 2), I have added several items (soul soap, red recording gem, and Rayland and Eliza's equipment) if you want to grab them for your records. Everything I have added to the stuff I copied from your loot inventory is in green.

I am wondering if the following count as art objects (ie worth full value in cash) - Silver Mirror, Tablet depicting Mordant Spire, Recording gems, Reserach books. Currently I am assuming 1/2 value...

@ Party
We need to decide who gets the
a) two Cloaks of Resistance +1 (not Mauro, I already have a +2 resistance bonus),
b)the ring of Protection +1.
c)Also does anyone want the +1 Breastplate besides Mauro?
and d) Finally, we need to review if we keep the soul soap (I say yes), Elixir of Swimming (I say yes), Wand of Mage Armor (no opinion), and what we are doing with assorted potions of CLW (given we now have 3 or so potions of CMW).


Shadow Dragon wrote:
I sent you a PM with some questions and I'm sending another. :)

Apologies! I responded to the second to last message you sent.

wrote:
@ Ventiine, I assume that it's you who's been doing big edits on the loot sheet, and I'm not clear what you are doing, so I've left the first sheet (Book 1) alone.

Yes, I have been editing the first sheet. So, the first sheet is not comprehensive. If your sheet is up-to-date with everything looted, we can go ahead and delete mine. I am going to go completely hands-off with the loot sheet as I wanted the party to manage loot from the beginning.

Concerning the...
Silver Mirror with a rose motif is worth 150 gp
Tablet depicting Mordant Spire is worth 500 gp (I assume from the book's description it is an "art object")
The two recording gems found at the Spindlelock Research Center are worth 1,000 gp each due to this historical data on them.
It should be noted, the recording gem from the Government House encounter (clockwork spider) is worth 50 gp. This 50 gp recording gem is considered part of the clockwork spy (it's an item required to craft it.)
The surviving books, which are a major historical find, are worth 4,000 gp. If the trapped one is disabled it is an additional 1,000 gp, totaling 5,000 gp.

Silver Crusade

Mauro Ocela wrote:


@ Party
We need to decide who gets the
a) two Cloaks of Resistance +1 (not Mauro, I already have a +2 resistance bonus),
b)the ring of Protection +1.
c)Also does anyone want the +1 Breastplate besides Mauro?
and d) Finally, we need to review if we keep the soul soap (I say yes), Elixir of Swimming (I say yes), Wand of Mage Armor (no opinion), and what we are doing with assorted potions of CLW (given we now have 3 or so potions of CMW).

Please somebody use the Cloaks; failing saves is the quickest way to be neutralized in combat.

If someone can use the Wand of Mage Armor bear in mind it's a +4 armor bonus that's a force effect and has zero weight and armor check penalty.


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

I will trade invisibility and false life --both level 2 -- for barkskin and cure mod.(80 gold total assumed it was free spell but for ink cost)

I will trade true strike, reduce person, enlarge person - all level 1--for comprehend languages, endure elements and expeditious retreat. (40 gold total assumed it was free spell but for ink cost)

total spent 120 gp to copy spells.

this makes all my spells currently in alba's book as well.

Silver Crusade

Herkymr the Silly wrote:

They are not magical but copy magic like effects. I can't find anything specific to saying they are or aren't magic. However, when going under magical item creation it doesn't list them as magical. nethys info

also

they are listed under equipment not magic. They take the craft skill which anyone can take thus allowing a fighter to create alchemical items but not magic items.

and also,

found this link [urlhttps://www.reddit.com/r/Pathfinder_RPG/comments/4n9ziv/detect_magic_on_alchemical_items/]clarification[/url]

I have asked for official clarification here
are alchemical items considered magical?

From what I can find in forumns they are not. OR I could only make one tindertwig a day.

YOur call however

Crafting in PF (and 3.0/3.5 for that matter) has always been problematic. Here are links to a spreadsheet that shows the time it takes to Craft alchemical items and a Crafting Calculator:

Spreadhseet

Crafting Calculator

I entered your +27 to Craft (Alchemy), the cost and DC for Alchemist's Fire, checked the Swift Alchemy box and it states 1.3 days to produce 1 Alchemist's Fire.

The spreadsheet has it listed at 1.2 days to produce 1 Alchemist's Fire so it seems reasonably close to the calculator.


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

I’ll take the ring of protection and a cloak of resistance. My AC is low for a front liner, and that low Will save is an issue when Dominate is on the table. Mauro should take the breastplate.

Barkskin is a good call, Antaral.


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

Hmm.. make that just the cloak. I need to keep some free funds for weapon enhancements.


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

We can sell the spellbook once the spells are deciphered to formula's and copied. Which brings me to a question....Can I scribe formulas into my book that are higher than I can cast? I know wizards can or atleast that has been my understanding as a dm and as a player.

Ventiine, what's your thoughts?

@dragon : the calculators are interesting but tbh I'm not sure how to use them. the 27 would give me 30 days of 27 rolls. I was thinking
antiplague 2 (2/3 of 50gp)
antitoxin 3 (50 gp total)
essence of independence (3) total 80 gold
Keros oil (3) total 5 gold

Then would have to roll for the following:
Aquemir dc 30 cost 50 (3)
alchemy: 1d20 + 15 ⇒ (12) + 15 = 27
alchemy: 1d20 + 15 ⇒ (20) + 15 = 35
alchemy: 1d20 + 15 ⇒ (14) + 15 = 29
alchemy: 1d20 + 15 ⇒ (18) + 15 = 33
alchemy: 1d20 + 15 ⇒ (9) + 15 = 24
alchemy: 1d20 + 15 ⇒ (13) + 15 = 28
alchemy: 1d20 + 15 ⇒ (19) + 15 = 34
alchemy: 1d20 + 15 ⇒ (7) + 15 = 22
alchemy: 1d20 + 15 ⇒ (16) + 15 = 31
alchemy: 1d20 + 15 ⇒ (2) + 15 = 17

I gave 10 rolls cuz I wasn't sure how many would be needed. Still struggling to figure out time to create for each item

Silver Crusade

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Antaral Ne'lethborn wrote:

@dragon : the calculators are interesting but tbh I'm not sure how to use them.

Okay here's how I used it:

1) Select 'Alchemist's Fire' from the dropdown box; it defaulted to inserting the 'Item Cost' and 'Item DC' for an Alchemist's Fire.
2) I entered your 27 check into 'Check Result' box.
3) I checked the box for 'Swift Alchemy' since your PC has it.
4) I left the 'Item Count' at 1 to make only 1 Alchemist's Fire.
5) I clicked on the 'Recompute' button and it produced the 'Progress', 'Overall Progress', 'Time Taken', and 'Amount to Pay' fields.

So by telling it you want to make 1 Alchemist's Fire the calculator computes it will take your PC 1.3 days to craft it and cost 6 Gold, 6 Silver, and 6 Copper.

The spreadsheet I used to check the time to create and it lists 1.2 days vs. 1.3 for the calculator - pretty close so I'm guessing they're accurate.


Shadow Dragon, I absolutely love that you've joined us and have brought your knowledge too <3 I bookmarked that calculator for future reference

Antaral, I don't think you can scribe formulas into your book that are higher than you can use. Simply because I think one would have to understand the spell to transcribe it correctly. Unless there is an official Pathfinder ruling on that?

Silver Crusade

GM Ventiine wrote:
Shadow Dragon, I absolutely love that you've joined us and have brought your knowledge too <3

Thanks and hopefully the people who made the Spreadsheet and Calculator are correct. If need by I can grab my calculator, paper, and pencil and go old school on it but, since no one ripped the links apart for being wrong, I think they're close.

My PC is mostly done; mundane equipment is probably going to be the longest issue.


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5
GM Ventiine wrote:

Shadow Dragon, I absolutely love that you've joined us and have brought your knowledge too <3 I bookmarked that calculator for future reference

Antaral, I don't think you can scribe formulas into your book that are higher than you can use. Simply because I think one would have to understand the spell to transcribe it correctly. Unless there is an official Pathfinder ruling on that?

Ok. Guess I'll hold on to the spell book then as my loot or share part unless someone objects.


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

I won't actually be able to scribe the spells I picked into my book unless I have money left from the loot.


Luckily a supply ship just arrived hehe

Hopefully, we will have a gold amount from the loot sheet tomorrow so everyone will know what their split is. If more clarification is needed on loot please let me know

And again, the supply ship will be at port for a few days, so the party may continue to roleplay through the story if you all wish


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

alchemical rolls:

Auqamir rolls dc 30
alchemy: 1d20 + 15 ⇒ (17) + 15 = 32 success 5.5 days
alchemy: 1d20 + 15 ⇒ (16) + 15 = 31 success 5.6 days
alchemy: 1d20 + 15 ⇒ (11) + 15 = 26 no progress 1 week
alchemy: 1d20 + 15 ⇒ (16) + 15 = 31 success 5.6 days

Made 3 (cost 150 gp total)(total of 23.7 days for all attempts)

These are not added to loot sheet yet because I want party funds to make them nor are they paid for.


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

Taking 10:

antiplague 2 (25) 2.6 days x2 = 5.4 days ( 33 gp 3 sil 2 cp total)party
antitoxin 3 (25) 2.6 days x3 = 6.8 days ( 50 gold total) party
essence of independence (3) (craft 25) (80 gold total)party
Keros oil 3 (15) .4 days x3= 1.2 days) (5 gold total) personal

None of this has been paid for nor added to the loot sheet. This is part of what I want to make while we have down time. I will get more up when we get actual loot share figured out.

Silver Crusade

Perhaps pool some funds to purchase at least 1 Wand of Cure Light Wounds?


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

Sorry, snowed under at the moment. Not literally, hasn't snowed in wellington for years. And that was a once a century thing.

@Asher. Crispin will be taking Craft Wonderous items at some stage soon.

@Shadow Dragon. Aquatic Elf looks good. We're in the middle of the ocean so news of the new settlement would be interesting to the nearby Aquatic races. Stats look good as well. At the moment someone with a swim speed & water breathing would be an advantage to the party in some places.

Humorous tale: I was in another Ruins of Azlant game as a replacement character. Sadly the game died after a couple of weeks. The other replacement character decided a Locathah Cleric of Erastil, specializing in Longbow was a good build?


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
Crispin Xantrian wrote:

Sorry, snowed under at the moment. Not literally, hasn't snowed in wellington for years. And that was a once a century thing.

@Asher. Crispin will be taking Craft Wonderous items at some stage soon.

@Shadow Dragon. Aquatic Elf looks good. We're in the middle of the ocean so news of the new settlement would be interesting to the nearby Aquatic races. Stats look good as well. At the moment someone with a swim speed & water breathing would be an advantage to the party in some places.

Humorous tale: I was in another Ruins of Azlant game as a replacement character. Sadly the game died after a couple of weeks. The other replacement character decided a Locathah Cleric of Erastil, specializing in Longbow was a good build?

That's what I don't want to do - make a liability to the party.


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10
Talath Na'El wrote:
Crispin Xantrian wrote:

Sorry, snowed under at the moment. Not literally, hasn't snowed in wellington for years. And that was a once a century thing.

@Asher. Crispin will be taking Craft Wonderous items at some stage soon.

@Shadow Dragon. Aquatic Elf looks good. We're in the middle of the ocean so news of the new settlement would be interesting to the nearby Aquatic races. Stats look good as well. At the moment someone with a swim speed & water breathing would be an advantage to the party in some places.

Humorous tale: I was in another Ruins of Azlant game as a replacement character. Sadly the game died after a couple of weeks. The other replacement character decided a Locathah Cleric of Erastil, specializing in Longbow was a good build?

That's what I don't want to do - make a liability to the party.

Oddly enough I was playing an Aquatic Elf Arcanist as my character. Locathah's have a 10' speed on land to make his even better. :)


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5
Shadow Dragon wrote:

Perhaps pool some funds to purchase at least 1 Wand of Cure Light Wounds?

We also have the CL potions I'd say keep or sell and pool their funds towards the wand. I have cure mod and cure light available in limited amounts through my extracts. I also have precise treatment/ healers hands, knowledge planes, heal, and skill focus heal as well as a combo that gives us high "mundane" healing. {I just need to remember to use them...sheepish}

I suggest as a team we pool sources for some alchemical boosts to resistances and saves. antitoxin and Antiplague are good starts.

AQUEMIR has good use for preparation for so many things.

essence of independence is useful for mind effects countering

fortifying brew
currative myrrh
blood clotter salve
soothe syrup
still gut
troll styipic
venombane lozenges

The listed are all good to the party in varying degrees. I would look at possibly getting/making a few of those items.


bodybalm

bottled sunlight
chameleon pill
coral boulder
eb
ES
flash seed
HB for taking watches
interrogation/negotiation
LD
LT
MD
MF
MC
ns (weapon)
Potion sponge
SD
spider sac
SCS
SC
sunrod
blanch=GS

These are some other useful items for the party.


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

just for clarification on loot....we lose all the items bey had correct? I'd assume we do but just wanting to check. If we do then we should just go in and highlight those items and delete them. or atleast keep a separate list because Bey may be willing to sell or trade with/to the party.


amulet of natural armor +1
Potions of clw
wand of color spray & goodberry
would all be good things to get back from Bey

as for cloaks of resistance.. I could use one if it is available.
I also could do with the spear +1 or something for in close combat I only have daggers.

@ ventiine = What is the shield cloak?

tourmaline sphere should go to becky, antaral, or shadow dragon. It allows the healers to stay alove a bit longer if needed.

I combined the two entries for tridents and the 2 entries for alchemist fire that were unclaimed. Then deleted the rows of the extra. This is reflected in the loot sheet.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

Another idea for a useful alchemical item: Holy Weapon Balm.
Only one use but it's good vs. incorporeal undead.

Quick question: I had selected Draconic as one of his languages but I notice it isn't on the GM's helpful list of "languages of interest." Is there a language on the GM's list we currently do not have in the party?


I will progress the story this evening to Ramona's office and the introduction of our new party member


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

So I had a very little bit of gp left so I used it to write spells to my book.

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