Coldwater's Abomination Vaults

Game Master Quentin Coldwater

Maps
Loot sheet

Initiatives:

[dice=Cherry Berry]1d20+14[/dice]
[dice=Fuìn]1d20+14[/dice]
[dice=Kka]1d20+15[/dice]
[dice=Kvit]1d20+10[/dice]
[dice=Lough]1d20+11[/dice]


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Slides Loot sheet

The simple solution is to quickly hand out a Hero point anyway. I was going to let you all start level 3 with 2 points each, but it's been a while since I handed one out again.

I think Kvit's potion is one of those he made himself, those are free. So no worries on eating gold. :)

And yeah, that's also why I was worried about Lough going to Dying 3. I knew that explosion was coming. >_>


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

Yes the minor elixir Kvit has is one of his alchemical infusions so is a use-it-or-lose-it consumable.

I'm okay with hand-waving the crit fail dying thing just because of the yo-yo effect making it so much worse to begin with. I also am not a fan of using a hero point to stave off death because that means you pretty much have to keep one just in case instead of using it for heroic purposes.

Also fine from a player perspective with whatever Lough wants to do.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

Happily awaiting GM final decision.

=)


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Slides Loot sheet

I'll hereby officially say that the "dying increases by 2 if you get crit or critically fail a save and you're brought to 0 HP"-rule does no longer exist in this campaign.

That means that Lough went from wounded 2 to dying 3, and brought back awake by Kvit's potion.

Scarab Sages

Kka Magwi wrote:
GM Kwinten wrote:
Oh lord, poor Lough. You went down twice already, so you'd go to Wounded 3, I think. But, here's the catch... The dying rules say that if you critically fail a check, you increase the Dying by 2. Which would put you at Dying 4, or death. You don't have any Hero Points anymore, right? I'm willing to handwave that rule, because I don't like it, if others agree. Unless Lough is itching to play as Borbo, of course. :P It's a stupid rule and even more stupid to lose a character to it, IMHO.

I made my please don't crit fail comment because I knew that his doing so would take him straight to Dying 4. With his +7 vs DC 21, the odds of a crit fail are 20%. What I didn't know was that he was out of Hero Points, or I would have been a lot more worried.

I think they added the Wounded condition mechanism to avoid yo-yo situations where PCs would go to Dying over and over in the same encounter and be indefinitely restored with Heal spells or potions to fight another round. I've never played PF1, but apparently this was considered a problem in that edition which they felt the need to rectify.

Having said all that, I am quite happy for you to hand-wave away this rule. It would be a pity to lose Lough now, and I suspect that Kka might well end up needing such hand-waving herself one of these days :) Then again, if Lough wants to play Borbo, that's fine with me too, as long as he's frontline material; If Kka ends up as the sole meat shield of the group, then we're in a lot more trouble than I thought.

One last thing...

If Lough is still with us, then we do not need to waste a healing potion on him. Cherry casting a Stabilize cantrip on him will stop him from dying and then Kka can Treat Wounds on him. No need to waste such precious resources unnecessarily.

I think Kvit is part alchemist and that was one of his daily alchemical elixirs of life. I could be wrong.


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

YAY! Long live the King of Mitflits!

VampByDay wrote:

...

I think Kvit is part alchemist and that was one of his daily alchemical elixirs of life. I could be wrong.

Also, correct. It is a temporary one.


- LG Fruit Leshy | Cleric 6 | HP 68/68 | AC 21 | F +12 R +10 W +14 | speed 25 ft | Perc +14(lowlight) | Hero Point 2/3 | Focus: 1/1 | Spells: 1: 2/3 2: 3/3 3: 2/3 | Heals: 4/5 | Berry: 1 | Spell DC 22 | active condition: | Exploration activity: Search

Off sorry, I've spent the last two days being pretty much too sick to do anything. Sorry I wasn't available to stabilize you Lough.


Slides Loot sheet

No worries, it happens. Hope you're feeling better!


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

Does stabilizing rather than healing avoid the yo-yo effect of wounded/dying?


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
Kvit the Ruin Delver wrote:
Does stabilizing rather than healing avoid the yo-yo effect of wounded/dying?

No. Stabilize removes your Dying status and leaves you at 0hp and unconscious; your Wounded level still goes up by one though. Healing removes your Dying status and leaves you with >=1hp, which wakes the person up, but the Wounded level still bumps up by 1. I suggested Stabilize because we were out of combat and did not need Lough conscious, just not Dying. A Stabilize cantrip was the cheapest way to get us there.

Unfortunately, Stabilize and Healing (spells or potions) all require someone else to act, which doesn't work if the person goes straight to Dying 4. The only thing that can stop that is blowing all your Hero Points to get the effects of a Stabilize as a reaction to going to Dying 4.

I should point out that not only does your Wounded level get added to your Dying level when you drop to 0hp (ie. Dying=[1 or 2]+Wounded), but it also gets added to your new Dying level if you take damage while Dying (ie. Dying_new=Dying_old+1+Wounded). That is why PCs with Wounded 1 should be very careful in a fight, and PCs with Wounded 2+ should be removed from the fight completely; the danger of permanent death is just too great at that point even if you still have Hero Points to burn.

Regardless, the number of times I've seen where blowing all your Hero Points on a Dying 4 stabilize made the difference between life and final death for a PC is, well, twice now. It is so unusual that I no longer bother keeping a Hero Point tucked away just-in-case if I can use that Hero Point for a critical re-roll.


Slides Loot sheet

A heads up: I'll be away from my computer from tomorrow around this time until Sunday evening, so don't expect any updates from me.

Also, you're level 3! You can start updating your character. There might be some RP left, but that's fine. If your initiative changes beyond your standard +1, let me know.


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3
GM Kwinten wrote:

A heads up: I'll be away from my computer from tomorrow around this time until Sunday evening, so don't expect any updates from me.

Also, you're level 3! You can start updating your character. There might be some RP left, but that's fine. If your initiative changes beyond your standard +1, let me know.

No prob! And Yay!!!!

Cheek pouches here I come! Oh, and second level spells I guess.


- LG Fruit Leshy | Cleric 6 | HP 68/68 | AC 21 | F +12 R +10 W +14 | speed 25 ft | Perc +14(lowlight) | Hero Point 2/3 | Focus: 1/1 | Spells: 1: 2/3 2: 3/3 3: 2/3 | Heals: 4/5 | Berry: 1 | Spell DC 22 | active condition: | Exploration activity: Search

Not sure what to get for my level 3 General.

My goto is Toughness, but I am not sure I really need it- yet.

Maybe I want Armor Proficiency and increase my AC a bunch?


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3
Cherry Berry wrote:

Not sure what to get for my level 3 General.

My go to is Toughness, but I am not sure I really need it- yet.

Maybe I want Armor Proficiency and increase my AC a bunch?

Not that your luck will hold, but I don't think Cherry has been hit al lot yet?

Toughness is solid, but possibly boring. Armor proficiency could net you several AC, so that might be better than toughness.

Maybe Glad-Hand since we like to try diplomacy at random times?


Male Male CG Gnome/Sylph | HP 32/32| AC 18(19 w/ shield) | F +6 R +8 W +7| speed 25 ft | Perc+5| Hero Point 1/1 | Focus: 1/1 | Spells: 1: 2/4 2:0/3 | Spell DC 19| active condition: | Exploration activity: Detect Magic Sorcerer (Sea Dragon Bloodline) 3

Mostly leveled up

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

Feel free to ignore my unsolicited advice, because I am having fun and like this group and that is what is most important to me.

But, 3rd level, and specifically access to General Feats, gives an opportunity to many character builds to, as Kvit pointed out, diversify into a "Part-Time Frontline" character.

Food for thought. (I'm sure Palandri will have complex and accurate musings to the effect as well!)

Vigilant Seal

CG Changeling (Human) Fogfen Tale-Teller Fighter / Witch / Sterling Dynamo 6 | ◆◇↺ | Explore: Defend | Backpack: Whispering Reeds
Stats:
AC 24 or 26 shield (hard 6, break 12) | Fortitude (+12), Reflex (+11), Will (+11 or +12 vs mental; S > CS vs controlled) | Perception (+11) w/ Lowlight | Speed 20
♥️ 80/80 + 24/24 shield | ☘️ ☑☑☑☑☑, ☑☑☑☑☑, ☑☑☑☑□ | ✋ Spellguard Shield | Class DC 22 | ☀️ □ |⚕ none | ✝️ Moderate Healing Potion (□)

Crazy Idea needs GM Approval:

Sterling Dynamo

Can Lough re-appropriate Morlock technology to Retrain from Herbalist into this Archetype?

Either way, I can have him updated to 3rd level by tonight!


Slides Loot sheet

Personally, I feel Toughness is mostly useless. You get a lot more HP per level than in PF1, that 1 HP per level doesn't add much anymore when you're already rocking 30+ HP. It feels more like a legacy thing to me. Armour proficiency sounds good, a Cleric gets their armour upgrade at level 13, which we'll never reach. If you're worried about taking hits, I'd personally go for that. On the other hand, light armour only adds 1 or 2 AC, that isn't that great, IMHO.

I'm usually at a loss what I use my General Feat for. I usually grab a healing-related feat, because there's a lot of those, but it's not super exciting. Incredible Initiative is boring, but always good. Beating enemy initiative means you can do something proactive, rather than reactive. Otherwise, Adopted Ancestry lets you steal a feat other ancestries. If you're adopted by humans, you can take Natural Skill/Ambition for either more trained skills or another class feat if you're really gunning for one.

Lough:
This archetype is dumb and I love it. Haven't read it through completely, but I say go for it. :)


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

Kvit's Formula Book Discrepancy
Re-reviewing my formula book I've somehow made two mistakes.
1. I have 9 formulas instead of 8
2. I have the quicksilver mutagen, not the juggernaut mutagen
To fix it, all I need to do is just buy two more formulas (included below)

*****

Requested Downtime activities and expenses for Kvit (Pending we have enough time and funds to allow)

Kvit's Shopping List
Pay For 1 level 1 formula (1gp)
Buy Formula for Lesser Juggernaut Mutagen (1gp)
Material Costs for learning Cantrip from Lough (2gp)
Buy 1x Waterproofing Wax (10gp)

Kvit's Downtime Plan
7 Days: Retrain Diplomacy to Deception
1 Hour:Try learning Telekinetic Projectile from Lough again! (DC15 Arcana)

Kvit's Planned Class Updates
See issues noted below, but originally planned on Ancestral Paragon to get Cheek Pouches.
Expert Crafting
Two new 2nd level spells, Blur and Illusory Creature

Kvit's Level up choice issue - Staff Nexus
I'm trying to figure out my staff nexus and how I can upgrade my staff. It appears that I cannot craft any Staff until level 4 since I can't get Magical Crafting until level 4.

Unless, I use my general feat to get Magical Crafting, but then I won't get Cheek Pouches via Ancestral Paragon! Plus, using a general feat for a skill feat seems like a waste. This is not the end of the world, but I planned to get Quick Stow @lvl 5 and Uncanny Cheeks @lvl 9 (Free Prescient Consumable and Prescient Planner feats).

Crafting in general besides upgrading the staff isn't very great it seems. So I would only be getting Magical Crafting solely to upgrade my staff nexus class feature. For example, Assuming a success on the crafting roll, I can either spend 64 days and 33 gold or just 4 days and 63 gold.

So another option is, I could forget the crafting route altogether. Just buy a new staff and either retain my makeshift staff just in case, or just forget that class feature. Then I could stick with the cheek pouches, not waste a skill feat on one crafting item, and I could spend my Trained->Expert skill increase on something else besides crafting.

Any ideas/thoughts/advice from the peanut gallery?


Slides Loot sheet

Exact time for downtime isn't an issue. Unless you're retraining like a million things, I'll allow a few tweaks. Don't want to penalise you for mistakes past-you made, though I do want to sort of imply a time-sensitive issue. You know there something going on down there, and while it's unfair to increase the difficulty or numbers of creatures down there as a punishment, taking a break will have an impact somehow.

And jeez, that staff crafting is weirdly out of whack. Two months of downtime to save 30 gold? That's not worth it, IMHO.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:

Kka's all leveled up and ready to go. In addition to everything bumping up by +1 for her level increase and a skill increase in Thievery to Expert, she picks up the following:

Deny Advantage
You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.

Fleet
Your Speed increases by 5 feet.

Continual Recovery
When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.

It was a toss-up between Fleet and Incredible Initiative for the General Feat. Fleet gives Kka more ability to close with the enemy and get into flanking position; Incredible Initiative means she gets to use Surprise Attack more often. In the end, I went with Fleet and I'll pick up Incredible Initiative at Level 7. I also momentarily considered Toughness (and Diehard) for Kka, given how often she's been knocked out, but I don't think that the extra measly 2/3 hp, +1 to recovery checks, or extra Dying level would have made any difference in those cases.

Cherry, not sure what the future holds, but up until now you've pretty much stayed back and acted in a supporting role rather than getting your hands dirty with melee combat. As such, Toughness seems like it would be of little use to you, along with the AC boost of Armor Proficiency. But if you have plans to join us more often on the front line, then I'd go with Armor Proficiency. If there's a good Level 1 Leshy feat you like, then there's always Ancestral Paragon. Adopted Ancestry is okay too if you're eyeing a feat from another ancestry, but you won't get that feat until the next time you pick up an ancestry feat at level 5.

Kvit, every time I consider making a Magical (or any) Craft-based PC I go through a cost/benefit analysis and the costs have always outweighed the benefits by quite a bit. Given that we have access to whatever magical items money and our level can support (Absalom isn't that far away), there seems little reason to spend a bunch of valuable feats to essentially end up spending a little less gold to acquire those items. But if your character concept for Kvit demands that he be able to craft magical items, then go for it.

I'm going to bed now, but tomorrow sometime I'll whip up an accounting of the loot we picked up and what we can get for it. So get those wishlists posted so we know what to spend it on.

Vigilant Seal

CG Changeling (Human) Fogfen Tale-Teller Fighter / Witch / Sterling Dynamo 6 | ◆◇↺ | Explore: Defend | Backpack: Whispering Reeds
Stats:
AC 24 or 26 shield (hard 6, break 12) | Fortitude (+12), Reflex (+11), Will (+11 or +12 vs mental; S > CS vs controlled) | Perception (+11) w/ Lowlight | Speed 20
♥️ 80/80 + 24/24 shield | ☘️ ☑☑☑☑☑, ☑☑☑☑☑, ☑☑☑☑□ | ✋ Spellguard Shield | Class DC 22 | ☀️ □ |⚕ none | ✝️ Moderate Healing Potion (□)

Putting the finishing touches now:

1) Fighter @ Bravery
2) General Feat @ Ancestry Paragon > Changeling Lore
3) Skill Increase @ Occultism
4) One Week Retraining @ Herbalist > Sterling Dynamo
5) Donating Loot @ Purple items in Loot Sheet being let go (totaling over 100gp)

Lastly, before we set out, I'd like to look over Giyozara's, Kvit's, and Cherry's repertoire / spellbook and maybe snag (and pay for) an also-Occult cantrip or two?


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Slides Loot sheet

Kka: For your loot calculations, don't forget the mayor promised you 50 gp each for exploring this level, as well as 50 gp from Yinyasmera for finding her lost employees. :)


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3
GM Kwinten wrote:
Kka: For your loot calculations, don't forget the mayor promised you 50 gp each for exploring this level, as well as 50 gp from Yinyasmera for finding her lost employees. :)

Yay Moneymoneymoney!

@Lough - I updated Kvit's spellbook on his profile page (Added Blur and Illusory Creature)

For Kvit's leveling/Staff:

I still want to use the staff, but I will just drop the rest of the crafting that goes along with it. And just use the Advanced Alchemy feature instead of crafting any alchemical items on the side. So I will get the Magical Crafting Feat at 4th level, then create the level 3 Staff of Fire. And I will retrain my level two Specialty Crafting feat into something else like Multilingual.

*****

(Updated) Requested Downtime activities and expenses for Kvit (Pending we have enough time and funds to allow)

Kvit's Shopping List
Pay For 1 level 1 formula (1gp)
Buy Formula for Lesser Juggernaut Mutagen (1gp)
Material Costs for learning Cantrip from Lough (2gp)

Kvit's Current Wishlist in general order of want
Pendant of the Occult (60gp)
Waterproofing Wax (10gp)
Wayfinder + Aeon Stone (Dusty Rose Prism) (78gp)

Kvit's Downtime Plan
7 Days: Retrain Diplomacy to Deception
7 Days: Retrain Religion to Society
7 Days: Retrain Specialty Crafting to Multilingual (Infernal/Celestial)
1 Hour:Try learning Telekinetic Projectile from Lough again! (DC15 Arcana)
?? HoursTeaching Lough some new tricks

Is 3 weeks too much time off? I can wait to retrain the specialty crafting and/or religion->society.


- LG Fruit Leshy | Cleric 6 | HP 68/68 | AC 21 | F +12 R +10 W +14 | speed 25 ft | Perc +14(lowlight) | Hero Point 2/3 | Focus: 1/1 | Spells: 1: 2/3 2: 3/3 3: 2/3 | Heals: 4/5 | Berry: 1 | Spell DC 22 | active condition: | Exploration activity: Search

Let me know if anything seems out of place.

Level Bonuses
Increase Fortitude Saves to Expert
Increase Medicine skill to Expert
Increase Berry healing to 2d8
Heighten all relevant Cantrips
Heighten all Font granted Heal spells

Added Feat: Ancestry Paragon (Leshy Lore)
Added: Stealth (Trained)
Added: Lore (Leshy)(Trained)
Added: Society (Trained)
I know I would be more skilled with Deception or Intimidation, but those don't seem like something Cherry would want to be skilled in.

Added Level 2 spells:
Dispel Magic
Shield Other

Retrain: Bon Mot to Battle Medicine

Please note that Cherry Berry can now make Continual Flame torches at 6GP each if anyone wants their own permanently glowing object. Thinking about picking a Dull Grey Aeon Stone (at 9GP each) to make a few of these.

Purchase: Dull Grey Aeon Stone -- 9GP
Cast: Continual Flame - 6GP I intend to give this stone to one of our front liners so they have a hands-free light source.
Wishlist: Flask of Fellowship (25 GP)


Male Male CG Gnome/Sylph | HP 32/32| AC 18(19 w/ shield) | F +6 R +8 W +7| speed 25 ft | Perc+5| Hero Point 1/1 | Focus: 1/1 | Spells: 1: 2/4 2:0/3 | Spell DC 19| active condition: | Exploration activity: Detect Magic Sorcerer (Sea Dragon Bloodline) 3

Just as a bit of something . . . I don't think I've gotten any loot or money yet. Still rocking the 6GP I started with. I know that as a sorcerer I'm not top of the list for a +1 striking weapon but . . . something would be nice?


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CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:

Assuming we go back and pick up all the stuff we left behind previously, and assuming there's nothing of value behind the last door we've yet to open, I believe the initial accounting stands as follows:

Stuff we're keeping
2 Bronze Keys - Kka
Healing Potion (Minor) - Lough
Magic Wand (L1): Heal - Cherry
94 Arrows - Kka
Healing Potion (Lesser) - Kka
Weapon Potency (+1) - Kka
Magic Wand (L1): Magic Missile - Giyozara
Wayfinder - Cherry
Necklace of Fireballs I - Kvit
Borbo Doll & Gem (& Mister Beak Doll Remains) - Lough

A: Cash or equivalent
1.5 - Cash left over from last set of purchases
10. - Bloodstone
13. - Cash
36. - Cash
40. - Shiny Gemstones
10. - Silver Key
15. - Shard of Jade
35. - Silver Statuette
25. - Black Gemstone
50. - Mayor's Reward (Cherry)
50. - Mayor's Reward (Giyozara)
50. - Mayor's Reward (Lough)
50. - Mayor's Reward (Kvit)
50. - Mayor's Reward (Kka)
50. - Yinyasmera's Reward
A TOTAL: 485.5

B: Equipment that we're cashing in at 50%
0.5 - Darts (50 @ 0.01)
2.7 - Shortsword (3 @ 0.9)
1.2 - Daggers (6 @ 0.2)
2.0 - Warhammer (2 @ 1.0)
20. - Fear Gem
60. - Retribution Axe
40. - Clockwork Device
1.0 - Glaive
18. - Half Plate
44. - Low-grade Silver Sword Cane
15. - Shining Sling Bullets (5 @ 3.0)
7.0 - Mesmerizing Opal
45. - Slick Property Rune
B TOTAL = 128.2 (256.4 @ 50%)

C: Purchases
TBD
C TOTAL = 0.0

GRAND TOTAL = 613.7 (A+B-C)

On the loot sheet, I've temporarily marked all the items I've listed for disposal in light violet. The following are some notes containing comments and questions that need to be answered before we nail down exactly what we are selling off and what we're keeping. Please provide feedback if you disagree with anything I've assumed.

I decided to hold onto the 94 arrows for the time being. They're hardly worth anything and Kka can restock her bow from them. Not sure who ended up with the Healing Potion (Lesser) we found with the Morlock Tinkers, but since Kka burned a healing potion keeping Lough upright, I'll give it to her.

We have a +1 Weapon Potency Rune going up for grabs. We could sell it for 17.5gp, but I've got to think it will put to better use on someone's weapon. For example, Kka could get herself some Handwraps of Mighty Blows and put it on that. This will not only make her Fists +1, but it will also apply to her Tengu Sharp Beak attack. Anyone have a better use for it?

There's also a Wand of Magic Missile (L1) I've kept off the list for the time being. It is currently being worn by Giyozara. Do we want to cash it in for 30gp or shall we hold onto it?

I forgot that Cherry still has the Wand of Heal (L1) from the first level, so they still had one more Heal spell available at the end. It's worth another 30gp if we cash it in. Unless told otherwise, I'll assume that Cherry will hold onto it. Same thing goes for the Wayfinder (worth 14gp in cash); Cherry can keep it unless I'm told otherwise.

Unless told otherwise, I'll assume that Lough is happy with his Split Mail and we can sell off the Half Plate we found. I'm also assuming that Kvit does not want to hold onto the Shining Sling Bullets, but does want to hold onto the Necklace of Fireballs I (true?).

The silver key we found is worth 10gp. Normally I'd say we hold onto any keys we find, but in this case we found the lock it belonged to, so what are the odds that we'll need it again? Pretty slim, I'd say. I'm selling it unless convinced otherwise.

Based on the description of the unidentified rune we found, I'm going to assume it is a Slick rune and that we're cashing it out. The only one that might make any use of it is Kka, and I don't see her doing enough Escaping and Squeezing to make it worth keeping.

I haven't gone through the wishlists yet, but it appears that on average we each have a little over 120gp to spend. I expect that some will want to spend more than that and others less than that, and if we end up with any cash left over, we can always spend it next time.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
Giyozara wrote:
Just as a bit of something . . . I don't think I've gotten any loot or money yet. Still rocking the 6GP I started with. I know that as a sorcerer I'm not top of the list for a +1 striking weapon but . . . something would be nice?

Striking runes are Level 4 items and unless the GM says otherwise, at Level 3, we don't have access to them yet. Next level up, we'll all want one, and they run 65gp each. We can definitely get you a +1 Potency rune though (or you can use the one we found).

Basically though, that's what wishlists are for. Everyone comes up with a wishlist and then we see how much of each wishlist we can satisfy with the funds available. There will be some haggling at the margins like last time, but my approach to loot distribution leans to the communal; whatever is best for the survivability of the group as a whole should be prioritized over the (relatively) equal distribution of value to each individual. After all, It's not like our PCs can take their loot and go play somewhere else. We're all in this together, so whatever distribution improves the odds of all of us making it out of the Vaults alive is what we should be aiming for.


Male Male CG Gnome/Sylph | HP 32/32| AC 18(19 w/ shield) | F +6 R +8 W +7| speed 25 ft | Perc+5| Hero Point 1/1 | Focus: 1/1 | Spells: 1: 2/4 2:0/3 | Spell DC 19| active condition: | Exploration activity: Detect Magic Sorcerer (Sea Dragon Bloodline) 3

Magic missile can be a clenched I’ve found. Auto-hit force damage is great for hitting incoporeal, finishing off wounded but dangerous enemies, and breaking through most defenses.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:

Here is my initial cut at a wishlist for Kka. It may change as I keep looking.

+1 Handwraps of Mighty Blows (35gp or 3.5gp rune transfer)
Bracelet of Dashing (58gp)
Healer's Tools - Expanded (50gp)
Thieves' Tools - Infiltrator & Picks (50gp + 3gp)
Snapleaf Talisman (9gp)
Extra Healing Potions and Elixirs with leftover cash.
Save some cash for Striking runes on Shortsword, Handwraps, and Shortbow when we reach Level 4 (65gp each)

Aeon Stones are Uncommon objects that require you to be a Member of the Pathfinder Society for access (which we are not). They also require a Wayfinder (28gp - also Uncommon) to obtain their resonant power. We would need to get the GMs ok to buy them. At Level 3, the only ones available to us are:

Dull Gray (9gp) - As Cherry said, it's good for permanent floating light source. Kka has Darkvision, so it would be Lough that needs it.

Dusty Rose Prism (50gp) - Cast 1st-level Shield as innate spell. Which might also be of interest to Kka for when she has a spare 3rd action.

Pearly White Spindle (60gp) - Heal 1hp every minute. If you have a minute to spare, then you probably have 10, so Treat Wounds is likely more efficient way to restore hp.

Cold Iron and Silver Low Grade Precious Material weapons are available for about 44gp each. Not sure that the benefits of Cold Iron (useful against demons and fey), or Silver (useful against Devils and Werewolves) are worth the cost, especially in an undead heavy dungeon like this one.

I tend to avoid consumables because they tend to be expensive for what they provide. The only exception might be healing potions and elixirs. My PCs tend to carry at least one of each on them for emergencies (like Lough's recent near-death experience). Another exception is an emergency Snapleaf Talisman in case you find yourself falling long distances, though not sure how useful that is in a dungeon crawl.

The Arcane and Occult spellcasters among us might want to consider a Magic Wand of Mage Armor (60gp) to boost their AC by 1. My spellcasters usually get one as soon as they can afford it.

Cherry, looks like you're going all-in on Medicine and Battle Medicine (like Kka). If so, you may want to also consider getting Assurance:Medicine to guarantee at least DC 15 level Battle Magic and Treat Wounds (though admittedly, at +11, your chances of failure are only 15% at a DC of 15).


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3
Kka Magwi wrote:
loot loot loot

I think I agree with just about everything

Seems like Giyozara could use the potency runes on some handwraps if Kka doesn't need it. Or we could buy another one.

I think Giyozara should keep the wand of magic missiles, if they want to use it. Otherwise Kvit can use it.

Sell the shining bullets, keys, slick rune (assuming that's what it is) and other stuff.

I'll hang on to the fireball necklace for now. It seems like the vaults are very tight quarters and it'd be hard to find a good spot to use it.

I forgot we already have wayfinder. We could use it for a Wayfinder + Aeon Stone (Dusty Rose Prism) combo. The aeon stone is 50gp. With the wayfinder it increases your shield spell block value from 5 to 10, which seems like a few of us casters use shield enough I thought that might be good. It would also open up a cantrip slot.

Aeon Stone:
This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy.

The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10.
Aeon Stone (Dusty Rose Prism) Wayfinder

@Giyozara, one item you might be interested in is a Hat of the Magi +1 to Arcana checks, similar to the Pendant of the Occult on Kvit's wishlist. Its 60gp.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

Lough's wishlist begins at 4th level now too: Striking Rune for his Handwraps, and looking towards a Sturdy Shield so he can take more punishment.

If we find funky weapons along the way, I will most probably be using them, but generally with the idea that they will be sold later when we get back to town, as the Handwraps are the only real offensive investment I see him making in his party role.

Probably going to forfeit skill items in lieu of also wanting to instead invest in defense.

Kka - thanks for making that comprehensive breakdown!


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
Kvit the Ruin Delver wrote:
Arcana Learn a Spell: 1d20 + 9 ⇒ (5) + 9 = 14

Have Cherry cast Guidance on you first and you're good to go :)


Slides Loot sheet
Kvit the Ruin Delver wrote:

Kvit's Downtime Plan

7 Days: Retrain Diplomacy to Deception
7 Days: Retrain Religion to Society
7 Days: Retrain Specialty Crafting to Multilingual (Infernal/Celestial)
1 Hour:Try learning Telekinetic Projectile from Lough again! (DC15 Arcana)
?? HoursTeaching Lough some new tricks

Is 3 weeks too much time off? I can wait to retrain the specialty crafting and/or religion->society.

Retrain two feats, I think. Three feels just a little too much.

Also, you can have Telekinetic Projectile. Not gonna split hairs on a cantrip.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:

Unless told otherwise, I am going to assume that we are limited to Level 3 items or less. That means that Sturdy Shield (L4), Striking Runes (L4), Staff of Evocation (L6), Storyteller's Opus (L6) and Endless Grimoire (L6) are unavailable.

Of the stuff that I've seen mentioned that is L3 or less, here is the list I've got so far.

60. - Staff of Fire (Kvit)
60. - Pendant of the Occult (Kvit)
60. - Hat of the Magi (Giyozara?)
9.0 - Aeon Stone - Dull Gray (Cherry)
6.0 - Ruby Dust - Continual Flame (Cherry)
25. - Flask of Fellowship (Cherry)
3.5 - Transfer Weapon Potency (+1) to Handwraps? - (Giyozara)
35. - +1 Handwraps of Mighty Blows (Kka)
58. - Bracelet of Dashing (Kka)
50. - Healer's Tools - Expanded (Kka)
53. - Thieves' Tools - Infiltrator & Picks (Kka)
78. - Wayfinder & Dusty Rose Prism Aeon Stone (Kka)
9.0 - Snapleaf Talisman (Kka & anyone else?)
?.? - Healing Potions & Elixirs
60. - Magic Wand - Mage Armor (Kvit)
60. - Magic Wand - Mage Armor (Giyozara)
60. - Magic Wand - Mage Armor (Cherry)

When I put together Kka's list, I threw everything in there that I thought might be useful to her. Not everything listed is equally essential though. For example, I can't remember Kka having to make an Acrobatics skill check yet, so except for possibly the 10ft boost to speed for 1 encounter/day, I'm not sure the Bracelet of Dashing is worth it. The Expanded Healer's Tools give her +1 to most Medicine action checks, but since she generally relies on her Assurance:Medicine, it isn't that useful. I don't see us falling any distance in a dungeon that would outright kill us, so the need for Snapleaf Talismans is questionable though they are petty cheap insurance just in case. Getting some +1 Handwraps for Kka is also questionable given that Kka hasn't used her Fists or Sharp Beak in combat yet; admittedly, some of that is the lack of the +1, but I'm not sure it's worth spending that kind of money on it. I've grayed out all these items to reduce their importance.

On the other hand, the Infiltrator Thieves' Tools might be worth the cost. They give a +1 to Pick Locks and Disable a Device rolls, which we're likely to run across semi-regularly in the Vaults.

The more I think about it, the more I like the idea of the Wayfinder & Dusty Rose Prism Aeon Stone combo that Kvit mentioned for Kka. She's clearly frontline, and being able to throw up a +1 AC 10hp Shield spell on her 3rd action would probably have kept her from going unconscious at least once or twice in the encounters she's been in so far, and I don't see that changing in the future.

Since I mentioned it, I listed Mage Armor wands for the spellcasters, but I'm not sure if a +1 to AC would have made that much of a difference to them so far. It might in the future though.

When we hit Level 4, I expect that we'll be spending a bunch of money on Striking Runes and a Sturdy Shield for Lough, so it might behoove us to not blow all of the 613.7gp (+ whatever individual change) we have right now and bank a bunch of it until next time.

Any comments? Did I miss anything? Is there anything people want to add to or remove from their wishlists?

I have a question for the GM. How much of a difference do you think Kka's Trap Finder feat has made so far? Those rolls are all secret so I don't know if it ever made a difference. Given how often she went down, I'm thinking of retraining it to Nimble Dodge for +2 AC on one attack against her each round. Unfortunately, the +2 of Nimble Dodge doesn't stack with the +1 of the Shield spell, but that's okay.


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

Fair enough! Two weeks it is. I figured three was pushing it.

I'll just do diplomacy > deception and religion > society
(At level four I'll retrain specialty crafting > Multilingual)

And thanks for the Cantrip. Eventually at level 8 I'd be almost guaranteed to succeed!

@Kka
For future reference/discussion (especially since I get that cantrip if I get the pendant of the occult), Guidance is helpful I don't think it technically works for activities that take longer than a round? I had something about it before but I can't seem to find the rule for it now.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
Kvit the Ruin Delver wrote:

@Kka

For future reference/discussion (especially since I get that cantrip if I get the pendant of the occult), Guidance is helpful I don't think it technically works for activities that take longer than a round? I had something about it before but I can't seem to find the rule for it now.

I know. It was more in the way of a joke, thus the smiley face.


Slides Loot sheet
Kka Magwi wrote:
I have a question for the GM. How much of a difference do you think Kka's Trap Finder feat has made so far? Those rolls are all secret so I don't know if it ever made a difference. Given how often she went down, I'm thinking of retraining it to Nimble Dodge for +2 AC on one attack against her each round. Unfortunately, the +2 of Nimble Dodge doesn't stack with the +1 of the Shield spell, but that's okay.

Don't recall off the top of my head, but I think it made a difference once so far.

By the way, I'm willing to waive the second part of Trap Finder that allows you to disable traps of a certain rank, that shouldn't be a consideration for taking the feat.

I like Nimble Dodge. Most of the time it's useless as enemies roll just below your AC anyway, but sometimes it turns a close hit into a miss, or turns a crit into a regular hit. Just know that in like 75% of the time it wouldn't have mattered much anyway (on one of my characters, an enemy missed on its first hit and still crit on its second, so that's how the dice fall sometimes).

---

Two things for everyone:
- Do you want to do the stuff with the mitflits and some RP in Otari, or handle that offscreen and delve right back into the Vaults?
- There are multiple entrances to the next level. I've labeled them A though D, does anyone have a preference? King Graulgust told you what they encountered if you go down D.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
GM Kwinten wrote:
I like Nimble Dodge. Most of the time it's useless as enemies roll just below your AC anyway, but sometimes it turns a close hit into a miss, or turns a crit into a regular hit. Just know that in like 75% of the time it wouldn't have mattered much anyway (on one of my characters, an enemy missed on its first hit and still crit on its second, so that's how the dice fall sometimes).

Okay. I'll retrain Trap Finder to Nimble Dodge and see how it goes.

GM Kwinten wrote:

Two things for everyone:

- Do you want to do the stuff with the mitflits and some RP in Otari, or handle that offscreen and delve right back into the Vaults?
- There are multiple entrances to the next level. I've labeled them A though D, does anyone have a preference? King Graulgust told you what they encountered if you go down D.

I was going to do some RP in Otari but the leveling up and accounting stuff got in the way. I'll put together a post tomorrow if I can find the time.

As to which way we go down... I'm happy to go use the D entrance that Graulgust pointed out.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

...you all know Lough's vote but willing to be outvoted too...


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3
Kka Magwi wrote:

...

I know. It was more in the way of a joke, thus the smiley face.

Doh! :/

*******

GM Kwinten wrote:

...

Two things for everyone:
- Do you want to do the stuff with the mitflits and some RP in Otari, or handle that offscreen and delve right back into the Vaults?
- There are multiple entrances to the next level. I've labeled them A though D, does anyone have a preference? King Graulgust told you what they encountered if you go down D.

I'd like to RP both in Otari and the mitflit king returning to his subjects.

For entrances I have a mild preference for B. I'd rather not go down D due to the warning from the Morlocks. Though I'm sure we'll run into it eventually anyway.


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

@Kka, what do you think about a Glamorous Buckler? 60gp (+1 item bonus to feint)


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

@GM Kwinten

Did you give any rulings on item availability/access? Can we get uncommon items and/or wayfinders/aeon stones or things that are accessible via pathfinder society membership?

If it helps, Kvit has a cousin that is a Pathfinder. He is kind of a flake but what do you expect.


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

Other than the pending equipment purchases, Kvit's sheet should be good to go.


Slides Loot sheet

I'd like you to run individual items by me first. Most likely I'll say yes, but I just like to know what I unleash on my game. Rare and up are most likely no-go's, but most uncommons shouldn't be an issue.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
Kvit the Ruin Delver wrote:
@Kka, what do you think about a Glamorous Buckler? 60gp (+1 item bonus to feint)

Interesting idea. It also runs 35gp, not 60.

But, I really don't see Kka as the shield wielding type and she doesn't have the Shield Block (trigger) feat, so all she'd get out of it is +1 AC and +1 to Feint for spending one action to Raise a Shield. I also don't like the fact that it takes up one of her hands; a hand that she will most likely need to use for Battle Medicine in the middle of combat. With the Wayfinder + Aeon Stone, she gets the handless Shield cantrip and 10hp of protection, and she doesn't have to worry about it getting broken. Looking back, Kka didn't Feint all that often anyway; she either flat-footed the enemy with Surprise Attack/tumble behind, or used flanking.

I'll keep it in mind for the future though.

I'm now questioning using my Skill increase on Thievery. I'm thinking Acrobatics for Tumble Through/Behind or Deception for Feinting might be better choices. Looking back, I see only one place where Kka used Thievery to disable a device and several places where she used Tumble Through/Behind or Feint. I'm going to go with Acrobatics. Regardless, she'll be bumping Intimidation, Thievery and Deception to expert over the next three levels, so it's only a matter of what order I do it in.


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3
Kka Magwi wrote:


I'll keep it in mind for the future though.

I'm now questioning using my Skill increase on Thievery. I'm thinking Acrobatics for Tumble Through/Behind or Deception for Feinting might be better choices. Looking back, I see only one place where Kka used Thievery to disable a device and several places where she used Tumble Through/Behind or Feint. I'm going to go with Acrobatics. Regardless, she'll be bumping Intimidation, Thievery and Deception to expert over the next three levels, so it's only a matter of what order I do it in.

Np, just thought it was an interesting option while looking for my own options. I also didn't realize you only got the bonus when it was raised.

For thievery, Kvit is trained and has a decent bonus so could aid if we need to use the skill later. I am also considering giving sneakers partner in crime to automatically aid me on thievery or deception, though I also have to give him manual dexterity.

GM Kwinten wrote:
I'd like you to run individual items by me first. Most likely I'll say yes, but I just like to know what I unleash on my game. Rare and up are most likely no-go's, but most uncommons shouldn't be an issue.

Items I'm interested in that are uncommon or have PFS access: Ventriloquist's ring, Archaic Wayfinder, Dusty Rose Prism

*******

For now, I'd like to spend
Pay for Telekinetic Projectile 2gp
Pendant of the Occult 60gp
Cantrip Deck 20gp
Staff of Fire Formula 3gp
Waterproofing Wax 10gp
_________________
95gp total

If we want to save more money for later I'll drop the Cantrip Deck first, then the wax. The wax lets me spread the grease spell around, but it is consumable.


Slides Loot sheet

If you want to spend that much money on getting a slightly better Shield cantrip, be my guest. I see nothing game-breaking about it.

Also, am I missing something, or is that Ventriloquist's Ring just a common item?


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3
GM Kwinten wrote:

If you want to spend that much money on getting a slightly better Shield cantrip, be my guest. I see nothing game-breaking about it.

Also, am I missing something, or is that Ventriloquist's Ring just a common item?

No, it is common, I must have copied that down wrong


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
Kvit the Ruin Delver wrote:
Items I'm interested in that are uncommon or have PFS access: Ventriloquist's ring, Archaic Wayfinder, Dusty Rose Prism

Oooh. I forgot about the Archaic Wayfinder. The Light spell of a regular wayfinder is wasted on Kka and her Darkvision, but an Archaic Wayfinder with a spare cantrip available is definitely worth the extra 2gp.

I presume that one of the spellcasters (Kvit) would be willing to (re)load the cantrip after Kka uses it. A ranged offensive spell like Telekinetic Projectile might be quite useful to Kka. The spell in question gets cast by the Wayfinder holder as if the original caster had cast it, which means that it will now be heightened to 2nd level dealing 2d6+4 damage. Kka needs Sneak Attack to inflict that kind of damage. With a spare TKP to throw around every encounter, she might not need to carry around that just-in-case shortbow.

GM Kwinten wrote:
If you want to spend that much money on getting a slightly better Shield cantrip, be my guest. I see nothing game-breaking about it.

I'm liking this Archaic Wayfinder/Dusty Rose Aeon Stone combo more and more. It both improves her survivability (+1 AC, +10 HP), and fills in a hole in her ranged offensive capabilities (TKP with bludgeoning). What's not to like?

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