Price of Immortality: Masks of the Living God

Game Master polyfrequencies

The young heroes of Kassen have decided to see with the Cult of Razmir in Tamran has to do with the events at the Crypt the Everflame. With the city's blessing, they have infiltrated the Cult. But what they find will test them...

Roll20
Sunday, 22nd of Neth, 4709 AR, Tamran
Loot Sheet


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Congratulations on reaching Level 2! In addition to the usual goodies of level 2 (max hit points, triple favored class bonus, background skills), you also gain the following:

Fey Magic (Su): Bohrs has a mystic connection to one terrain type, selected from the ranger’s favored terrain list (your choice). Select three 0-level druid spells and one 1st-level druid spell. If you have a Charisma score of 11 or higher, when in the selected terrain, you gain these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to your character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the Bohrs’ Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.

Disregarded (Su): Calaithes treats his caster level as 1 higher when casting illusion spells. In addition, if his Charisma score increases to 11 (or higher), he also gains the following spell-like abilities once per day—guidance, innocence, lullaby, and mage hand (with the caster level for these effects equal to his character level. The DC for these spells is equal to 10 + the spell’s level + the half-elf ’s Charisma modifier.)

Jinx (Su): Kayle gains the ability to curse another creature with bad luck at will as a standard action. This curse has a range of 30 feet, and you must be able to see the target and have line of effect to it. The target gets a Will saving throw to resist this jinx (DC = 10 + 1/2 your level + your Charisma modifier). If your target makes this saving throw, it is immune to your jinx ability for 24 hours. A jinxed creature takes a –1 penalty on all saving throws. This jinx lasts for 24 hours or until you attempt to use your jinx again. A jinx is a supernatural ability, is not mind-affecting, does not allow spell resistance, and can affect any kind of creature not immune to luck effects. Kayle can take feats that require the Halfling Jinx trait as a prerequisite.

Lifebound (Su): Nicolette gains a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.

---

Please post your relevant level-up details here, and update your profiles and character headers when you have a chance.


Male Human Skald 5 l AC 10 T 10 FF 10 l HP 10/10 l F +0 R +0 W +0 l Init +0 l Perc +0 I CMB +0 I CMD 10

Does Triple Favored Class Bonus mean 3 Skill Points or 3 bonus hp or a combination of the two equaling 3?


At each level, you get your race’s unique favored class bonus in addition to both a bonus skill point and a bonus hit point.


Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

+1 HP
+1 Skill Rank

Race Human Cleric (Scroll down to bottom): Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.


HP: 49/52 | AC: 19 (T: 13, FF: 14) +1 when adj to 2+ enemies | Perc: +5, Low-light | Init: +4 | Fort +6, Ref +5, Will +1 (+2 vs mind-affecting) | CMB: +9 (+2grapple), CMD: 21 (+2grapple) | Spd: 30ft | Rage 7/8 | Stamina Pool 5/5 | Martial Flex 4/4 | SKILLS | Acrobatics +6 | Appraise: +4 | Bluff +2 | Climb +8 | Craft +6 | Diplomacy +5 | K.Nature +3 | K.Nobility +3 | Perform +5 | Stealth +4 | Survival +3 | Swim +6

Level 2

HP: +15 (12+2con+1FCB)

BAB: +1

SAVES: +1 Fortitude

SKILLS:
(4ranks-1int+1FCB)
Acrobatics +1
Diplomacy +1
Perception +1
Survival +1

(2 Background)
Craft Armor +1
Knowledge Nobility +1

Favored Class Bonus: Add a +½ bonus to danger sense.

ABILITIES:
Rage Power: Guarded Stance (Ex): The barbarian can take on a more defensive posture. This grants her a +1 dodge bonus to her Armor Class for the duration of her current rage. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power.

Lifebound (Su): Nicolette gains a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.

Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.


Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

Racial Class Bonus for 1/2 elf Witch does nothing for 1st and 2nd level. (Bonus Cantrip Known? All are known.)

2nd Level:
Ashiftah Witch Level 1
HP +9 (d6+2+1)
Save: Base +2 Will

Skills: 5+2/level (2 + Int(2) + Race Bonus(1)) +Background(2)
Additional class skills from Witch: Fly(Dex), Heal(Wis), Knowledge(arcana)(history)(planes)(Int), Spellcraft(Int)
Disable Device +1
Perception +1
Spellcraft:= +7 (Int 2) 2 Ranks +3 [Class Skill]
Use Magic Device:= +4 (Cha 0) 1 Rank +3 [Class Skill]

Appraise +1
Handle Animal +1

Hex: Protective Luck (Su) (Heroes of the High Court pg. 9): The witch can cause fate to twist so that it benefits a creature within 30 feet for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result. At 8th level and 16th level, the duration of this hex is extended by 1 round. A witch cannot use this ability on herself. Hexes that affect the fortune hex, such as cackle, also affect protective luck.

Protecting Veil: An ashiftah’s veil is not merely a uniform, but a magical vestment imbued with power. Its ability to hold spells functions identically to a witch’s familiar. An ashiftah must veil herself and commune with her patron each day to prepare her spells and cannot prepare spells not stored in the veil.
Replaces Familiar

Bonus Racial Trait from GM: Disregarded (Su): Calaithes treats his caster level as 1 higher when casting illusion spells. In addition, if his Charisma score increases to 11 (or higher), he also gains the following spell-like abilities once per day—guidance, innocence, lullaby, and mage hand (with the caster level for these effects equal to his character level. The DC for these spells is equal to 10 + the spell’s level + the half-elf ’s Charisma modifier.)

Spells:
Cantrips: 3
Level 1: 2 (1 +1 Int(1))
DC: 10 + Int(2) + Spell Level

Spells Known: All Cantrips
Level 1: 5
https://www.aonprd.com/SpellDisplay.aspx?ItemName=Adhesive%20Spittle
https://www.aonprd.com/SpellDisplay.aspx?ItemName=Cheetah%27s%20Sprint
https://www.aonprd.com/SpellDisplay.aspx?ItemName=Cure%20Light%20Wounds
https://www.aonprd.com/SpellDisplay.aspx?ItemName=Identify
https://www.aonprd.com/SpellDisplay.aspx?ItemName=Mage%20Armor


Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

Following Tulia back to the room with the pool to rest.

Questions:
Using just enough charges so people are awake and capable of walking, How many charges were used?

Non-Lethal damage is restored at 1 point/hour. How hurt are we still? I was/am at 4/11.

Kayle has some skill with non-magical healing. What does that involve and how effective is it?


HP: 49/52 | AC: 19 (T: 13, FF: 14) +1 when adj to 2+ enemies | Perc: +5, Low-light | Init: +4 | Fort +6, Ref +5, Will +1 (+2 vs mind-affecting) | CMB: +9 (+2grapple), CMD: 21 (+2grapple) | Spd: 30ft | Rage 7/8 | Stamina Pool 5/5 | Martial Flex 4/4 | SKILLS | Acrobatics +6 | Appraise: +4 | Bluff +2 | Climb +8 | Craft +6 | Diplomacy +5 | K.Nature +3 | K.Nobility +3 | Perform +5 | Stealth +4 | Survival +3 | Swim +6

Nicolette is full.


Nonlethal damage also heals 1:1 with lethal damage, so any healing that you received has eliminated the nonlethal as well.

As for hits from the wand, Bohrs used:

  • Two to damage skeletons
  • One to heal Calaithes

    One more (+4) would have brought Nicolette back up to 5/15 with 0 nonlethal. Another charge (+9) would have brought Kayle up to 5/11.

    So I would say that you have used five out of ten charges on the wand, so you still have 5 left.

    Going to rest, you would stand at:

  • Bohrs: 10/10
  • Calaithes: 4/12
  • Kayle: 5/11
  • Nicolette: 5/15
  • Owens: 5/20

    Overnight, you automatically heal your hit die + your Con. With a DC 15 Heal check for long-term care, that doubles. Kayle can provide long-term care for everyone except for himself. Assuming that Kayle meets the DC 15, overnight you get:

  • Bohrs: 10/10
  • Calaithes: 4/11 + 2*(1+2) = 10/11
  • Kayle: 5/11 + 1*(1+2) = 8/11
  • Nicolette: 5/15 + 2*(1+2) = 12/15
  • Owens: 5/20 + 2*(1+2) = 11/20

    You also get your full new hit die automatically, so you're actually sitting at:

  • Bohrs: 20/20
  • Calaithes: 19/20
  • Kayle: 19/22
  • Nicolette: 27/30
  • Owens: 21/30

    You can also do a DC 20 Heal check to treat deadly wounds (1 hp per level, which we'll say is 2 for the purposes of this check), and if you hit a DC 25 then Kayle adds his wisdom modifier (3) to the damage healed. Lacking a formal healer's kit, you unfortunately take a -4 penalty to this check, so it's a DC 24 for the base and a DC 29 for the boosted. Last time, Kayle nailed a 30 on this check.

    Kayle needs to make one Heal check for long-term care for the group, and then an additional Heal check for each character that he intends to treat deadly wounds for. Anyone who wants to can aid on any of these checks.

    Finally, Tulia will have mixed 3 potions of cure light wounds and 2 potions of lucky number for you. You are welcome to use them instead of wand charges at the subsequent numbers for your PC in this post, or hold on to them and ignore any previous rolls.


  • Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

    My untrained heal is +1 so I'll just try to help. Bohrs should try to do the heal check on Kayle.

    Heal Help Bohrs: 1d20 + 1 ⇒ (8) + 1 = 9
    Heal Help Kayle: 1d20 + 1 ⇒ (9) + 1 = 10
    Heal Help Nicolette: 1d20 + 1 ⇒ (19) + 1 = 20
    Heal Help Owens: 1d20 + 1 ⇒ (10) + 1 = 11

    Assuming that I can't help the heal check on me.


    Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours
    Nicolette wrote:

    Lucky Number: 1d20 ⇒ 20 Okay then!

    Nicolette takes the other potion of luck and drinks it. She feels strange. Having never taken a potion like it, she coughs at the disgusting flavor and then takes a swig of her water to wash it down.

    Re-roll for a Crit!?!!

    I love the IC comment after! And have always thought on things like how the magic would work. In the words of the spell, when your roll matches the lucky number, the creature can either re-roll or add a +2 luck bonus to the result. As a player it is fairly obvious how to use it, but from a roll playing standpoint.... ??

    Funny that I got a 17 and Nicolette got a 20. It is much better to get a low-to-mid range number as that is when a re-roll or +2 would help more!


    Human Male | HP: 30/30 | AC: 18 (T: 12, FF: 14) | Perc: +8 | Init: +2 | Fort +5, Ref +2, Will +5 | CMB: +2, CMD: 14 | Spd: 20ft Human (Eye for Talent) | SKILLS | Diplomacy 3 | Handle Animal 6 | Heal 11 | Perception 8 | Profession(Baker) 8 | Profession(Cook) 8 | Sense Motive 9

    Bigger the weapon dice and lower the hit/critical range the better it is. Nicolette just had some poor fortune. Still not bad for a first level spell.


    The dice, they are fickle!


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    Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

    Funeral Friday. Babysitting my granddaughter Saturday. Checked after church and saw 13 posts! Wow! Reading now....


    Male Human Skald 5 l AC 10 T 10 FF 10 l HP 10/10 l F +0 R +0 W +0 l Init +0 l Perc +0 I CMB +0 I CMD 10

    I am in favor of the Commune Questions. If we do, I think we should ask if Roldare's sister is still alive.

    I would recommend we have Tulia make CLW potions. I'm not sure what other potions would be urgent.


    Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

    As a player I agree. Calaithes isn't interested in communing with a God right now. So much has happened that is way beyond what he can wrap his head around! Right now he just wants to destroy the skeletons and get the gate open. After that.... ?? If the rest of the group wants to, that's fine. He doesn't have any questions to ask.


    I'll copy the spell description here for ease of access, emphasis mine:

    Commune wrote:

    You contact your deity—or agents thereof—and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity's knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity's interests, a short phrase (five words or less) may be given as an answer instead.

    The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.

    So each question that you ask in the gameplay thread will receive an answer until you reach your limit of six or meet one of the ending conditions.


    HP: 49/52 | AC: 19 (T: 13, FF: 14) +1 when adj to 2+ enemies | Perc: +5, Low-light | Init: +4 | Fort +6, Ref +5, Will +1 (+2 vs mind-affecting) | CMB: +9 (+2grapple), CMD: 21 (+2grapple) | Spd: 30ft | Rage 7/8 | Stamina Pool 5/5 | Martial Flex 4/4 | SKILLS | Acrobatics +6 | Appraise: +4 | Bluff +2 | Climb +8 | Craft +6 | Diplomacy +5 | K.Nature +3 | K.Nobility +3 | Perform +5 | Stealth +4 | Survival +3 | Swim +6

    Nicolette has more of the tone and approach of, "you know what you are doing when you commune. We are going to go rescue this girl. You ask your questions for us."


    That's fair, but if you all don't have any specific questions, she won't cast the spell.


    Everyone remind Nicolette to take the Blind-Fight feat when she levels up.


    HP: 49/52 | AC: 19 (T: 13, FF: 14) +1 when adj to 2+ enemies | Perc: +5, Low-light | Init: +4 | Fort +6, Ref +5, Will +1 (+2 vs mind-affecting) | CMB: +9 (+2grapple), CMD: 21 (+2grapple) | Spd: 30ft | Rage 7/8 | Stamina Pool 5/5 | Martial Flex 4/4 | SKILLS | Acrobatics +6 | Appraise: +4 | Bluff +2 | Climb +8 | Craft +6 | Diplomacy +5 | K.Nature +3 | K.Nobility +3 | Perform +5 | Stealth +4 | Survival +3 | Swim +6

    LoL.


    HP: 49/52 | AC: 19 (T: 13, FF: 14) +1 when adj to 2+ enemies | Perc: +5, Low-light | Init: +4 | Fort +6, Ref +5, Will +1 (+2 vs mind-affecting) | CMB: +9 (+2grapple), CMD: 21 (+2grapple) | Spd: 30ft | Rage 7/8 | Stamina Pool 5/5 | Martial Flex 4/4 | SKILLS | Acrobatics +6 | Appraise: +4 | Bluff +2 | Climb +8 | Craft +6 | Diplomacy +5 | K.Nature +3 | K.Nobility +3 | Perform +5 | Stealth +4 | Survival +3 | Swim +6

    LVL 3
    Strangler Verdant Grappler Brawler

    BAB +1
    Fortitude +2
    Reflex +2
    HP: +12

    Feats
    Combat Stamina Free
    Unarmed Combatant

    Skills
    Acrobatics +1
    Bluff +1
    Stealth +1
    Swim +1

    Background
    Appraise +1
    Craft +1


    It looks like you already accounted for this, but I just wanted to make sure. As brawler is not Nicolette's favored class (afaik), she will not gain the favored class bonuses this level. She may, however, choose to take the Eclectic feat to gain favored bonuses from levels in brawler.

    We're also using the fractional base bonus system, so Nicolette's saves should be:

    Fortitude: Barbarian 2 (1 + 2) + Brawler 1 (0.5) + Con Mod (2) + Trait (1) = 6
    Reflex: Barbarian 2 (0.67) + Brawler 1 (0.5 + 2) + Dex Mod (2) = 5
    Will: Barbarian 2 (0.67) + Brawler 1 (0.33) + Wis Mod (0) = 1


    Female Sorcerer (Tattooed Sorcerer) 1/Fighter (Dragonheir Scion) 2

    Looks like fractional stuff won't really effect Russiet due to her strong BaB and differing saves.


    Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

    Calaithes level up: Ashiftah Witch 2
    BAB: +1 (Rogue 3/4 + Witch 1)
    Base Saves:
    Fort: +1 (Rogue 1/3 + Witch 2/3)
    Ref: +3 1/6 (Rogue 2 1/2 + Witch 2/3)
    Will: +3 2/3 (Rogue 1/3 + Witch 3)

    HP: 30 (Rogue: 11 (8+2+1), Witch 14 (d6(4)+2+1)x2, GM Level 1 Boost 5)

    Skills Witch: 4 ranks +2 background
    Knowledge(Arcana)(History)(Planes) +1
    Perception +1
    Background:
    Appraise +1
    Handle Animal +1

    Feat: Extra Hex: Cackle (Su): Cackle as a move action. Any creature that is within 30 feet that is under the effects of an agony, charm, evil eye, fortune, misfortune, or protective luck hex caused by the witch has the duration of that hex extended by 1 round.

    Ashiftah Ability: Ghostwalk (Su): Starting at 2nd level, as a move action after using a hex, an Ashiftah can become invisible as per vanish and can then take a 5-foot step. Using ghostwalk doesn’t provoke attacks of opportunity. (Replaces 2nd level hex)

    Spells Gained:
    Ears of the City
    Snowball
    Spells per day:
    Cantrips: 4
    Level 1: 3 (Base 2 + Int(1))


    Calaithes, let's check that HP.
    Half-Elf: 8
    Rogue: 8, Witch 2*6
    FCB: 3
    Con: 3*2

    8 + 8 + 12 + 8 + 6 = 42

    You should also have one more skill point. You should have 27, but it looks like 26.

    Don't forget the racial favored class bonuses.

    For the Rogue level, you could choose:

  • Add +1 to the number of times per day the rogue can cast a cantrip or 1st-level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.
  • Add a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gather information.
  • The rogue gains +1/6 of a new rogue talent.

    Which will likely have no impact unless you take another rogue level.

    For the Witch levels, you could choose:

  • Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level lower than the highest-level spell she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
  • Add a +1/2 bonus on Spellcraft checks to identify cursed items and on Sense Motive checks to notice enchantment or possession.


  • Male Human Skald 5 l AC 10 T 10 FF 10 l HP 10/10 l F +0 R +0 W +0 l Init +0 l Perc +0 I CMB +0 I CMD 10

    Cleric Level 3 Additions:

    BAB: increases to +2

    Ref Save: +1

    Channel Energy: Increases to 2d6

    Spells: 1 addition orison, and 2 2nd level + 1 2nd level domain spell

    Feat: Channel Smite


    Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

    Wow! Thanks for catching my mistakes. I'll get the fixes done tomorrow.
    Don't have Minor or Major Magic so I can't take the first option. I think the best would be the +1/6 of a talent. He will be taking rogue for the next levels. The only reason he would even think of taking another level of Ashiftah Witch would be with the trait to increase his caster level so he could craft wands. Really not likely!
    The bonus to the skills is all that makes sense. Already have all cantrips and my highest spell is level 1.


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    Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

    Bohrs, Wouldn't that be 2 second level spells plus the domain spell? Wisdom bonus?


    Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

    CS updated. Added a point in Diplomacy. Not a good bonus but I might be able to help Bohrs with it. Besides, it feels like he's shouldering a little bit of leadership, growing up maybe?

    The HP actually only total 37. Hate not taking the other 5, but:
    Half-Elf: 8
    Rogue: 8, Witch 2*6
    FCB: 3
    Con: 3*2

    8 + 8 + 12 + 8 + 6 = 42 -> Should be 8 + 8 + 12 + 3 + 6 = 37


    Haha, oops. Silly GM was trying to give you 5 more hp. Nah, witch, stay where you are. 37 it is.


    Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

    Or maybe I'll take 42 since the very nice GM was giving them to me? Can always wait until next level to fix it? Next level will be rogue so 11 (or just 6) more HP.


    Nope! 37 hp for you!

    In a PFS game you'd only have about 25 hp, so hurray!


    Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

    very true! Thanks.


    Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

    Do we have a treasure list anywhere? Kayle had offered to keep a list. ??

    The big stuff at the end I've posted at the end of my CS. It is:
    Equipment from Grave robber
    wand of magic missile (CL 3rd, 22 charges), bracers of armor +1, a horn of fog, 354 gp, and a spellbook that contains the following spells: cause fear, enlarge person, expeditious retreat, false life, levitate, mage armor, magic missile, ray of enfeeblement, and all wizard cantrips. The spellbook is worth a total of 155 gp.

    Azar's equipment
    +1 suit of chainmail
    +1 greatsword

    From Ekat Kassen
    Bag of Holding Type 1
    +1 Bashing Heavy Steel Shield
    Water Elemental Gem
    4 Small Silver Scales: Acts once as a Hero Point, then crumples to dust.


    Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

    Just thinking about the load we're going to be dragging back to town.... Will probably have to build three sleds. Six bodies right? Average body is about 150 pounds. And we have to haul the loads up from Serpent's Gorge and bypass Gray Lake if possible?

    Maybe we should use the bag of holding to carry each body out of the gorge, then build the sleds there? I don't see a scale on the map so I'm not sure of distance or how steep the climb would be?


    I'm not going to get too into the weeds with the return journey. You do have the bodies of six townspeople and are returning with five living people and a dog.

    I'll put together a spreadsheet of loot as I understand it, and make sure that you all have permission to edit.

    Edit: here's the sheet.


    Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

    Please check/update the sheet.
    Can Bohrs use Asar's +1 chainmail? If not, are we leaving it in his sarcophagus?
    I think we should keep the Water Elemental Gem. It's useful if/when we have a really tough encounter. Need to decide who will hold it though.
    Who has the Potion of CMW? Line 48 from the plague zombies.
    Same for the silver necklace from the undead frogs. And are we selling it?


    HP: 49/52 | AC: 19 (T: 13, FF: 14) +1 when adj to 2+ enemies | Perc: +5, Low-light | Init: +4 | Fort +6, Ref +5, Will +1 (+2 vs mind-affecting) | CMB: +9 (+2grapple), CMD: 21 (+2grapple) | Spd: 30ft | Rage 7/8 | Stamina Pool 5/5 | Martial Flex 4/4 | SKILLS | Acrobatics +6 | Appraise: +4 | Bluff +2 | Climb +8 | Craft +6 | Diplomacy +5 | K.Nature +3 | K.Nobility +3 | Perform +5 | Stealth +4 | Survival +3 | Swim +6

    I think the belongings of Asar will stay with him, which includes the +1 chainmail. The water gem and scales are gifts from Ekat, so we can take those. I think I have one CLW, but not sure about the CMW.


    Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

    The potion of CMW came from the room with the plague zombies. We gave it to Nicolette since she'd be in the midst of battle more than any of us.
    I've marked Asar's equipment to be left in the sarcophagus, not sold.
    The silver necklace came from the bloody skeletons. The post said Bohrs found it. I marked it for sale as it;'s just jewelry.

    Still the question of the Water Elemental Gem. I think it should be carried by Bohrs or me as it takes an action to crush it to summon the elemental. It's a 1-use item but summons a decent powered monster to fight for us when we need help....


    When you all get back to town I'll post what items can be found in Kassen's shops, too.


    One note for our spellcasters. It hasn't come up yet because no one has cast any spells with material components, but please make sure that you have a spell component pouch with you if any of your spells have material components.

    Please also double check decisions on the loot sheet. As of this moment, between coin and what the party plans to sell, you all will be returning from the Crypt with 3,560.5 gp, which you can split as you see fit. (Note that Russiet is coming in with 3,000 gp, and so should probably not get any of that coin. Split 3 ways, that's 1186.83 gp per person (with a spare copper hanging around).

    Kassen's Base Value is 500 gp, and its purchase limit is 2,500 gp. What does that mean?

    Base Value wrote:
    The base value of a settlement is used to determine what magic items may easily be purchased there. There is a 75% chance that any item of that value or lower can be found for sale in the settlement with little effort.
    Purchase Limit wrote:
    A settlement's purchase limit is the most money a shop in the settlement can spend to purchase any single item from the PCs. If the PCs wish to sell an item worth more than a settlement's purchase limit, they'll either need to settle for a lower price, travel to a larger city, or search for a specific buyer in the city with deeper pockets.

    So if you want to buy goods in Kassen, here's what we've got:

    Goods Available in Kassen:
    Characters wishing to buy goods and provisions in Kassen have no trouble finding most standard gear, so long as its value is 500 gp or less (including most armor and masterwork weapons). Magic items, however, are a bit harder to come buy. There is a 75% chance of finding any magic item with a value of 500 gp or less, generally limiting the town to 2nd-level potions and 3rd-level scrolls. These items can be purchased from Holgast and Father Prasst. In addition, the following items can be found for sale in the town.
  • Braggar Ironhame has a suit of half-plate for sale, sized for a Medium creature (that he can adjust to fit a Small creature for an additional 20 gp). He also has a +1 longsword (2,315 gp) and a +1 light wooden shield (1,153 gp) for sale.
  • Father Prasst has a wand of cure light wounds with 22 charges remaining that he would sell for 300 gp.
  • Holgast, the town's wizard, may also have a number of items for sale, but you'll need to seek him out to find out what.
  • Lucky for you, you didn't find anything that someone in Kassen won't buy.

    If you can't find what you want/need in Kassen, then you can indeed still travel to another city. I wonder where you're going next...


    Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

    Good point. I wasn't a spell caster so I don't have a component pouch. Very few of my spells require components but rather than listing them I'll just buy the pouch.


    HP: 49/52 | AC: 19 (T: 13, FF: 14) +1 when adj to 2+ enemies | Perc: +5, Low-light | Init: +4 | Fort +6, Ref +5, Will +1 (+2 vs mind-affecting) | CMB: +9 (+2grapple), CMD: 21 (+2grapple) | Spd: 30ft | Rage 7/8 | Stamina Pool 5/5 | Martial Flex 4/4 | SKILLS | Acrobatics +6 | Appraise: +4 | Bluff +2 | Climb +8 | Craft +6 | Diplomacy +5 | K.Nature +3 | K.Nobility +3 | Perform +5 | Stealth +4 | Survival +3 | Swim +6

    Nicolette would sell both of her armors.

    She has the renewed Ancient Chain Shirt (magically repaired and cleaned) and her Lamellar Cuirass. Retail Price of 100gp+15gp= 115gp. I'll let you deduct the percentage she would get from it.

    Craft (Armor): 1d20 + 6 ⇒ (20) + 6 = 26

    This roll can be put toward her making a long-term crafting item of a Silversheen Agile Breastplate. 750+400= 1150gp. In crafting silver, that's 11500sp divided by 3 for the crafting cost (3833sp). At DC16+10DC for added difficulty, she made 676sp/3833sp worth of progress. If he assists her, it is 728/3833sp

    Being a pupil of Braggar, she wants to work to make the suit herself. Perhaps this will reduce the cost? Perhaps he has one already in the works?

    Diplomacy: 1d20 + 5 ⇒ (20) + 5 = 25


    HP: 49/52 | AC: 19 (T: 13, FF: 14) +1 when adj to 2+ enemies | Perc: +5, Low-light | Init: +4 | Fort +6, Ref +5, Will +1 (+2 vs mind-affecting) | CMB: +9 (+2grapple), CMD: 21 (+2grapple) | Spd: 30ft | Rage 7/8 | Stamina Pool 5/5 | Martial Flex 4/4 | SKILLS | Acrobatics +6 | Appraise: +4 | Bluff +2 | Climb +8 | Craft +6 | Diplomacy +5 | K.Nature +3 | K.Nobility +3 | Perform +5 | Stealth +4 | Survival +3 | Swim +6

    Third Nat 20 for awesomeness? 1d20 ⇒ 7


    Daaaamn, Nicolette. I'll do some rough back-of-the-napkin math myself and then roll that in to the downtime back in Kassen.

    Looking over at special materials, I'm not sure that Silversheen can be applied to armor, since its entry focuses on weapons (and requires 5 ranks in both craft (alchemy) and craft (weapons) to work). The immunity to rust is a nice trick, but I think what you're looking for is Sunsilver.

    Sunsilver wrote:

    An advanced form of alchemical silver, sunsilver is the pride of the Padishah Empire’s war smiths. A weapon made of sunsilver counts as alchemical silver for all purposes. Items not primarily made of metal are not meaningfully affected by being partially made of sunsilver. (For example, a scimitar or breastplate can be made of sunsilver, while a quarterstaff or hide armor cannot.) In addition, items made of sunsilver are immune to rust effects (such as rusting grasp). While in an area of bright light, a shield or suit of armor made of sunsilver shines brightly, allowing the wearer to reflect light at nearby foes as a move action. When she does so, creatures adjacent to the wearer must succeed at a DC 12 Fortitude save or be dazzled for 1 round.

    Armor and weapons made of sunsilver are always masterwork. To determine the price of a sunsilver item, add 25 gp per pound to the price of a masterwork version of that item. Sunsilver has 10 hit points per inch of thickness and hardness 8.

    So the cost should be Agile Breastplate (400) + Masterwork (150) + 25 gp/lb at 25 lb (625) = 400 + 150 + 625 = 1175 total gp cost. A bit more expensive, but there's an added effect on top.

    Since it's a masterwork item, you have to make a separate DC 20 Craft check.

    Create Masterwork Items wrote:
    You can make a masterwork item: a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship. To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield, see Equipment for the price of other masterwork tools) and a Craft DC of 20. Once both the standard component and the masterwork component are completed, the masterwork item is finished. The cost you pay for the masterwork component is one-third of the given amount, just as it is for the cost in raw materials.

    So that'd be a DC 20 for 150 gp of crafting and the DC 16 (accelerated or not) for the remaining 1025. I think. It's finicky.

    Both materials--your original that I don't think works RAW and my recommended replacement that does--are also rare in this region. There is a resident in town (the now multiply-mentioned Ilimara Oniri) from Qadira. It's possible--maybe--that she has (or could acquire) some Sunsilver. Looks like another reason to go see her.

    Mentions of Ilimara

  • First
  • Second
  • Third
  • Fourth

    Either way, I suppose it depends on how much downtime you want to take before setting off on your next adventure. If it's enough to finish the armor, it will take a couple of weeks. Just something to keep in mind. You would get a discount from working with Braggar on it and crafting it yourself, but that takes time. We can work out how much time you are willing to take, and that can determine your overall discount: what you did versus the price for Braggar to finish it, etc.

    Time has consequences, of course. Everything has a price.


  • Male Half-Elf | HP: 37/37 | AC: 14 (T:13, FF:11) +3 for Mage Armor | Perception:+12, Low-light | Init: +5 | Fort +3, Ref +6, Will +4 | CMB +2; CMD 15 | BAB: +1, DEX: +3 | Acrobatics+7, Appraise+8, Bluff+4, Diplomacy+4, Disable Device+10, Escape+7, Handle Animal+8, Know(arcana/history/local/nature/planes)+6, Sense Motive+5, Spellcraft+7, Stealth+8, Swim+15 | Mage Armor for 2 hours

    Possible option? Can the Masterwork be left off and added by magic from Bohrs after it is done? Masterwork Transformation doesn't save any coin but does save time and the extra roll....

    Don't suppose our new spellcaster can cast Crafter's Fortune to help with the adjustment to the crafting roll for speeding up the crafting? Probably not tho9ugh. Sorcerer and limited spell selection. Not a witch spell....


    Calaithes brings up an excellent spell! Cayden would surely smile on his servant helping a fellow in such a way...if it weren't Sunsilver. The masterwork component is baked into the special material being used.

    There are other spellcasters in town who might be willing to offer a hand for Crafter's Fortune, though.


    HP: 49/52 | AC: 19 (T: 13, FF: 14) +1 when adj to 2+ enemies | Perc: +5, Low-light | Init: +4 | Fort +6, Ref +5, Will +1 (+2 vs mind-affecting) | CMB: +9 (+2grapple), CMD: 21 (+2grapple) | Spd: 30ft | Rage 7/8 | Stamina Pool 5/5 | Martial Flex 4/4 | SKILLS | Acrobatics +6 | Appraise: +4 | Bluff +2 | Climb +8 | Craft +6 | Diplomacy +5 | K.Nature +3 | K.Nobility +3 | Perform +5 | Stealth +4 | Survival +3 | Swim +6

    Craft Armor+Crafters Fortune: 1d20 + 11 ⇒ (16) + 11 = 27 *For Masterwork
    Spellcaster services: -10gp


    Human Male | HP: 30/30 | AC: 18 (T: 12, FF: 14) | Perc: +8 | Init: +2 | Fort +5, Ref +2, Will +5 | CMB: +2, CMD: 14 | Spd: 20ft Human (Eye for Talent) | SKILLS | Diplomacy 3 | Handle Animal 6 | Heal 11 | Perception 8 | Profession(Baker) 8 | Profession(Cook) 8 | Sense Motive 9

    This group always seems to make it's best rolls on mundane crafting and profession checks. Clearly we should give up this adventuring life and take up more medi-ack!

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