Ironperenti's Shattered Star AP

Game Master Ironperenti

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DM / GM / The man behind the curtain

I changed the treasure tracker to edit. Didn't mean to have it on view only.


DM / GM / The man behind the curtain

When you go to the market in the morning, not only can you sell your stuff at 50% market value, but you can also haggle.

haggle using Diplomacy, Appraise, Bluff (could cause trouble), Intimidate (could cause trouble), Prof trader/merchant/etc

Base: DC 20 50% market value
For every 5 below you lose 5% off the sale value, for every 5 above you gain 5% on the sale value up to 10% either way.

Also, for this trip to the market you have the chance to find a market bargain. Each of you can roll but it is your bargain, not something for someone else. This means you can't ask someone else what would help them the most. You can guess but no asking.

Market Bargain Hunting (you may search for a bargain once per week) d20 Roll
1–6 A piece of adventuring gear, clothing, food or drink, or trade good of your choice (chosen from any in Pathfinder RPG Ultimate Equipment) at 10% its normal price.
7–12 An alchemical item of your choice (chosen from any in Ultimate Equipment) at 10% its normal price.
13–16 A weapon of your choice (to include expert or masterwork) at 10% its normal price.
17–19 A potion or scroll of your choice (chosen from any in Ultimate Equipment) at 10% its normal price.
20 A magic item of your choice at 10% its normal price.


Male Sylph Unchained Rogue 3 | HP 17/24 | AC20 T17 FF 14 | F1 R9 W2 | CMD18 | Init+9 | Percep +7 | current effects:

Sweet! Let's see what Shathee can find.
Market Bargain: 1d20 ⇒ 7

Given the difficulties with swarms, this will be an alchemist fire.


M CG human investigator 2 / swashbuckler 1 | HP 36/36 | AC19 T14 FF15 | F+4 R+7 W+5 | CMB+2 CMD14 | init+4 | Per+8* SM+7* | HH 4/4 inspiration 6/6 panache 6/6 | extracts 1st-4/4 | effects: none

Market bargain?: 1d20 ⇒ 8

I guess that should be something that Doc can't make himself, but since we don't have a lot of downtime before we head back into the dungeon, I'm thinking another alchemist's fire. We should probably get a bunch!


Female Human HP: 34/34AC=19/ FF 13/ TAC 16 Saves=6/7/0 Perc=6 CMD=18 Init=5 Urban Bloodrager 2/Falcata swashbuclker1 Rage=8/8 Conditions Shard of pride

Market bargain: 1d20 ⇒ 14

Oh, thats nice!


Male Elf Wizard 3 (AC:15[T:15 FF:10] | HP: 18/23 (0NL) | F+2*, R+6*, W+2* | Init: +4 |Perc: +0 Low Light Vision)

Market Bargain: 1d20 ⇒ 6

An excellent little tidbit of fun, might I say!

Cimrôdel has some cash left over himself, but I would like to get some amount from the group for spells and such. Whatever seems appropriate folks.

I'll make a post about my shopping trip, and let you discover just what "Adventuring Item" Cimrôdel discovers amongst the shops! It's already picked out, and it is quite appropriate to him.


DM / GM / The man behind the curtain

let's get the treasure broken out and sold off.

I'm going to split the money evenly since much of the other team's stuff would have gone to the other players who disappeared. Items that need to be distributed or have been and have not been marked:

silver dagger
ring of feather falling
masterwork shortsword
bloodroot (poison) 2 doses
tanglefoot bags x3
magical bladed scarf (counts as magical for overcoming DR and base damage die goes up to 1d8; assuming you will sell)
masterwork composite shortbow
magical cold iron ranseur (counts as magical for overcoming DR and base damage die goes up to 2d6; assuming you will sell)
climber's kit
masterwork thieves tools
second story harness (A second-story harness is a series of straps, trusses, and buckles that can be worn over clothing or armor. A second-story harness allows the wearer to, as a move action, secure herself in place on a vertical surface so that both her hands are free. The wearer can remain in this position without needing to make additional Climb checks, and does not lose her Dexterity bonus to AC as long as she remains anchored. As long as the wearer is anchored in this way, she cannot move and gains a +5 circumstance bonus on Climb checks made to avoid falling whenever she takes damage. The wearer can release herself to start moving again as a move action. A second-story harness
costs 55 gp and weighs 3 pounds.)


Male Elf Wizard 3 (AC:15[T:15 FF:10] | HP: 18/23 (0NL) | F+2*, R+6*, W+2* | Init: +4 |Perc: +0 Low Light Vision)

I’d take the silver dagger, but again, if we’re counting on me killing the DR/Silver critter with a dagger, we’ve done something way wrong.


Male Sylph Unchained Rogue 3 | HP 17/24 | AC20 T17 FF 14 | F1 R9 W2 | CMD18 | Init+9 | Percep +7 | current effects:

Quick question on selling of goods and treasure: Do those go for half price or are they full price and only equipment gets sold for half? Looks like we've got some things listed for half (box of spices, gems, etc.) that we may be getting more for.

Also, try to make sure you add your name next to items you are putting on your sheet so we make sure to know all that we can sell without this getting too confusing. I know there is a Ring of Featherfalling and a silver dagger that may come in handy for some, not sure if they've been grabbed yet or not.

And yes, this is ABSOLUTELY a fun way to do this market! Thanks Ironperenti!


M CG human investigator 2 / swashbuckler 1 | HP 36/36 | AC19 T14 FF15 | F+4 R+7 W+5 | CMB+2 CMD14 | init+4 | Per+8* SM+7* | HH 4/4 inspiration 6/6 panache 6/6 | extracts 1st-4/4 | effects: none

Can I suggest we sell everything? Yes, there's a lot of stuff like a ring of feather fall that could come in handy, but if there's nothing that anybody really needs, why don't we sell it and buy things that we know we want instead?


Male Elf Wizard 3 (AC:15[T:15 FF:10] | HP: 18/23 (0NL) | F+2*, R+6*, W+2* | Init: +4 |Perc: +0 Low Light Vision)
Shathee wrote:
Quick question on selling of goods and treasure: Do those go for half price or are they full price and only equipment gets sold for half? Looks like we've got some things listed for half (box of spices, gems, etc.) that we may be getting more for.

Typically coins, gems, and art are sold at 100%.

The Ring of Featherfall shouldn't be sold!

We can sell the silver dagger, but there has already been one lycanthrope, right?


DM / GM / The man behind the curtain

I'd say things such as the basin and spices would go at half price since you are seeing the market price and trying to offload it to a merchant who will then sell at market price. But, I did make a mistake on the ancient coins and gems. I will correct that line.

Also, I thought someone was already using the silver dagger but could not recall who.


Female Human HP: 34/34AC=19/ FF 13/ TAC 16 Saves=6/7/0 Perc=6 CMD=18 Init=5 Urban Bloodrager 2/Falcata swashbuclker1 Rage=8/8 Conditions Shard of pride

I was useing the silver dagger (although I think i used it as a throwing weapon at one point).


Male Elf Wizard 3 (AC:15[T:15 FF:10] | HP: 18/23 (0NL) | F+2*, R+6*, W+2* | Init: +4 |Perc: +0 Low Light Vision)
Aurie de Valois wrote:
I was useing the silver dagger (although I think i used it as a throwing weapon at one point).

Keep it!


Male Elf Wizard 3 | HP:29/29 | F:+4 R+6 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+5 | Perc +11 |

Market bargain 1d20 ⇒ 4

I'm okay keeping items that are useful or just fun. If we do keep the ring of feather fall, I'm thinking Shathee or Aurie should take it. They are most likely to need it with Shathee's scouting job and Aurie's exuberance to engage foes.

That being said, I'm thinking I'll start memorizing feather fall as a standard carry for me.


Male Elf Wizard 3 | HP:29/29 | F:+4 R+6 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+5 | Perc +11 |

Cimrodel:
Here are the spells I currently have:
1st level: Burning Hands, Enlarge Person, Detect Secret Doors, Feather Fall, Grease, Mage Armor, True Strike, Unseen Servant, Shield, Gravity Bow.
2nd level: Glitterdust, See Invisible.

I’m planning on keeping the See Invisible/Glitterdust combo for my 2nd level spells to help the party with invisible foes. As I mentioned, I am looking at adding Feather Fall as a regular 1st level memorized spell, but I am open to suggestions on the others.

I do want to scribe a few scrolls. I want Grease available in case I need to help someone escape a grapple situation, and Burning Hands to help out with swarms.

Of course, you’re welcome to copy any spells I currently do have.


Male Elf Wizard 3 (AC:15[T:15 FF:10] | HP: 18/23 (0NL) | F+2*, R+6*, W+2* | Init: +4 |Perc: +0 Low Light Vision)

Molasbar, no need to hide our conversation from the Muggles!

I'll get you info on what I have. We obviously need to both be prepared for swarms, cuz, holy moly!

I want to get some alchemical stuff, to give me some bonuses on spells.

My bread and butter is magic missile, but they get used up so fast, hahaha. I have plans for making that better! Ring of Wizardry I, haha!


Male Sylph Unchained Rogue 3 | HP 17/24 | AC20 T17 FF 14 | F1 R9 W2 | CMD18 | Init+9 | Percep +7 | current effects:

Much appreciated on the ring, but Shathee has that built in. As a Sylph, he has the Airy Step feat and ignores the first 30' of falls. If he falls further than that, he'll still handle it better than anyone else in the party.


DM / GM / The man behind the curtain

In addition to stating what you buy please list it on the treasure tracker like Shathee did. If you claim something, assuming others are fine with it, you can either put your name in parenthesis next to it on the treasure tracker or just let me know and I will mark it.

I'm tracking:
silver dagger (sell)
ring of feather falling
masterwork shortsword (sell or to Shathee?)
bloodroot (poison) 2 doses (sell)
tanglefoot bags x3
magical bladed scarf (counts as magical for overcoming DR and base damage die goes up to 1d8; assuming you will sell) (sell)
masterwork composite shortbow (sell)
magical cold iron ranseur (counts as magical for overcoming DR and base damage die goes up to 2d6; assuming you will sell) (sell)
climber's kit (sell)
masterwork thieves tools (Shathee?)
second story harness (A second-story harness is a series of straps, trusses, and buckles that can be worn over clothing or armor. A second-story harness allows the wearer to, as a move action, secure herself in place on a vertical surface so that both her hands are free. The wearer can remain in this position without needing to make additional Climb checks, and does not lose her Dexterity bonus to AC as long as she remains anchored. As long as the wearer is anchored in this way, she cannot move and gains a +5 circumstance bonus on Climb checks made to avoid falling whenever she takes damage. The wearer can release herself to start moving again as a move action. A second-story harness
costs 55 gp and weighs 3 pounds.) (sell)


M CG human investigator 2 / swashbuckler 1 | HP 36/36 | AC19 T14 FF15 | F+4 R+7 W+5 | CMB+2 CMD14 | init+4 | Per+8* SM+7* | HH 4/4 inspiration 6/6 panache 6/6 | extracts 1st-4/4 | effects: none

I had Doc buy 200gp worth of "alchemical materials," since I figure he can try to craft some alchemist's fire before we go back. His Craft total is high enough that he can take 10 and succeed, but he can use inspiration so I'll roll that.

Inspiration: 1d6 ⇒ 2

It's up to you how long this takes-- according to the rules, I believe it takes half a week for each flask (his total is high enough to halve the time). 200gp of materials is enough to craft 30 flasks, but according to the rules, that would take 30 weeks. ;)


Male Elf Wizard 3 (AC:15[T:15 FF:10] | HP: 18/23 (0NL) | F+2*, R+6*, W+2* | Init: +4 |Perc: +0 Low Light Vision)

Spellcraft: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16 vs DC 16 to add Burning Hands into my Spellbook

Woot!

That costs 10gp for me to copy it from Molasbar's Spellbook.

Molasbar, I have Grease (and others), give me a bit, and I'll post my Spellbook.


Male Elf Wizard 3 (AC:15[T:15 FF:10] | HP: 18/23 (0NL) | F+2*, R+6*, W+2* | Init: +4 |Perc: +0 Low Light Vision)
Ironperenti wrote:


Market Bargain Hunting (you may search for a bargain once per week) d20 Roll
1–6 A piece of adventuring gear, clothing, food or drink, or trade good of your choice (chosen from any in Pathfinder RPG Ultimate Equipment) at 10% its normal price.

Oops! Does it have to come from UE? Or can it just be in the PHB?


DM / GM / The man behind the curtain

Crafting. the amount you get done is by day even though the roll is by week. So,

Doc skill +11, take 10 = 21 x DC 20 = 420sp of work done per week, if you roll you could potentially make more. But this means you make 60sp of alchemist fire per day and it takes 200sp to make a completed flask so it will take you into day 4 to complete one bottle and get started on the second. Does everyone want to wait that long or do you go back in now? Do you try to find buyers for some of the art you saw inside on the walls? In most instances you would need to either draw it competently or hire an artist.

@Cimrodel: the item can come from any allowable source so most any paizo source listed on d20pfsrd or the archives of nethys.


M CG human investigator 2 / swashbuckler 1 | HP 36/36 | AC19 T14 FF15 | F+4 R+7 W+5 | CMB+2 CMD14 | init+4 | Per+8* SM+7* | HH 4/4 inspiration 6/6 panache 6/6 | extracts 1st-4/4 | effects: none
Ironperenti wrote:
Doc skill +11, take 10 = 21 x DC 20 = 420sp of work done per week, if you roll you could potentially make more. But this means you make 60sp of alchemist fire per day and it takes 200sp to make a completed flask so it will take you into day 4 to complete one bottle and get started on the second.

Doc's total is actually +17, which includes bonuses for his alchemy class feature, alchemy lab, and inspiration. That's 540sp of work done per week, or approximately 77sp worth per day. The Craft skill says that if his total is at least double the price for a completed flask, it takes half the time, so that's something like 154sp per day. But that's still more than a day for each flask, so I guess I won't do it because no one wants to sit around for a week just to get a small discount on alchemist fire. Ah well.


Male Elf Wizard 3 | HP:29/29 | F:+4 R+6 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+5 | Perc +11 |
"Doc" Adams wrote:
But that's still more than a day for each flask, so I guess I won't do it because no one wants to sit around for a week just to get a small discount on alchemist fire. Ah well.

Oh, I don't know about that. I am thinking a few down days might be good. I'd like to craft a cloak of protection +1, and maybe some scrolls.


Male Elf Wizard 3 (AC:15[T:15 FF:10] | HP: 18/23 (0NL) | F+2*, R+6*, W+2* | Init: +4 |Perc: +0 Low Light Vision)

Molasbar:
Here is a list of Cimrôdel’s level 1 and level 2 spells:

Level 1 Spells
• Abundant Ammunition
• Air Bubble
• Ant Haul
• Burning Hands
• Detect Charm
• Endure Elements
• Enlarge Person
• Expeditious Construction
• Expeditious Excavation
• Feather Fall
• Grease
• Hold Portal
• Hydraulic Push
• Identify
• Jump
• Keep Watch
• Liberating Command
• Mage Armor
• Magic Missile
• Magic Weapon
• Mindlink
• Monkey Fish
• Mount
• Protection from Evil
• Vanish
• Waterproof
• Windy Escape
• Reduce Person
• Shield
• Speak Local Language
• True Strike
• Unseen Servant

Level 2 Spells
• Flurry of Snowballs
• Invisibility

Copy away!

I can write scrolls too, if desired.


DM / GM / The man behind the curtain

I think the craft rules just mean you can make a single dose in less time not that your sp per day gets doubled. That's what breaking it into sp per day does. However, sp per day is even better bc it gets you the exact time something is finished. You finish your first dose on day 3 so you could go back in that evening or you could go in the morning of the 4th without having to wait.


Male Elf Wizard 3 | HP:29/29 | F:+4 R+6 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+5 | Perc +11 |

Wow. That's 26 spells you have that I do not. I can take 10 on the spellcraft check to understand them, so I'd automatically succeed. That still means it would take 26 hours to understand all of them, and 28 hours to copy them.

It sounds like we are tentatively planning on going back in on the morning of the 4th. If I spend one day crafting a cloak and two days copying spells, that would be eight first level spells I could copy.

Beyond burning hands, I do have some spells that you do not that you are welcome to. Those are: Detect Secret Doors, Gravity Bow, See Invisible and Glitterdust.

GM, I have all the prerequisites to craft the cloak of protection +1, so that should be a DC 10 spellcraft check, which I can take 10 on pretty easily. The material cost would be 500gp, so the time to make it would be the minimum 8 hours. Does that sound right?


Male Elf Wizard 3 (AC:15[T:15 FF:10] | HP: 18/23 (0NL) | F+2*, R+6*, W+2* | Init: +4 |Perc: +0 Low Light Vision)

Since I joined at level 2, I used most of my starting gold on spells in Spellbooks. I figured that long term that was worth more than "things."

I should crank out scrolls for most of them, so we have the utility of them, but with my arcane bond item, I can pop any one of them out on demand.


M CG human investigator 2 / swashbuckler 1 | HP 36/36 | AC19 T14 FF15 | F+4 R+7 W+5 | CMB+2 CMD14 | init+4 | Per+8* SM+7* | HH 4/4 inspiration 6/6 panache 6/6 | extracts 1st-4/4 | effects: none

Doc can copy wizard spells that are on the alchemist list into his formula book (unfortunately, it doesn't go the other way), so if it's all right with Cimrôdel, he'll copy some of the elf's spells. While he can't instantly cast an extract from his formula book, it only takes him a minute to prepare an extract, so him having some of the useful utility spells makes sense if we need two of them.

He'll copy these spells: ant haul, enlarge person, identify, jump, monkey fish, and vanish. Looks like that costs 60gp. He uses Craft (alchemy) instead of Spellcraft, but like Molasbar he can take 10 on the check and automatically succeed.

If Molasbar's okay with Doc copying spells too, he could also copy detect secret doors.


DM / GM / The man behind the curtain

Creation of the Cloak of resistance +1 is viable in the 8 hour time limit which is essentially a day's work.


Male Elf Wizard 3 (AC:15[T:15 FF:10] | HP: 18/23 (0NL) | F+2*, R+6*, W+2* | Init: +4 |Perc: +0 Low Light Vision)

Have at it Doc! I don't know what it costs you.


M CG human investigator 2 / swashbuckler 1 | HP 36/36 | AC19 T14 FF15 | F+4 R+7 W+5 | CMB+2 CMD14 | init+4 | Per+8* SM+7* | HH 4/4 inspiration 6/6 panache 6/6 | extracts 1st-4/4 | effects: none
Cimrôdel wrote:
Have at it Doc! I don't know what it costs you.

It costs the same as wizards copying spells to their spellbooks, so 10gp for a 1st-level spell.


Male Elf Wizard 3 (AC:15[T:15 FF:10] | HP: 18/23 (0NL) | F+2*, R+6*, W+2* | Init: +4 |Perc: +0 Low Light Vision)

Which brings up the question, can wizards copy from Alchemists/Investigators?


M CG human investigator 2 / swashbuckler 1 | HP 36/36 | AC19 T14 FF15 | F+4 R+7 W+5 | CMB+2 CMD14 | init+4 | Per+8* SM+7* | HH 4/4 inspiration 6/6 panache 6/6 | extracts 1st-4/4 | effects: none

No, alas, they can't. It's specifically only one-way for alchemy. :(

However, if Doc ever needed to buy a scroll for an alchemist extract, he could always let Cimrôdel copy it into his spellbook first and then copy it back afterward. :)


DM / GM / The man behind the curtain

I would say the base answer is no. The reason being is because there is a feat that allows it which means it is not a base capability.

Alchemical Affinity
Having studied alongside alchemists, you’ve learned to use their methodologies to enhance your spellcraft.

Prerequisite: Wizard 5

Benefit: Whenever you cast a spell that appears on both the wizard and alchemist spell lists, you treat your caster level as 1 higher than normal and the save DC of such spells increases by 1. Additionally, you may copy spells from an alchemist’s formula book into your spellbook just as you could with another wizard’s spellbook.


DM / GM / The man behind the curtain

did everyone buy their market bargain and any other items you thought you might need? It looks like Shathee, Molasbar, and Doc have put their purchases on the treasure tracker. Please get your purchases placed on there if you haven't, thanks.


Male Elf Wizard 3 (AC:15[T:15 FF:10] | HP: 18/23 (0NL) | F+2*, R+6*, W+2* | Init: +4 |Perc: +0 Low Light Vision)

I need to add a couple alchemical items as power components, but other than that, I'm ready.


Male Elf Wizard 3 (AC:15[T:15 FF:10] | HP: 18/23 (0NL) | F+2*, R+6*, W+2* | Init: +4 |Perc: +0 Low Light Vision)
Cimrôdel wrote:
I need to add a couple alchemical items as power components, but other than that, I'm ready.

All set!


Female Human HP: 34/34AC=19/ FF 13/ TAC 16 Saves=6/7/0 Perc=6 CMD=18 Init=5 Urban Bloodrager 2/Falcata swashbuclker1 Rage=8/8 Conditions Shard of pride

Not yet, I am on it though!


Female Human HP: 34/34AC=19/ FF 13/ TAC 16 Saves=6/7/0 Perc=6 CMD=18 Init=5 Urban Bloodrager 2/Falcata swashbuclker1 Rage=8/8 Conditions Shard of pride

Aurie goes from:
Urban Bloodrager 1/Falcata Swashbuckler 1
to urban bloodrager 2/Falcata swash 1

Gm approval:

Can Aurie find a broken Dragoon pistol she cannot fix or use yet?


DM / GM / The man behind the curtain

@Autie: you can find any weapon with your market bargain. Finding a broken dragoon oistol at an outrageously low price would make sense.


Female Human HP: 34/34AC=19/ FF 13/ TAC 16 Saves=6/7/0 Perc=6 CMD=18 Init=5 Urban Bloodrager 2/Falcata swashbuclker1 Rage=8/8 Conditions Shard of pride

I plan to dip into mysterious stranger at like, level 6 or so.


Male Elf Wizard 3 (AC:15[T:15 FF:10] | HP: 18/23 (0NL) | F+2*, R+6*, W+2* | Init: +4 |Perc: +0 Low Light Vision)

An excellent archetype for the gunslinger! I played a Bard-Mysterious Stranger a while back, and had a lot of fun with it. Never had ammo problems!


Female Human HP: 34/34AC=19/ FF 13/ TAC 16 Saves=6/7/0 Perc=6 CMD=18 Init=5 Urban Bloodrager 2/Falcata swashbuclker1 Rage=8/8 Conditions Shard of pride

Yeah, I am planning to go for spell catridges, but I need to be a bloodrager spellcaster for that (level 5 for arcane strike) and then grab spell catridges at level 7.

While I will technically be fighting with 2 weapons (pistol in left, falcata in the right hand), I think most of the time I will only use my falcata, or only use my pistol, in a given turn.


Male Elf Wizard 3 | HP:29/29 | F:+4 R+6 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+5 | Perc +11 |

Just to document it, the spells I was able to copy over from Anthalusian Quest this go around were: Vanish, Abundant Ammunition, Air Bubble, Liberating Command, Protection from Evil, Detect Charm, Identify and Magic Weapon.

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