
Artival Brisboir |

It depends on what you prefer, BT. We've got a big party, so if that will complicate things for you, we can send him on his way. If not, heck, what's one more to the party! Invite him in.
I will be rather in and out for the next couple days. We are having some local flooding, so I am without tv and the net right now. Not sure when it will get addressed, so if need be, autopilot Artival. thanks.

Ka'kara Furyheart |

Guys it was nice knowing you ....
Since our deaths will be sudden and gruesome , I just wanted to say it now !Rappan Athuk! Who reminded BT of Rappan Athuk ! This guy should be drawn and quartered then raised then burned alive then flogged until death then ...
Oh wait it was me !
Lol, is it really that bad? Oh, and we are almost done with the Grey Citadel? Don't we still have to figure out the tower, where the demons are coming from, uncover a succubus, and what happened to the towers owner?

Black Tom |

Rappan Athuk! Who reminded BT of Rappan Athuk ! This guy should be drawn and quartered then raised then burned alive then flogged until death then ...
Yet you keep giving me ideas... ;o)
Seriously, I've had more deaths in Grey Citadel than in Rappan Athuk so far, but that may have been because the cleric player was on vacation, so they tried to tackle the dungeon without a cleric. Bad idea...
We'll see how the rest of the Grey Citadel turns out, but I hope to be able to finish sooner rather than later if you get my drift.

Black Tom |

Guys, I lost a couple of players in my Serpent's Skull campaign, and I thought I'd give you the first shot at it in case any of you would like to join.
They are still on Smuggler's Shiv, so what I'm looking at is for someone to take on one of the NPCs. You can read the start of the thread if you are not familiar with the campaign.
If you're interested, I think we can adapt their stats somewhat. Just let me know and we'll work something out. There are two spots open as it looks right now.

Roylenna Brenoien |

Wow, we haven't been using this much, have we?
I agree to selling the Efreeti bottle. I don't like the odds that we would be able to control it.
What we would want from it, however... I don't even know where to start, I'm not used to getting to make a wish list that doesn't involved weapons and armor, neither of which would do her or the rest of the party much good (at least, not in her hands).

Roylenna Brenoien |

I'm debating lots of things still - hope you don't mind if I list some here...
Ring of Protection +2 for 8000
Lesser Metamagic Rod of Extend for 3000
Lesser Metamagic Rod of Enlarge for 3000
Lesser Metamagic Rod of Bouncing for 3000
Headband of Alluring Charisma for 4000
Boots of Striding and Springing for 5500
Circlet of Persuasion for 4500 (maybe Tika will want to look that one, too)
Pearl of Power (2nd) for 4000
Bag of Holding
Handy Haversack for 2000
I'm leaning toward several smaller items at this point, as you can probably guess... gotta go, will think about it some more - suggestions are always welcome!

Ka'kara Furyheart |

Hello all, I am back. Happy belated New Year!
Wow! That is quite a haul we just got, very nice.
Ka'kara would want to have her greatsword enchanted further with the Furious ability from the Advanced Players Guide. That would cost her 6,000 gp.
Second on her agenda would be to up her cloak of resistance +1 to one of +3. That would be an additional 8,000 gp.
So a total of 14,000 gp if we can get our already existing items further enchanted by the ogres contacts and resources.
Not sure how much we are all going to get each but it seems well over 10k once all the stuff we are selling is added together.

Ka'kara Furyheart |

Will Brazzer be able to have my sword and cloak further enchanted or do I have to buy completely new items? Either way I would vote to wait til we get our new equipment before going back in. The dungeon has been there a long time and will wait another few days until we return I would guess. Nothing is pressing us to rush back is it?

Roylenna Brenoien |

Shopping list for Roylenna, in order of priority since I'm not 100% sure what our total budget is:
Headband of Alluring Charisma +2 for 4000 gp
Lesser Metamagic Rod of Extend for 3000 gp
Cloak of Resistance +1 for 1000 gp
Handy Haversack for 2000 gp
Thanks for pushing it forward, Gregori.

Black Tom |

Just wanted to thank you for your patience and support. I consider all of you guys my friends, even though we've never met, and I don't know the first thing about you. But you've been great all this time, through thick and thin, and I hope the campaign will run for a long time to come. I own a lot of Necromancer stuff to torment you with.
So just thank you for being my friends. In the very peculiar way that is PBP. :o)

Black Tom |

It's been a month since we heard anything from Mahaffy, so I'm sending him home (for the time being).
How do you feel about continuing without a rogue? Do we need to recruit one? Honestly you are a bit many as it is, so I'd prefer not to, but it also feels unfair to send you into the world's deadliest dungeon without a trapfinder.
Let me know how you feel.

Ka'kara Furyheart |

Personally, I would have to say based on the description of "world's deadliest dungeon" going into it without someone to search for traps is a death sentence but the only one who knows that for sure is BT himself. Bearing that in mind I think Ka'kara has the best perception (and most hit points) and can take the lead. She can search for traps, just can't disarm them. I really can't see her taking a 20 too often though as she is a might impatient (she will on things that LOOK like traps however). So I guess she'll lead and do a cursory search for both traps and secret doors as we go. Do you want two separate rolls for secret doors and traps BT? The rest of you should search for secret doors also as we go. Her perception is decent but nothing to get too excited about.
P.S. LOL, you do realize that Mahaffy was the only person arguing to keep Ka'kara in check, right?

Black Tom |

About the maps, unfortunately they are still messed up and I don't know how to solve that problem. I'll try to get you a battle map when you need one and see what i can do about the rest.
It's kind of annoying when you've paid for a pdf to find things like this.

Black Tom |

To scranford: Welcome aboard and thank you for your patience.
You can whip up a character if you feel like it. 20 point buy, standard gear for your level. You start with half the xp of the moste experienced member (which would be Roylenna), that is just above 15000 xp. Don't have my books here, but I hope that puts you at level 5. You start with 1 hero point per level and you are welcome to port any points from the previous campaign, and you can use those when rolling for hp.
A cleric or rogue would be nice, as would an inquisitor or alchemist, who could potentially cover both roles (healer/trapfinder).
We can work out the details here.

scranford |

Sorry guys. Character delayed a bit. I'm thinking either an Elven Cleric of Calista, or a Gnome Inquisitor. Still putting the bits together, and need to read the game thread, to see which would fit in the best. Also welcome to any suggestions from the group. I'll add lock, and trap finding ability to whichever way I go.
BT - How
1d8 ⇒ 5
1d8 ⇒ 1
1d8 ⇒ 2
1d8 ⇒ 7

scranford |

Well I looked everywhere to find a way to add "Disable Device" as a Class skill for a Cleric, but couldn't find one. So it seems that an Alchemist might offer the best combination of trapfinding/disabling, and healing. So hopefully tonight I'll get my Alchemist character back up. Maybe the original Yurggen will have to make a re-appearance.

scranford |

Here is Kem Het for review. I'll get up the profile tomorrow hopefully, if everything looks OK.
Kem Het
KEM HET CR 4
Male Human (Garundi) Alchemist (Crypt Breaker) 5
CG Medium Humanoid (Human)
Init +4; Senses Perception +12
--------------------
DEFENSE
--------------------
AC 17, touch 13, flat-footed 14. . (+4 armor, +3 Dex)
hp 35 (5d8+5)
Fort +6, Ref +9, Will +5
Resist Poison Resistance +4
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Spear +4 (1d8+1/20/x3) and
. . Hanbo +3 (1d6/20/x2) and
. . Sickle +3 (1d6/20/x2) and
. . Unarmed Strike +3 (1d3/20/x2)
Ranged Alkahest Bomb +8 (3d8+3 Acid) and
. . Crossbow, Light +7 (1d8/19-20/x2)
Special Attacks Alkahest Bomb 3d8/3d4 (8/day) (DC 15)
Alchemist (Crypt Breaker) Spells Known (CL 5, 3 melee touch, 7 ranged touch):
2 (3/day) Barkskin, Cure Moderate Wounds (DC 15), Acute Senses (DC 15)
1 (5/day) Shield (DC 14), Comprehend Languages (DC 14), Identify, Cure Light Wounds (DC 14), Bomber's Eye (DC 14)
--------------------
STATISTICS
--------------------
Str 10, Dex 18, Con 12, Int 16, Wis 12, Cha 8
Base Atk +3; CMB +3; CMD 16
Feats Iron Will, Point Blank Shot, Precise Shot, Skill Focus: Perception, Throw Anything
Traits Accelerated Drinker, Cosmopolitan
Skills Acrobatics +1, Appraise +11, Climb -3, Craft (Alchemy) +12, Craft (Locks) +6, Disable Device +18, Escape Artist +1, Fly +1, Heal +9, Knowledge (Arcana) +8, Knowledge (Nature) +8, Linguistics +8, Perception +12, Profession (Cook) +6, Ride +1, Sleight of Hand +5, Spellcraft +11, Stealth +1, Survival +6, Swim -3, Use Magic Device +7 Modifiers Alchemy +5
Languages Abyssal, Common, Draconic, Infernal, Osiriani, Osiriani, Ancient
SQ Crypt Breaker's Draught (Su), Fast Poisoning (Move Action) (Ex), Ioun Torch, Mutagen, Mutagen (DC 15) (Su), Poison Use, Swarmsuit, Swift Alchemy (Ex), Trap Spotter (Ex), Trapfinding +2
Combat Gear +1 Spear, Crossbow, Light, Hanbo, Mithral Chain Shirt, Sickle; Other Gear Adventurer's Sash (13 @ 10 lbs), Alchemical Grease, Alchemist's Fire Flask (2), Alchemist's Lab, Portable, Bag of Holding I (10 @ 46 lbs), Bedroll, Cloak of Resistance, +1, Dungeoneering Kit, Deluxe, Flint and steel, Fuse Grenade, Goggles of Minute Seeing, Healer's kit (10 uses), Ioun Torch, Oil of Bless Weapon, Potion of Enlarge Person, Potion of Hide From Undead, Potion of Protection From Evil, Potion of Sanctuary, Potion of Shield of Faith +2, Pouch, belt (3 @ 2.5 lbs), Smokestick, Swarmsuit, Tanglefoot bag (2), Thieves' tools, masterwork, Thunderstone, Wand of Cure Light Wounds, Waterskin, Weapon Blanch, Adamantine, Weapon Blanch, Cold Iron, Weapon Blanch, Ghost Salt, Weapon Blanch, Silver
--------------------
SPECIAL ABILITIES
--------------------
Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Alkahest Bomb 3d8/3d4 (8/day) (DC 15) (Su) 3d8 acid damage to constructs and undead, 3d4 force damage to all other creatures.
Crypt Breaker's Draught (Su) Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these drau
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Ioun Torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 15) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +4 (Ex) +4 to save vs. Poison.
Poison Use You don't accidentally poison yourself with blades.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Swarmsuit DR 5/- vs. Diminutive Swarms, DR 10/- vs. Fine swarms.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +2 +2 to find or disable traps.
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