
Pai Kromnite |

Actually, I didn't do a final accounting of the gear to sell. That would be a few more sheckles to add to our kitty! I was waiting to figure out how much the magical weapons would be worth. We'd be selling the scythe and the longsword, right?

Pai Kromnite |

Hp roll for 7th level 1d6 ⇒ 1
Reroll one's, I assume 1d6 ⇒ 3
7th level wizard:
8 skill ranks: know. arc, know. history, know. Planes, know. religion,fly, bluff, steath, spellcraft.
Feat: spell Focus Necromancy
HP: 3 plus 2 Con
2 new spells known: Boneshatter, Phantasmal Killer
I am also going to try to get the other wizard's Spellbook copied over. Even if they are opposition schools, I should be able to take ten and write all third level and under spells in the book. I'll check to be sure. I might have to roll for the 4th level spells.

Paxs |

1d8 ⇒ 1 Me
1d10 ⇒ 7 Thrak
reroll-1d8 ⇒ 6 Me
7th level summoner
4 skills: use magic device, fly, know (planes), know (arcane)
+1 base attack, summon monster iv, spells per day 1 3rd lvl spell
spells known:unseen servant, black tentacles, heroism
feat: superior summoning
Thrak
+1 attack, +1 saves, use magic device, fly, perception, knowledge (religion), +2 armor bonus, +1 str/dex, 1 evolution pool pt

Pai Kromnite |

When we sell the two magic weapons, Paxs, and divvy up the cash, we might have enough to get you your item right now.
Can anyone price the items for me? I'm not good at figuring weapon costs. I think they are a +1 Vicious Scythe and a +1 Longsword.

Our Mysterious Benefactor |

2315 gp (half if sold) for the +1 longsword and 8,318 gp for the scythe (half if sold), so a total of 5,316 gp, 5 sp

Pai Kromnite |

Last question: do we have an extra +1 breastplate left over to sell, or have all of them been claimed? I think we found 3 total, IIRC.
I just wrote the unguent of timelessness down on Pai's sheet. It's worth almost nothing, so it's probably just better to keep for an emergency.
Without the breastplate, since I'm not sure of its status, we'd each get 1,063 gp, 3 sp and 3 cp.

Our Mysterious Benefactor |

1,350 gp for the breastplate, since I'm reasonably sure there was a bunch of them... So 675 gp for selling it.

Our Mysterious Benefactor |

There were 9 +1 breastplates total. Each of the Urgathoan priests had one, plus Lady Andaisin. And 8 masterwork scythes. So, if you took them all is the question. Plus 12 plaguebringer's masks, which can be sold for 1,000 gp each.

Slumper |

I would have to say in our haste the MW scythes were all left. I would have thought anything magical and the masks we would have tried to tote out. But the fights were pretty bang bang bang with only a minute or two between them. Maybe a split for the hastiness of the retreat? maybe we left 3 or 4 of each behind?

Our Mysterious Benefactor |

Sure. 6 breastplates for a total of 4,050 gp and 8 plaguebringers' masks for a total of 8,000 gp. Which works out to an additional 2,410 gp per PC.

Pai Kromnite |

Ok, DM, my plan is to spend my 2500 voucher on a +1 Amulet of Natural Armor, and a potion of Cure Moderate Wounds. They can have the remainder of what's left over. I'll take 3000 of my own gold and get my metamagic rod, if that's cool.

Pai Kromnite |

Also, DM, been wondering about that escaped filth-type demon that didn't eat our faces when it could have. Any chance some research could have been done to figure out more about it, or where it might have went? We kinda need to eliminate that sucker at some point.

Our Mysterious Benefactor |

Sure! You could definitely research it...
How do you feel about a trip into the plane of Abaddon, near the Throne of Flies?

Ruperta of Hetzau |

Hi Guys!
I have missed you. I still don't have Internet access, and seems I won't be getting access soon... so...
a) Please run Ruperta as an NPC (party managed?) while I got Internet back.
b) Make her sit down this episode (Maybe she needed to check something somewhere else)
c) Take her down for the campaign.
If I can choose, a). I plan to return as soon as I am able. But it can take time.
Take care, happy holidays, and dead to the Queen!!!

Our Mysterious Benefactor |

Okay, Ruperta goes into silent mode, where we NPC her until she gets back to the land o' the living.
And I am back from Xmas voyaging, so expect updates soon.

Pai Kromnite |

3473 gold each. Ruperta took a +1 breastplate, a +1 ring of protection, a +2 headband of wisdom, and a potion of remove disease, along with the wand of CMW but I'm not sure how many charges we burned off it. We also each got a 2500 voucher to use how we see fit.
We are 7th level.

Ruperta of Hetzau |

Rolling Ruperta Level 8 HP: 1d8 ⇒ 1
If we want to sell / change our equipment, how is it?
For example, trade or improve the Ring of Protection +1 (2,000 gp) to +2 (8,000)... how much for that?
Do we sell at half price, and buy at full price?
Did we have downtime for making scrolls? How much?

Our Mysterious Benefactor |

Ruperta you can re-roll the 1 for HP. I'm not that cruel... Wait, I totally am. Sell at half price, buy at full. If you can improve it yourself, using item creation feats, then it's half cost. As for downtime, I believe you had around two weeks.

Ruperta of Hetzau |

I have updated Ruperta for Level 7, in the case of equipment, this are the movements:
Selling:
Scythe +1 for 509 gp
+1 Breastplate for 600 gp
MW Chain Shirt for 125 gp
MK Heavy Wooden Shield for 78.5 gp
4 scroll cases for 2 gp
TOTAL: 1,314.5 gp
Buy:
Masterwork Full Plate Armor
This metal suit includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4 × 100) gold pieces.
Masterwork + 150 gp: Its armor check penalty is lessened by 1
Sanctified Heavy Mithral Shield 1,120 gp
This heavy shield is made of mithral and is thus much lighter than a standard steel shield. It has a 5% arcane spell failure chance and no armor check penalty.
Sanctified Shield: A sanctified shield may be any type of shield (including bucklers, tower shields, and even magical shields). When activated, a sacred shield adds a +1 sacred (if positive energy) or profane (if negative energy) bonus to the wearer’s Armor Class. This bonus lasts for 24 hours or until the wearer is struck in combat, whichever comes first. Creatures other than the cleric are able to use the charged shield and this ability. It can be used as a Holy Symbol.
+150 to Consecrate her Masterwork Starknife
Consecrated Masterwork Starknife 174 gp
Consecrated Weapon: Consecrated weapons may be of any type — swords, axes, masterwork, mithral, and even magical — and function appropriately. When activated, the cleric charges the weapon with positive or negative energy (as appropriate) so it deals extra damage when it hits a target. This functions like the Channel Smite feat, except the additional damage is equal to half the cleric’s channel energy damage (the target makes a Will save as normal, based on the cleric’s channel energy DC). The weapon remains charged with this energy until it successfully strikes a creature or 24 hours pass, whichever comes first. Creatures other than the cleric are able to use the charged weapon and this ability. It can be used as a Holy Symbol.
Channel Smite: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. Your target can make a Will save, as normal, to halve this additional damage.
Bag, Handy Haversack 2,000 gp
A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
Chain (10 ft.) 30 gp
Hardness 10. 5 hit points. Burst with DC 26 Strength
Lock, good 80 gp
Disable Device DC 30 to open
Manacles, masterwork 50 gp
Escape Artist DC 35. Strength check DC 28. Hardness 10 and 10 HP
Kit, Antidote 100 gp
10 uses left. +3 circumstance bonus on Heal checks made to treat poison
Kit, Dungeoneering Deluxe 130 gp
A deluxe dungeoneering kit contains two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch.
Pearl of Power (1st) 1000 gp
Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast.
Universal Solvent 50 gp
This substance has the unique property of being able to dissolve sovereign glue, tanglefoot bags, and all other adhesives. Applying the solvent is a standard action.
Tangle Bolt 226 gp
Often etched with images of spider webs or swampy vines, this sickly green +1 seeking bolt transforms into sticky goo when it hits, entangling its target and becoming tough and resilient upon exposure to air. In addition to the bolt's damage, the target is entangled as if it had been hit by a tanglefoot bag.
Seeking: This special ability can only be placed on ranged weapons. A seeking weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.
Holy Water 25 gp
Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.
Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.
A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.
TOTAL: 6,611 gp
Gold Remaining: 216.2 gp

Ruperta of Hetzau |

Ruperta will cast, at the start of the day's activities, Blessing of the Watch, so please take them into account. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
In the case of Slumper, she will cast Shield Other
This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.
Both of them have a 7 hour duration, so unless we act very late in the night you can count them active all day.

Pai Kromnite |

Pai's HP roll for 8th level 1d6 ⇒ 4
She will add her attribute point to Intelligence, of course.
+1 Will
+1 BAB
8 skills:
Arcana,
Dungeoneering,
History,
Local,
Nature,
Planes,
Religion,
Spellcraft
One extra third and fourth level spell known per day.
Newly known spells: Black Tentacles and Shadow Conjuration.
Gained Invisibility Field power from Illusion sub school.

Ruperta of Hetzau |

Level 8! Yohoo!
HP Roll (+2 Con +1 Favored Class) : 1d8 + 3 ⇒ (6) + 3 = 9
+1 to WIS
BAB +6/+1
+1 ST Fort and Will
1 more level 3 and 4 spells
1 more level 4 bonus spell per day
Holy Lance Good Domain power
Dimensional Hop Travel Domain power

Slumper |

Finally added my feat: Improved Bull Rush. My Bull Rush attempts now add +2 and no longer provoke attacks of opportunity. My shield bull rushes didn't anyway so really the only thing to see here is the +2 to those checks.

Our Mysterious Benefactor |

I'm sure I have no idea what you're talking about... Now when you start rolling nothing but ones...