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Dice Kazragun - OOC

It is simplicity itself. All you have to do is make a post, then go back into it with the Edit function. At the bottom of the post, you'll see one option for 'Throw Dice'. Click on that, and you'll be able to choose the number and faces of the dice you wish to toss. It cannot be deleted, so there is no way to fudge the post.

Well - they really did go a long way to hide the roll function, right? Good to know, makes things way smoother for all of us :)

Actually, last I checked Baird, Veskassdak, and Wren were at Dalim's. shop and Renna was helping to heal people.

Yep - that said, I think it's preferable to have a clean start rather than to jump back into long-forgotten dialogues. If noone minds, I'd assume that all remaining plans were finished (including getting additional gear there if you wish) and restart a little later once all of you are gathered once more.
 
That works for me. I just hope to be able to get my pair of short swords magicked up to a +1.
 
I just looked at Ves's character sheet and saw that he did get Restful Mithral breastplate +1. Can we just use our listed gold to get the perishable magic items (potions mainly) and assume we picked up a couple of long term use magic items? I have my eyes on either an amulet of mighty fists (+1 for now), muleback cords, or Boots of the Cat. These would go a long way to wards Veskassdak's survival. Maybe even some bags of holding/concealment. The list price for the minor versions is well within the range I'm thinking would be affordable.
 
And, again looking at my character sheet, I want to swap out the puny shortbow for an adaptive composite long bow +1, cost for the bow is 3,400 gp as listed. I can understand if it is not available, but with Veskassdak's fluctuating strength, it makes more sense to have something that fluctuates with him than having a set strength he either cannot draw without raging or might break while he is raging. Of course the amount of funds that Veskassdak has versus what he understands things cost are two different topics of discussion. Also, add a quiver of standard arrows to supplement what he has. He'll use the flight arrows for small game hunting and the standard arrows for combat.
 
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None of the items named here seem too far-fetched to be found in a military encampment, so feel free to get your hands on them while you're not on the road yet. I'd appreciate it if you could list the things you got, though, so that I can have a look in case something might need more discussion.
 
Okay the list is:
Restful mithral breastplate +1 (acquired before our pause)
Prefered in order of importance to Veskassdak:
Amulet of mighty fists +1 (found somewhere in camp, maybe a monk who decided that her time would be better spent somewhere less likely to get her killed)
Adaptive composite long bow +1 (probably with an ambush group who lost the previous owner and need something different for the person replacing the fallen comrade)
Several potions of cure light wounds (maybe at a good discount if Veskassdak found that alchemist he intimidated)
A few potions of enlarge person (same as for the potions of cure light wounds)
Muleback cords (probably after spotting someone carrying WAY more than should be possible)
Minor bags of holding or a handy haversack (there's gotta be a merchant somewhere who didn't make a messy kilt when Veskassdak spoke to him/her)
Boots of the Cat (Not sure how to figure Veskassdak spotting the use of this one, so might be from a conversation overheard between a couple of friendly allies who are thankful for the boots after falling off something very high up)
 
Well, considering the fact that Renna is, at the moment at least, our only healer, could I persuade you to slide a Phylactery of Positive Energy my way? That extra 2d6 of healing will be a lifesaver (ha! I made a Sherwood style pun there!). I can even forgo getting magic armor at this time if it is a question of one over the other.
 
I think we split up 2000 gp from the loot, but haggling is Wren's cuppa. Not sure what we can afford and what will be "issued" to us for braving the lands on the otherside of the portal. I'm hoping for at least the amulet since I can't picture Veskassdak wielding a weapon when his natural attacks are more effective. That and the bow so he can reach out and smack someone from a "safe" distance.
 
Once again, looking at the d20pfsrd site, I saw that the lizardfolk natural armor was fixed. It was originally+2 natural armor, but it should've been +1. I've fixed it on my character sheet accordingly.
 
Just testing the dice throw feature.

Cool! Looks like the modifications to the roll will have to be done manually. Still better than nothing.
 
Alrighty - seems like we might get one to two additional characters in here. Until I know exactly what the second one is up to, I#d like to postpone the question of Psychie Psychie - my thoughts at the moment are that you'll either get enough healing by the new characters, or a phylactery-like artifact for free to keep the group alive for a while. Either way, you can probably go with the armor if you wish.

All items on Dicer Dicer 's list seem ok, so feel free to pick up whatever you want. If you want, you can give me a few rolls on "Knowledge - Local" to see if you can find the alchemist, and Wren can certainly try to lower the price for non-alchemistic deals.
 
Okay, since Veskassdak has not put any ranks in knowledge (local), this will be an untrained intelligence check.

Result is 9.

This probably means the weasel saw Veskassdak looking for him and went to find someplace else that would be safer than being in the presence of a rage lizard! Looks like standard potion prices for Veskassdak.

Loading up on the items from Veskassdak's wishlist.
 
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I don't suppose that I could persuade our wonderful Storyteller to let me go as high as +2 on my swords? <crosses fingers>
 
Good idea. Flaming might not be a good one for my Stealth rolls, but one of the others might be a good fit.
 
I was checking my true wishlist for Veskassdak and saw that I had planned for him to get Body Wrap of Mighty Strikes at around level 11 since that would be when he could use it for all his natural attacks. The amulet of mighty fists are planned to have only weapon special abilities. I reviewed the various ones I chose to see if they were the ones I truly wanted, but I need to rethink them after the review. Specifically the vampiric special ability. I'll post which special ability Veskassdak takes for the amulet. There are sooooo many +1 bonus choices that have come out since January.

Okay I've decided. Didn't realize there was a Furious special ability. So the Amulet of Mighty Fists is a Furious Amulet of Mighty Fists. Gives Veskassdak +2 enhancement bonus to attack and damage rolls while raging. It was a tough choice between that and Keen.

Okay Veskassdak has been updated in his four possible configurations and is ready to go.
 
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Alright - as it seems, potions will be available at the regular cost; wherever he is, Veskassdak's "friend" is clever enough to avoid your searching eyes. We'll have an alchemist aboard shortly though, so there might be discounts in the future... additionally, we'll have a kineticist as well to round up the group.

Sherwood Sherwood Even though I might regret the result, feel free to give me a roll on whatever you find appropriate to convince your dwarven friend of an additional discount. You were on good terms with him prior to your last adventure and you certainly did well lately - good advertisement of his craftmanship at least deserves a roll.

Clockwork Syringe Clockwork Syringe Give me a roll for that, and enough time to find my specific notes for those items - I think the crossbow is actually nothing special, but I'll certainly recheck that.
 
Lets see if the dice gods are in a good mood:

+7 to the roll there, for a total of 17.
 
What is a Kineticist? I've never heard of that class before. Also, will our two new people be starting at level 1, or level 4 with the rest of us?
 

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