Division of the Spoils, Fort Rannick Edition

Feb 15, 2011 22:53

This entry is only of interest the other players in my Pathfinder gaming group. 

I'm creating this thread to divide up the treasure we acquired during the liberation of Fort Rannick.  It includes:
  • 2 Scrolls of Divine Favor, CL 9 -- 225 gp each.  Grants the caster (only, it's range personal) a bonus of +3 to attack and damage rolls for one minute.  Thoromir is the obvious user for these, but Aeraliss could also use them with a fairly easy Use Magic Device check -- and she makes a lot more attack and damage rolls than Thoromir most of the time.

  • Scroll of Hideous Laughter, CL 11-- 550 gp. It's a pretty good spell, if you cast it on something with a weak Will save.  I need to know the save DC, since it's dependent on the scriber's Intelligence bonus (or Charisma bonus, if it was a sorcerer).  It incapacitates the target for eleven rounds (CL-based) of helpless laughter.

  • 2 Scrolls of Lighting Bolt, CL 10 -- 750 gp each.  I'll probably hang onto these -- it's a nice evocation to use if you can get a bunch of enemies to come at you down a long, narrow corridor, which we've done before and will probably do again.

  • Potion of Cure Moderate Wounds, CL 3 -- 300 gp.

  • 2 Potions of Cure Serious Wounds, CL 5 -- 750 gp each.

  • 2 Potions of Bull's Strength, CL 3 -- 300 gp each.  We might give these to Aeraliss and/or Thoromir, since Erek will presumably have the Belt of Giant Strength that (probably -- see below) gives him the same bonus as a continuous effect.

  • Wand of Acid Arrow, CL 11 (43 charges) -- 14,190 gp.  Acid Arrow is the gift that keeps on giving -- it does damage for one additional round after it hits for every three caster levels.  Sure, 2d4 isn't a lot of damage, but 2d4/round for four rounds is pretty good, especially when you can do it out to a range of 840 feet, thus inflicting all 8d4 before the target can get to you.  It's also a long-range spell, and ignores spell resistance (it's a conjuration, and the acid, once conjured, is real, non-magical acid), and of course overcomes the regeneration of trolls and similar monsters.  It might be more useful to Aeraliss than Kavren, since she doesn't currently have a way of doing much damage at extreme range.

  • Wand of Scorching Ray, CL 11 (22 charges) --  7,260 gp.  Kavren wants this wand badly -- it would give him something worthwhile to do in fights where he's either low on spells or saving them for larger threats.  Because of the caster level, it fires three rays, for 4d6 each on a ranged touch attack that rarely misses -- and the great thing about ranged touch spells is, the target doesn't get a saving throw.

  • 20 +1 Human Bane Arrows -- 160 gp each.  They act as +3 arrows against humans.  Unfortunately, ammunition enhancement bonuses don't stack with the bonus of the weapon that fired them, but IIRC Kaldak doesn't have a +3 longbow (yet), so he's probably still the best person to use these.

  • 10 +1 Javelins (Large) -- 2,001 gp each if they're reusable, or 41 gp each if they're treated as ammunition (i.e. their magic is discharged after one use).  These are the nasty barbed things the ogres were throwing that reduce your AC by four while they're stuck in your flesh, and do 1d6 +1 bleed when you pull them out -- they may technically be harpoons rather than javelins.

    They're large weapons, but that just makes them statistically identical to spears -- two-handed weapons that do 1d8 damage, can be thrown with a 20' range increment, and, presumably, can be braced against a charge.  Since they're thrown weapons, Erek would apply his full strength bonus (including enhancements like Bull's Strength, which can't be added to his composite bow since it's limited to the strength bonus built into it) to the damage.  He'd take a -2 size penalty to hit with them, since, being designed as javelins for ogres instead of spears for humans, they're a little awkward (the shafts would be thick enough for an ogre to grip comfortably), but with his dexterity and attack bonus, that's not a big problem.

  • 5 +1 Ogre Hooks (Large) -- 2,024 gp each.

  • +1 Human Bane Ogre Hook (Large) -- 8,024 gp.

  • +1 Silver Short Sword -- 2,030 gp.  Erek should keep this in his pack next to his cold iron shortsword, in case he needs to punch through the damage reduction of a lycanthrope or a devil some day.

  • +2 Keen Rapier -- 18,020 gp.  Has Aeraliss' name on it.

  • +1 Hide Shirt -- 1,090 gp.  Kaldak's, obviously.  It's a traditional Shoanti type of armor.  A non-magical, ordinary hide shirt has a +4 armor bonus, +4 max dex, -3 armor check penalty, no speed penalty, and weighs 25 pounds.  This one, of course, has a +5 armor bonus and -2 check penalty (as magic armor is always masterwork quality).

  • Ring of Animal Friendship -- 10,800 gp.  I think this has Kaldak's name on it.

  • Amulet of Natural Armor +2 -- 8,000 gp.  Any one of us could benefit from this, as natural armor stacks with regular armor and shield bonuses; it should probably go to whoever has the weakest AC after all the other stuff we're adding is figured in, or whoever ends up with the least money value from the rest of this haul.  Kavren could craft these if he had a friendly spell-casting ranger (he's one for three on that with Kaldak) or druid around to cast Barkskin into them.  Shalelu or Jakardros might do it, if they stick around long enough.

  • Bracers of Armor +2 -- 4,000 gp.  We might just sell these; Kavren already has his Wand of Mage Armor, which gives him a +4 armor bonus lasting an hour, that doesn't stack with the one from the bracers.  Anyone who wears armor has no use for them, either.  On the other hand, I might just hang onto them until I can enhance them up to +5 (they can actually go up to +8, but your caster level has to be at least twice the bonus of the bracers you're crafting).

  • Cloak of Charisma +2 -- 4,000 gp.  This should actually be a Headband of Alluring Charisma under Pathfinder rules -- a reminder that this adventure path predates the new system.  In 3.5, ability-enhancing items came in various forms that used different body slots -- Headbands of Intellect, Periapts of Wisdom, Cloaks of Charisma, Gauntlets of Ogre Power and Belts of Giant Strength, Gloves of Dexterity, and Amulets of Health (which, annoyingly, meant you couldn't enhance your Wisdom and Constitution at the same time, as clerics, druids, monks and paladins would wish to do, since amulets and periapts use the same body slot).

In Pathfinder, the system has been simplified: all items that enhance a physical stat are belts, all items that enhance a mental stat are headbands, and you can get ones that enhance two or all three of the relevant stats.  Of course, since it's Thoromir that would benefit most from a Charisma enhancement, and he already has Pharasma's headband, he might prefer that we keep this a cloak and assume that the person who crafted it decided to invent a Charisma-enhancing cloak instead of the more standard headband.

  • Belt of Giant Strength -- 16,000 gp, assuming it's +4.  If it was written into the module under 3.5 rules, it has to be at least +4 (and I don't believe we'd find a +6 ability-enhancing item at this level).  There was no such thing as a Belt of Giant Strength +2 in 3.5; the +2 Strength-enhancing wondrous item was a pair of Gauntlets of Ogre Power.

  • Sihedron Medallion +2 -- 4,000 gp.  The +2 bonus applies to all saving throws.  Kavren can't use this unless it stacks with the Cloak of Resistance +2 he's already wearing, which I doubt.  It might be most useful to Thoromir, since if he has a Cloak of Charisma, he can't also wear a Cloak of Resistance (the standard item for enhancing saving throws); otherwise, anyone in the party who doesn't have a Cloak of Resistance could benefit from this item.  Of course, given our experience with the Sihedron rune and people that use it, most of us might be reluctant to wear the thing.
     
  • 2 large rubies, 200 gp each
  • Necklace of shriveled women's hands, joined with copper rings (210 gp) -- I'm assuming that's for the rings, not for the grisly thing in its intact state; the hands should be decently buried.
  • 3,800 gp
  • 2,600 sp

rise of the runelords, d&d, pathfinder, gaming

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