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  #1  
Old Jan 15th, 2014, 06:50 PM
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Weasel's Bar and Grill

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Old Jan 15th, 2014, 07:06 PM
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Hello everyone Glad to be joining all of you for my first group game on the site
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Old Jan 15th, 2014, 07:08 PM
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May the dice be ever in your favor. (I recently watched Catching Fire with my wife. Decent movie and book series.)
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Old Jan 15th, 2014, 08:08 PM
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Well the dice certainly were in my favor. >.>

Either way, nice to meet you all. Kenneth is finished except for gear.
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Old Jan 15th, 2014, 08:17 PM
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They certainly were favorable InsaneFox. For gear, you will have money enough for any and all non-magical equipment and tools. As for magical equipment, you will be allowed to have 1 item of the highest quality that a 12th level character can have and 3 more lesser items. I will allow you all a lot of freedom to pick your items, so please do me proud and don't abuse it. I will review your 4 items before the game thread is up.
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Old Jan 15th, 2014, 09:06 PM
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Alrighty... so for gear, using the Gamemastery guide's suggestion that a 12th level character shouldn't spend any more than 54000g on a single item. I obviously made that my weapon.

Since Kenneth is using a sword cane pistol (which is a double weapon), I had to split the enchantment. The blade is a +2 dueling sword cane (1d6+11; 22345g) , and the pistol is a +2 Seeking coat pistol (1d4+14, Range Increment of only 10'; 19075g). The four other items I took were, Belt of Dex +2 (4k), Headband of Int+2 (4k, Disable Device as the skill), Cloak of Resistance +2 (4k), Endless Bandolier (1.5k).

The only thing with Gunslinger that needs to be worried over is ammunition cost. I'll be using mostly paper cartridges, that I can craft using Gunsmithing for half cost (6g instead of 12g per bullet). The easiest thing would be to assume that the Endless Bandolier (which can hold 20 alchemical cartridges) is full. Which is like 120g, give or take a piddly amount if I decide to start with one or two special cartridges. Everything else will be mundane nonsense, maybe a few extra mundane pistols for backup.

Last edited by InsaneFox; Jan 15th, 2014 at 09:12 PM.
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Old Jan 15th, 2014, 09:14 PM
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I approve of your items InsaneFox. The availability of ammunition will depend heavily on in-game circumstances. War could make it easy to acquire ammo or make it difficult depending on supply lines and what not, so being conservative with ammunition is advised.
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Old Jan 15th, 2014, 09:52 PM
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HEY! Care to spare a few of those rules, Fox? Pleeeeease? ;P

Last edited by Everlasting; Jan 15th, 2014 at 09:52 PM.
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Old Jan 15th, 2014, 10:41 PM
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I'll get to making my character sheet asap.
Probs today after work.
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Old Jan 15th, 2014, 10:48 PM
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http://www.d20pfsrd.com/gamemastering

Normally 12th level characters using the Character Wealth by Level chart would have 108,000g worth of items. It's suggested that a player spend no more than half (54,000) on a single item, though that's up to DM discretion. I just used that as a guide for what would be the most expensive item a level 12 character could (should) have.
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Old Jan 15th, 2014, 10:49 PM
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Glad to be here! I'll start on the character sheet immediately.
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Old Jan 15th, 2014, 11:04 PM
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In regard to spell points, Mr. Weasel;
do we still prepare a number of spells from our class chart, and cast those using spell points?
Or is it using spontaneous casting with spell points?

-ALSO-

I have chosen my items!!! If any of them are pushing the line a tad, just let me know They all fit the monetary guide presented to us by the dashing Mr. Fox

I have decided to pour my main item into armor! I plan on being a spell scourging type of cannon, relying on melee combat in my wild shape form, so I though it was fitting. It just fits the 54,000 limit in the GM Guide, but without further ado! I have made a *deep breath* +5 (25,000), Wild (9,000), Hosteling (7,500), Delving (10,000) mithral chain shirt (1,100) for a total of 52, 600 gp.

As for my lesser items, all of which total fit the bill from the GM guide, are:
-Boots of Striding and Springing
-Headband of Inspired Wisdom +2 (Need them spell points!!!)
-And a Vestment, Druid's (For that extra wild shape!)

-AND FINALLY (Very sorry!!!)-

How will we handle my animal and companion and awakened animal cohort? Will you NPC one/both of them, or will I control one/both? Or will it be either/ or depending on the circumstances?

Hope they all work

Last edited by Everlasting; Jan 16th, 2014 at 01:07 AM.
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  #13  
Old Jan 15th, 2014, 11:20 PM
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I've enver played up to level 12 this should be interesting.
Weasel I'm playing an Abominant so I need to know the benefits of the following mutations that have peeked my interest:
- Boundless Strength
- Crushing Grip
- Iron Skin
- Blood Bond
- Resistant Hide
- Savage Speed
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  #14  
Old Jan 15th, 2014, 11:40 PM
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Also how do I determine saves and do we get (+1 x 4) to any ability score because we're level 12 ?
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  #15  
Old Jan 16th, 2014, 12:05 AM
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Umm, not to be nit-picky, but Weasel Whisperer said 1 major item and 3 minor, yet Insane Fox chose 4 minor and got approved. Is it 3 or 4 minor items?
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