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<blockquote data-quote="StreamOfTheSky" data-source="post: 6677903" data-attributes="member: 35909"><p><strong>Loot sale 8/9/2015</strong></p><p></p><p>Loot Sale!</p><p></p><p>This is...pretty much everything from the Monastery of the Two Winds chapter, actually.</p><p></p><p>[sblock]Cloak of Charisma +2 and Resistance +2 of the Mountebank (9400)</p><p>Gloves of Dexterity +4 (8000)</p><p>Cloak of Charisma +2 (2000)</p><p>Gauntlets of Strength +2 (2000)</p><p>Periapt of Wisdom +2 (2000)</p><p>Ring of protection +2 and Counterspelling (6000; currently contains hold monster)</p><p>Ring of protection +1 (1000)</p><p>Zephyr Shirt (4250; +1 natural armor, +2 Constitution, +5 Escape Artist)</p><p>Amulet of natural armor +1 (1000)</p><p>Cloak of resistance +1 x9 (500 each)</p><p>Vest of Resistance +1 (500)</p><p>Gloves of arrow snaring (2000)</p><p>Ring of Antivenom (4000; Immediate 1/day Neutralize Poison on wearer)</p><p>Ring of Jumping +5 (1250)</p><p>Helm of Tactics (1000; Swift (mental) 3/day, 10 rounds per use. Allies within 60 ft. gain +2 melee damage when flanking, or your Minor Aura increases by +1)</p><p>Helm of Glorious Recovery (2800; Swift 1/day wearer heals 4d8+7 hp)</p><p>Deathstrike Bracers (2500; Swift 3/day can crit and SA constructs, elementals, oozes, plants, and undead for 1 round)</p><p>Mask of Blood (1650; +1 round of Rage; 2/day spit 4d6 acid damage)</p><p>Greater Piwafwi (3250; Fire Resist 5, +5 Hide checks)</p><p>Dispelling Cord (500; Swift 5/day +2 on dispel till end of turn)</p><p>Boots of Sidestepping (3000; Swift 3/day take extra 5 ft step)</p><p>Boots of Agile Leaping (300; Use Dex instead of Str on Jump; 5 balance ranks: stand as swift w/o AoO)</p><p>Potion Bracer (250)</p><p>[sblock]A potion bracer functions like a highly specialized handy haversack, allowing you to store up to 10 potions or similarly-sized items in an extradimensional space. No matter how many items are stored in the bracer, you can retrieve the one you want as a free action.</p><p>You can only wear one potion bracer at a time; wearing a second causes both to cease functioning. Most potion bracers are worn on the user’s weapon arm so the user doesn’t have to drop a weapon to get out a potion. If both your hands are full, you can drink directly from the potion bracer as a standard action that provokes an attack of opportunity.</p><p>Faint conjuration, CL 1st; Craft Wondrous Item, prestidigitation. Price 500 gp; weight 1 lb.[/sblock]</p><p>Blast Globes (4000; Standard 1/day create 10d6 fireball w/ 2d6 sonic, deafening, and pushback (Reflex and Fort DC 15 halve/negate) )</p><p>Potion of cure serious wounds x6 (375 each)</p><p>Potion of cure moderate wounds x6 (150 each)</p><p>Potion of cure light wounds x3 (25 each)</p><p>Oil of magic weapon x3 (25 each)</p><p>Ragesian Dragonbomb x3 (75 each)</p><p>[sblock]This weapon is dropped by wyvern riders, functioning as a grenade-like weapon. Because the weapon simply drops, the rider makes a ranged touch attack, with a –2 penalty per 20 feet of altitude. If the attack misses, the bomb strikes in a random direction, and the distance from its intended target is equal to half the speed the attacker flew that round (minimum 10 feet).</p><p>A dragonbomb consists of little more than a compilation of existing alchemicals. It has 10 flasks of oil, 5 alchemist fire flasks, and a thunderstone in a clay shell that shatters on impact. In addition to whatever damage the bomb inflicts by striking its target, it also creates a deafening boom as a normal thunderstone. Alchemist fire coats everything within 5 feet of the target, dealing 1d6 fire damage for two rounds. Additionally, burning oil spreads a further 5 feet, dealing 1d3 fire damage for two rounds. The alchemicals typically last long enough to set fire to flammable objects.</p><p>One Ragesian dragonbomb costs 150 gp and weighs 20 lb. The Craft (alchemy) check to create one from scratch is DC 30; to create one if the components listed above are available, the check is DC 20.[/sblock]</p><p>Tentacle Rod (7000; Standard; makes 3 attacks at +12 for 6 dmg, Slow 5 rounds if all hit, Fort DC 14 negates)</p><p>Kiano, +1 Large Greathammer (4652.5)</p><p>[sblock]Kiano: +1 Large Greathammer (2H, bludgeoning, 3d6 damage, 20/x3 crit); It deals triple damage against inanimate objects.</p><p>Strong evocation, CL 7th; Craft Magic Arms and Armor, shatter. Price 9,305 gp; weight 60 lb.[/sblock]</p><p>+1 Glaive (1154)</p><p>+1 light crossbow x3 (1167.5 each)</p><p>Lesser crystal of cold assault (1500; weapon deals +1d6 cold damage)</p><p>+2 Buckler (2082.5)</p><p>Mwk cold iron battleaxe (160)</p><p>Mwk silver shortsword x4 (165 each)</p><p>Mwk cold iron battleaxe x3 (160 each)</p><p>Mwk battleaxe x15 (155 each)</p><p>Mwk hand claw (152.5)</p><p>Mwk longsword x3 (157.5 each)</p><p>Mwk composite longbow [Str+4] x9 (400 each)</p><p>Mwk composite longbow [Str +2] x4 (300 each)</p><p>Mwk composite shortbow [Str +4] x6 (337.5 each)</p><p>Mithral chain shirt x3 (550 each)</p><p>Mwk breastplate x4 (250 each)</p><p>Mwk buckler x4 (157.5 each)</p><p>Small chain shirt with Riding Straps (150; +1 circumstance on Ride checks) </p><p>Full plate x3 (750 each)</p><p>Locked gauntlet (4)</p><p>Small tridents x4 (7.5 each)</p><p>Javelins x5 (2.5)</p><p>Exotic military saddle x4 (30 each)</p><p>Large Leather barding (20)</p><p>200 Arrows (5)</p><p>60 Bolts (3)</p><p>30 Cold Iron Bolts (3)</p><p>30 Silver Bolts (31.5)</p><p>12,048 gp worth of gems, coins, and artwork[/sblock]</p><p></p><p>Total: 119,598.5 gp</p><p>Per person: 17,085.5 gp (total divided by 7, TWR gets a share)</p><p></p><p>Please lay claim to what you'd like. Some already have, I did go in and add in a bunch more items, too. If you're not familiar with an item and it doesn't have a spoiler description, it's probably from MIC. Also don't forget to level up. If you want to buy anything, the purchase limit at the monastery is 8000 gp. You won't have time to run away to restock once you activate the orb of winds, so make sure you're well prepared now. Healing wands are a good idea and should be paid for by the party.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 6677903, member: 35909"] [b]Loot sale 8/9/2015[/b] Loot Sale! This is...pretty much everything from the Monastery of the Two Winds chapter, actually. [sblock]Cloak of Charisma +2 and Resistance +2 of the Mountebank (9400) Gloves of Dexterity +4 (8000) Cloak of Charisma +2 (2000) Gauntlets of Strength +2 (2000) Periapt of Wisdom +2 (2000) Ring of protection +2 and Counterspelling (6000; currently contains hold monster) Ring of protection +1 (1000) Zephyr Shirt (4250; +1 natural armor, +2 Constitution, +5 Escape Artist) Amulet of natural armor +1 (1000) Cloak of resistance +1 x9 (500 each) Vest of Resistance +1 (500) Gloves of arrow snaring (2000) Ring of Antivenom (4000; Immediate 1/day Neutralize Poison on wearer) Ring of Jumping +5 (1250) Helm of Tactics (1000; Swift (mental) 3/day, 10 rounds per use. Allies within 60 ft. gain +2 melee damage when flanking, or your Minor Aura increases by +1) Helm of Glorious Recovery (2800; Swift 1/day wearer heals 4d8+7 hp) Deathstrike Bracers (2500; Swift 3/day can crit and SA constructs, elementals, oozes, plants, and undead for 1 round) Mask of Blood (1650; +1 round of Rage; 2/day spit 4d6 acid damage) Greater Piwafwi (3250; Fire Resist 5, +5 Hide checks) Dispelling Cord (500; Swift 5/day +2 on dispel till end of turn) Boots of Sidestepping (3000; Swift 3/day take extra 5 ft step) Boots of Agile Leaping (300; Use Dex instead of Str on Jump; 5 balance ranks: stand as swift w/o AoO) Potion Bracer (250) [sblock]A potion bracer functions like a highly specialized handy haversack, allowing you to store up to 10 potions or similarly-sized items in an extradimensional space. No matter how many items are stored in the bracer, you can retrieve the one you want as a free action. You can only wear one potion bracer at a time; wearing a second causes both to cease functioning. Most potion bracers are worn on the user’s weapon arm so the user doesn’t have to drop a weapon to get out a potion. If both your hands are full, you can drink directly from the potion bracer as a standard action that provokes an attack of opportunity. Faint conjuration, CL 1st; Craft Wondrous Item, prestidigitation. Price 500 gp; weight 1 lb.[/sblock] Blast Globes (4000; Standard 1/day create 10d6 fireball w/ 2d6 sonic, deafening, and pushback (Reflex and Fort DC 15 halve/negate) ) Potion of cure serious wounds x6 (375 each) Potion of cure moderate wounds x6 (150 each) Potion of cure light wounds x3 (25 each) Oil of magic weapon x3 (25 each) Ragesian Dragonbomb x3 (75 each) [sblock]This weapon is dropped by wyvern riders, functioning as a grenade-like weapon. Because the weapon simply drops, the rider makes a ranged touch attack, with a –2 penalty per 20 feet of altitude. If the attack misses, the bomb strikes in a random direction, and the distance from its intended target is equal to half the speed the attacker flew that round (minimum 10 feet). A dragonbomb consists of little more than a compilation of existing alchemicals. It has 10 flasks of oil, 5 alchemist fire flasks, and a thunderstone in a clay shell that shatters on impact. In addition to whatever damage the bomb inflicts by striking its target, it also creates a deafening boom as a normal thunderstone. Alchemist fire coats everything within 5 feet of the target, dealing 1d6 fire damage for two rounds. Additionally, burning oil spreads a further 5 feet, dealing 1d3 fire damage for two rounds. The alchemicals typically last long enough to set fire to flammable objects. One Ragesian dragonbomb costs 150 gp and weighs 20 lb. The Craft (alchemy) check to create one from scratch is DC 30; to create one if the components listed above are available, the check is DC 20.[/sblock] Tentacle Rod (7000; Standard; makes 3 attacks at +12 for 6 dmg, Slow 5 rounds if all hit, Fort DC 14 negates) Kiano, +1 Large Greathammer (4652.5) [sblock]Kiano: +1 Large Greathammer (2H, bludgeoning, 3d6 damage, 20/x3 crit); It deals triple damage against inanimate objects. Strong evocation, CL 7th; Craft Magic Arms and Armor, shatter. Price 9,305 gp; weight 60 lb.[/sblock] +1 Glaive (1154) +1 light crossbow x3 (1167.5 each) Lesser crystal of cold assault (1500; weapon deals +1d6 cold damage) +2 Buckler (2082.5) Mwk cold iron battleaxe (160) Mwk silver shortsword x4 (165 each) Mwk cold iron battleaxe x3 (160 each) Mwk battleaxe x15 (155 each) Mwk hand claw (152.5) Mwk longsword x3 (157.5 each) Mwk composite longbow [Str+4] x9 (400 each) Mwk composite longbow [Str +2] x4 (300 each) Mwk composite shortbow [Str +4] x6 (337.5 each) Mithral chain shirt x3 (550 each) Mwk breastplate x4 (250 each) Mwk buckler x4 (157.5 each) Small chain shirt with Riding Straps (150; +1 circumstance on Ride checks) Full plate x3 (750 each) Locked gauntlet (4) Small tridents x4 (7.5 each) Javelins x5 (2.5) Exotic military saddle x4 (30 each) Large Leather barding (20) 200 Arrows (5) 60 Bolts (3) 30 Cold Iron Bolts (3) 30 Silver Bolts (31.5) 12,048 gp worth of gems, coins, and artwork[/sblock] Total: 119,598.5 gp Per person: 17,085.5 gp (total divided by 7, TWR gets a share) Please lay claim to what you'd like. Some already have, I did go in and add in a bunch more items, too. If you're not familiar with an item and it doesn't have a spoiler description, it's probably from MIC. Also don't forget to level up. If you want to buy anything, the purchase limit at the monastery is 8000 gp. You won't have time to run away to restock once you activate the orb of winds, so make sure you're well prepared now. Healing wands are a good idea and should be paid for by the party. [/QUOTE]
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