"Hmm, good thinking," Aria mused, her eyes aglitter and reflecting the diamonds upon the sextant itself, "I'd been wondering how those pirates got about 'crossplanes! It's a relief to know they're not Brightwater natives! If we find a purchase who'd want to take interplanar voyages themselves, they'd need some such thing, and there can't be too many about. I suppose we'll have to see what sort of buyers we scare up, it may be too expensive or unnecessary for one who just wished to troll about Brightwater, or just what someone else needed."<br/><br/>"Hmm, it also occurs to me, it might be useful on our present quest;" they'd learned that the sextant could either cast a spell to whisk away an entire shift but with imperfect accuracy, much like the spell Haledan had offered to cast to send them to Arvandor, or a spell of too small a gate for a shift, but of great accuracy so long as the caster themselves understood where they wished to go, "And, if you don't think it worth its steep price, or it helps move the ship, we could sell it off after that sordid business is done. Might take as long to dredge up a buyer for the ship anyway."<br/><br/>Just prior to that, they'd dealt with an energetic man with salt-and-pepper hair and goatee,  who seemed to've just come over from the blacksmith signed CID AND SONS to the present arcane craft-house whose levitating, holographic sign proclaimed GENESIS. In that busy, many-colored place with un-shoplift-able illusions of many wondrous items floating and slowly rotating upon shelves and pedestals, Aria'd discussed a few thoughts and 'needs' with the energetic crafter while several other worthies, their garb somewhere between that stereotypically associated with a wizard or artificer in each case, darted back and forth through the frontroom. The tiefling had settled on sliding over her favorite gloves, dark-etched bracers, and sleek boots for awhile, for various little tricks of Art to be enspelled in each.<br/><br/>Fortunately their plans for the rest of the day seemed to be quite restful or....well, maybe not<em>totally</em>restful per se, but suffice to say, social. "I liked your clever idea to throw a party and get potential buyers for the ship - like an open house but, well, not a house - and in any case, 'twill be fun, and, counting our eventual gold from the ship all the moreso! Would you care to grab a meal hereabouts, shop for anything 'softer,' like an outfit for the party? And maybe see how the ship's coming, or go back to the cottage or...well anything's fine with me."<br/><br/><br/><br/>Forgot to add, but was probably obvious: sextant's 'gate' spell is the planar travel function only (as opposed to the creature-calling function, which consumes XP as a spell).<br/>Also, total is adjusted (had double counted something; also taking lute out since it's just Rose's) from 127K each to 125K each.<br/><br/>Aria will keep the other wands (except the fireball wand) - the detect magic, identify, other healing spells, and swim. Also the drow poison, 10 hammers and the 10 Medium axes.<br/><br/><span class="bbc_u">Rose keeping</span><br/>The lute<br/>wands of:<br/>cure light wounds 10 (75) (ranger)<br/>neutralize poison 13 (1462) (ranger)<br/>remove disease 50 (5625) (ranger)<br/>water breathing, 15 charges (1687) (ranger)<br/>freedom of movement, 46 charges (9660) (ranger)<br/><br/><br/><span class="bbc_u">Aria keeping</span><br/>wands of:<br/>detect magic 42 (157)<br/>identity 26 (1495)<br/>remove blindness/deafness 17 (1912)<br/>remove paralysis 4 (180)<br/>remove curse 23 (2587)<br/>restoration 27 (7020)<br/>swim, 29 charges (1305)<br/>10 light hammers (5)<br/>10 throwing axes (40)<br/>30 bolts (1.5)<br/>ring of prot +2 (4000)<br/><br/>If the bag of holding and sextant are 'split', that leaves<br/><br/><span class="bbc_u">Rose liquid treasure</span><br/>62680<br/><br/><span class="bbc_u">Aria liquid treasure</span><br/>63825<br/><br/><span class="bbc_u">Rose purchasing</span><br/>(selling) hat of anonymity (-6250)<br/>gloves of dex +6 (36000)<br/>belt of battle (12000) augmenting onto Str belt<br/>mind blink 1/day item (43200) (body slot for such an item is basically irrelevant - as you only have to have it at the moment the spell is cast - in Aria's case it's an in-hand item, like a chime of opening. Or you could make it a worn/slot item, and if you have something else in that slot that doesn't have an 'atunement' period like the collar of sustenance,just rotate them.)<br/>= 84950<br/><br/><span class="bbc_u">Aria purchasing</span><br/>mw mighty whip dagger (Str +2) (625)<br/>two hand crossbows (200)<br/>least crystal of return (300) for whip<br/>anklet of translocation (2100) augmenting onto boots (includes the 1.5x)<br/>quicksilver boots (5250) augmenting onto boots (same)<br/>sniper's shot 10/day (3600) augmenting onto gloves<br/>doubling charges on deathstrike bracers (5000) as if adding a second copy to itself<br/>seeking enhancement (6000; base price bonus +1 to +2) on bow<br/>Darkhidden (2000) on ring of protection ("You are invisible to darkvision, although you are fully visible in normal light.")<br/>= 25121<br/><br/>Affinitywise, I'm least sure about the best, but noted they're sometimes craftiness/movement oriented (rogue's vest) and of course a vest of resistance is already saves. Amulet and rings are the most nebulous chakra, but often random defensive effects. Thematically, her amulet is where her holy symbol is, so I chose sacred for it, and a 'lucky ring' seemed fitting.<br/><br/>This'd leave Aria with 28204 of liquid wealth from the sold loot. She also has 1K from starting. If Rose doesn't have the gil for her new items (I think she'd need about 22K), Aria can spot her some, or Aria might even be able to fit some of the ranger wands, or both halves of the sextant's price against her 'column' of the split (with the above it'd just barely fit).<br/><br/>On a given Use Magic Device roll for a wand (DC 20, her mod is +5), Aria has a 25% chance to succeed, a 70% chance to fail harmlessly (just wasted a standard action, can retry next round), and a 5% chance to fail and be unable to use that particular wand for the rest of the day (although she could use her 'Lucky' ability - once per day reroll something - to get a second 6:1 shot for a crucial one).  So we'd still want Rose to be the activator of the ranger spell wands in any case.<br/><br/><br/><br/>Anklet of Translocation. Swift (command), 2/day. Instantly teleport up to 10 feet. New space must be within line of sight and effect. You can't use the anklet to move into a space occupied by another creature, nor can you teleport into a solid object.<br/>Quicksilver Boots. Swift (command), 2/day. Quicksilver boots give you the ability to flash across the battlefield with a moment's pulse. When you activate these boots, you can move a distance up to your land speed (as if using a move action to do so). This extra movement follows all the normal rules for movement, except that you can move across water or other liquids without falling in (as long as you start and finish on solid ground). You provoke AoOs as normal for movement, although the rapidity of your travel makes your form blurry, providing concealment against such attacks.<br/>Snipet's Shot - L1 assassin/ranger/sor/wiz spell, swift, no range limit on sneak attacks made that round. Over PM I'd said it was 1 attack per casting; apparently it's 1 round. Much nicer.<br/><br/>SNIPER’S SHOT<br/>Divination Level: Assassin 1, ranger 1, sorcerer/wizard 1 Components: V, S Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round<br/>While muttering a short chant you focus your awareness, looking only at the areas of your foe that seem most vital to its survival. Your ranged attacks made before the start of your next turn can be sneak attacks regardless of the distance between you and your target. You must still fulfill the other conditions for making a sneak attack against the target. This spell doesn’t grant you the ability to make a sneak attack if you don’t already have that ability.<br/><br/><br/>Kinda racking up a lot of competition for her swift actions here...let's hope she doesn't need to sneak attack a plant creature from more than 30' away or crap like that. I also looked into ways for her to get around concealment and invisibility (which also foils sneak attack damage, so it's far worse for her than just the miss chance itself).<br/><br/>GitP has a useful board, and I love the comic itself. Though I'm hundreds of 'pages' behind on it. (And I always thought the site name was a bit...macho?...but it may be some inside joke I don't know.)<br/><br/>Random edits since you may've read this post:<br/>-Aria will make a commensurate donation<br/>-Added a few nonmagical weapons to her shopping list