Several Sharessans laughed as the hulking Volera began to<em>dance</em>- and the effect immediately dispelled the shock, fright, or reservations of those who had been keeping their distance from the powerful-looking and naturally-weaponed construct.<br/><br/>Aria responded to Kass, "Sure, I'll start magically appraising the haul with the monocle....maybe from a spot on the roof where my other eye can avail itself of those other two, heh heh....should be an hour or two for everything."<br/><br/>Rana told Kass, "I'll be meditating for the raising spell his evening then. And since I heard Aria mention Saturnia just now, I do have a Sending already prepared if you had any message to relay. I do not believe I would be able to manifest a<em>Wish</em>, even from a staff..."<br/><br/>Aria interjected, "That's okay, Kass knows how..."<br/><br/>Rana nodded, and as it seemed her thought was finished, but Aria also added, "Oh, early on, Saturnia mentioned you could planeshift us back to Brightwater if need be..."<br/><br/>Rana nodded again and said, "Aye, though I will need time to prepare that too - and in a given day will only be able to provide one such, or one raising. Also know that the planeshift will bring you to a somewhat-random place in Brightwater - the nature of the plane is such tahat it won't likely be a dangerous place, but you'd need to find your way across as much as fie hundred miles to Saturnia. Of course, if you can teleport as I've seen you do..."<br/><br/>It was Aria's turn to nod. She ventured, "We also found a staf that can planeshift, but, seeing as it's of limited uses and effectively burns thousands in gold with each use..." she somewhat-regretfully remembered her neceesary triggering in her many-to-one aereial battle - oh well, if it saved her life it was worth it! - "...that'd be appreciated. If we decide we do need to go there, it's probably more time sensitive than the raisings which would compet efor your preparation and time." She smiled wanly, wondeirng if it seemed like asking a lot, and proceeded to explain ot Rana the gist of what they'd learned at the pyramid and from Karsus, and Kass's plan to see if Saturnia could find another party to visit one of the two probable hotspots.<br/><br/><br/><br/><br/><br/><br/>(Tsurlagol, rather than Luthcheq, I think - yeah, it's confusing, for some reason both cities have a weird sound. Luthcheq was the Hellenistic city where the sorcerer was about to be burned at the stake, and the Sharrans were gonna snatch a shield relic. Tsurlagol was the rainy harbor city with the opera house and where we did a lot of shopping.)<br/><br/>OK, for her Wishes, Aria will grant herself +4 Str, Con, Int.<br/><br/>OK, with all her new purchases, Kass would have 244,403 gp (this includes everything - the 58,833 gp she had previously, the new liquid loot). Of course, don't feel obliged to spend it all - it can be nice to have available gold for specific needs (like our teleport scrolls earlier), and if Kass is going to develop epic spells she'll need a lot...you'd want roughly 10K x (her spellcraft modifier + 10) for a maximum-power spell.<br/><br/>Details below the fold.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Kass items</div><div class="spoiler_body">Ring of Wiz IV is the most expensive ability (100K market price, the 50K is sell; the spell storing was 50K market / 25K sell) so fusing is 10K + 25K (for half the Ring of Arcane Might market price + half the Spell Storing, previously the most expensive ability.)<br/><br/>The pricing for a runestaff is:<br/><br/>For each spell, 200 gp x spell level squared (200 gp for 1st level, 800 gp for 2nd, 1800 for 3rd, etc.)<br/>...except double that for the most expensive single spell (pick one if a tie).<br/><br/>I believe its current top spel level is 6th (Chain Lightning). So if you added 1st-6th level spells, they would each add 200 x SL^2. If you added a &gt;6th level spell, you'd do the 400 x SL^2, but then subtract off 200 x 6^2, since the Chain Lightning is no longer doubled.  As with other magic items, the 'order' you add things doesn't matter. If you add mulitple &gt;6th level spells, only one is doubled (the highest-level or one of the highest-level).<br/><br/>Another way to say it is, sum up 200 x SL^2 for each spell, then find out the top level spell in the staff, and add another 200 x SL^2 for that (minus 200 x square of previous highest level, or 7200 gp in this case).  <br/><br/>Kass previous - 58,833 gp<br/>new liquid take - 683,870 gp<br/>new liquid total - 742,703 gp<br/>purchases below - 498,300 gp<br/>after purchases - 244,403 gp<br/><br/>Kass purchases:<br/><br/>Belt of Battle (15 charges) 60000<br/>Badge of Valor (slotless) 2800<br/>Nimbleness to breastplate (bpb 5 to 6) 11000<br/>Spellcraft +30 added to Circlet of Rapid Casting 97500 (inc. +0.5x of circlet)<br/>Lucky Bracelet Insight and Sacred bonuses from 2 to +5 283500 <br/>fuse ring of arcane might with heartwarder ring 10000 (=0.5x the ring of arcame might)<br/>fuse ring of wizardry IV and heartwarder ring 25000 (=0.5x the spell storing ability)<br/>vest of legends ability added to dancer's top 8500<br/></div></div><br/><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Aria items</div><div class="spoiler_body"><br/>Keeping gloves of endless javelins, gr bracers of archery, ring of FoM, ring of spell turning (fused to present rings/bracers/gloves), chime of opening, eyes of charming; and 'splitting' the stuff you listed above<br/><br/>previous gp on hand 16,767<br/>value of kept stuff 401,910.3125 <br/>gp from selloff 703,980 <br/>new gp total with previous gp 720,747 <br/>value of purchases below 688,606<br/>new gp on hand 32,141<br/><br/><br/>item / price / notes on pricing / notes on ability or source<br/>(inc 0.5 = fusing a new item, add half price to fuse to other item<br/>inc 1.5 = buying new ability onto existing item, so costs 1.5x normal<br/>bpb = base price bonus for weapon or armor)<br/><br/>new adamantine +1 enfeeblling wounding kukri of subtlety 75015 bpb 6 Enfeebling: 1d6+2 Str damage on a crit (BoED)<br/>add enfeebling, wounding to her cold iron kukri 54000 bpb 3 to 6 <br/>vest insight bonuses 2 to 5 115500 <br/>ring luck bonuses 2 ot 5 115500 <br/>amulet sacred bonuses 2 to 5 115500 <br/>amulet natural armor 4 to 5 18000 <br/>ring deflection 3 to 5 32000 <br/>minor cloak of displacement (add to wings of flying) 36000 inc 1.5 <br/>13 mw hamers with least crystals of return 7930 <br/>armor to +5 and gr blurring abilty 39000 bpb 5 to 8 Greater Blurring: as a swift action, activate a Blur effect for 10 minutes (+2 bpb; MIC)<br/>50 sets of marbles 10 similar to caltrops except induce a DC 15 Balance check instead of dealing damage (FRCS)<br/>50 dust-filled eggshell grenades 500 splash weapon which can blind (OA)<br/>potion belt 1 store 6 potions, draw as free actions (FRCS)<br/>mantle of the predator (+5 comp. on hide/ms, +1d6 precision damage to foes denied Dex to AC), added to wings of flying 12000 inc 1.5 MIC<br/>raptor's mask (+5 uptyped bonus to Spot; immune to dazzling, blindness), added to eyes of charming 5250 inc 1.5 MIC<br/>double charges of boots of haste 12000 <br/>5x anklet of translocation charges 8400 inc 1.5 <br/>fuse gr archery bracers 5000 inc 0.5 (deathstrike property was previously most expensive)<br/>fuse ring of FoM with ring of prot/luck 20000 inc 0.5 (most expensive is till luck AC) <br/>fuse ring of spell turning with blink ring 13500 inc 0.5 <br/>fuse gloves of endless javelins 3500 inc 0.5 <br/></div></div>