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Talanor, the Bright Tower

Game Master Valjoen_KC

Current Battle Map

Arrington's Map

Map's of the Known World

Previous Battle Maps

Campaign Spreadsheet

Cast of Characters

Tacal's Stats


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Talanor Battle Map | Arrington's Map

Congratulations.

I hope you find the campaign interesting, challenging and, most of all, fun. I do have a few comments and requests to address before starting:

1. Please include your class, level, initiative mod, perception mod, current/max hp, current/flat/touch AC, CMD, and Movement under your alias’ profile so that it is visible when you post. Also, please keep an updated crunch and your character background in spoilers inside your profile.

2. I will roll for everyone’s initiative and post in a spoiler. If I ask you to roll an ability check, skill check or save, I’ll wait for 24 hours for you to respond. To keep the action moving forward, I’ll roll it for you after 24 hours. Weekends will be ignored for this purpose as my posting will slow down during this time.

3. The environment will be harsh, but livable. You will be able to breathe, but, on the surface it will be extremely cold. Imagine Frodo’s journey through Mordor, this may be worse.

4. As mentioned by several in the recruitment thread, note that resources will be scarce. Stopping in the local inn or tavern for a hot meal, bath and a bed isn’t going to happen. If you meet some friendly NPC’s, you may be able to barter with them, but stores will be either abandoned, looted or destroyed.

5. Magic shops have never existed on Malta. While magic was commonplace, it was much too valuable to be bought with gold. Items will either need to be created or looted.

6. To keep the action moving, I’ll do block initiative and indicate who can post an action once we’re in combat situations.

7. Equipment: In your profile, please be sure to list all of your gear and its location. For example, I’d like to know that Valjoen has a dagger, a belt pouch, a backpack and his wand on himself. In his belt pouch, he has his spell components, acid (x2), and alchemist’s fire (x3). In his backpack, he has a bedroll, candles (x10), etc.

8. Special Item: Please provide, in your background story, a blurb about your mwk weapon/mwk armor/wand. Where did it come from? How did you acquire it? What meaning does it hold for you?

In our campaigns, these items are very character defining. As the party finds essences, you will be able to enhance these items. Additionally, if you find any other masterwork level items you can imbue them; for example, rings, staves, boots, gloves, etc. Item creation rules are the same except you don’t need the feat (other than potion and scroll). The gold cost is replaced by essences. The more gold, the more essences required. The idea behind this system is that it allows the GM to control the amount of magic coming into the game but gives the players the flexibility to get the items or effects they want.

Extracting the essences is the tricky part. Below is the Essence spells. Not everything will have essences, but a successful Spellcraft check will let you know if one exists. Once you determine that one may exist, you can cast the spell and attempt to extract it. There is no gold cost to create an item. To imbue an essence and create a triggered effect or innate effect the caster must also have the spell memorized or otherwise available.

Extract Essence – Level 0; School – Universal; Casting Time – 1 round; Components – V, S; Range – Touch; Target – One lifeform or object; Duration – Instantaneous; Spellcraft check. Spell Resistance – Yes. Note: Essences must be extracted within 2 rounds of death. Certain circumstances may prohibit extraction; such as disintegration, massive damage, etc. Failure may result in damage to an area around the caster.

Imbue Essence – Level 0; School – Universal; Casting Time – 1 round; Components – V, S; Range - Touch; Target – One being or object; Duration – Instantaneous

Any questions?


Talanor Battle Map | Arrington's Map

Gruskorb - Looking over your build, I noticed that you have both the mwk scorpion whip and a wand. You'll have only 1 of these items, not both. I’d guess that you would want the mwk whip given your character. Just let me know and make the appropriate adjustment on your profile.

Niyut – 1) You have 6 known 0-level spells, I think you would just have 4. Imbue Essence and Extract Essence are on your spell list, but would count as a known spell if you want to take them. 2) It looks like you forgot to list the +2 dex on racial modifiers although you did your ability scores correctly and included the +2. 3) Where does the Illusion Resistance racial trait come from? I didn’t find it on d20pfsrd.com site.

Truk’tosh – Is your Magical Knack trait associated to druid or cleric?


Male Half-Orc Druid 5/Cleric 1 | HP: 34/56 l AC: 21 (23 vs the first 3 attacks per round) /T: 10/FF: 21 l Fort: +12*, Ref: +4*, W: +12* l Init: +0 l Per: +12; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar DEAD

Awesome! Thanks for the pick Valjoen.

Truk's magical knack is associated with druid. That's why his druid caster level is 2.

I'd intended for Truk's double-axe to be a remnant from his bound soul's equipment. I was going to write up more about it once we got started.


Female Half Orc Oracle (Spirit Guide) 6 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 55/55 l AC: 14 (18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +10 (+2 v Illusions) l Init: +5 l Per: +18 (+20 in dim or lower light); Darkvision 90' l Movement: 30

Ghost Sound and Mage Hand are from my curse (Haunted), which should account for the extra orisons.

Also thank you for selecting me. I have a good feeling about this group!


Male Half-Orc Druid 5/Cleric 1 | HP: 34/56 l AC: 21 (23 vs the first 3 attacks per round) /T: 10/FF: 21 l Fort: +12*, Ref: +4*, W: +12* l Init: +0 l Per: +12; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar DEAD

Is my header formatted to your liking DM Valjoen?

I added a breakdown in the gear section of my profile listing which bags contain what.

The Exchange

Female N bright elf archaeologist 1/phantom thief 1 | HP: 15/15| AC: 15 (12 Tch, 13 Fl) | CMB: +1, CMD: 13 | F: +1, R: +6, W: +3 | Init: +2 | Perc: +8, SM +5 | Speed 30ft | Spells: 1st 2/2| Active conditions: None.

Thanks for the selection, DM!

I think most of your requirements are already met. My special item is a wand of cure light wounds... since it is a special item, could I re-flavor it so it is a 'stone of cure light wounds'? This could be the single item that Elannaris was able to steal from the professor.

I'm curious about how Elannaris will be able to 'enhance' her 'wand' once the charges are gone...


HP 68/68 Panache 5/5 | AC 25/16/19; 24/16/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 25 | Fort +4 Ref +9 Will +3 | Per +11, Darkvision 60 ft. | Init +6 (+8 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 5/Fighter (Lore Warden) 2 | Acro +13, Bluff +9 Climb +6, Inti +13, Stea +10; Dailies: D. Parry 2/2, B. Cage 1/1, L. Spell 1/1, S. Surge 1/1, S. Target 1/1, P. Flask 1/1
Combat:
30 ft. (30 ft.) | Melee +14/+9 (+16/+11 vs. undead) (+1 bane rapier) Melee +9 (light flail) Ranged +11 (dagger) Ranged +12/+7 (mwk composite shortbow) CMB +9;

Checking in, I'll make the needed updates to my profile information once the weather in my area settles down and stops mucking with my power long enough to do what I need (no power = no Internet signal).

I believe that #1 and #7 on the list of requirements is already met, however. And I think #8 as well, though I can expand upon it, if required.

So, Garidan Vissir, at your service ladies and gents. A dilettante, with a bit of sneaking, a bit of learning, a bit of charm (in the lovable, friendly puppy vein, not the smooth-talking sophisticate vein), and a knack for getting magical trinkets to work when they really shouldn't. And for when things get a bit rough and tumble, the ability to slip several inches of pointed metal into places nobody opposite of him wants said inches to be.

Regarding essences and items, is it possible for previously-enchanted items to absorb essences on their own and convert that into a random effect? I'm thinking that, as part of Garidan's slightly loose hold on sanity and his talking to his ioun torch as a result, that he absent-mindly asks the stone to turn off the light when he needs to be sneaky... and the stone eventually starts responding to that request, putting the light back on when he no longer needs it to be inconspicuous.

Probably make for an entertaining "What the?!" moment for the rest of the party so see that :D.

The Exchange

Female N bright elf archaeologist 1/phantom thief 1 | HP: 15/15| AC: 15 (12 Tch, 13 Fl) | CMB: +1, CMD: 13 | F: +1, R: +6, W: +3 | Init: +2 | Perc: +8, SM +5 | Speed 30ft | Spells: 1st 2/2| Active conditions: None.

OK, guys, not sure if you noticed but Elannaris is purely a skill monkey and as she progresses she will get get even better in them as she gets 16 skill points/level, has many skill unlocks and gets half-level bonus in many of them...

So, since this game will be pretty rough in resource and we'll need to make many things by ourselves, I took a look at our skills and I found many overlapping... feel free to check!

Group Skills:

Acrobatics: Elannaris +6, Garidan +5, Gruskorb +9
Appraise: Elannaris +8, Gruskorb +6
Bluff: Elannaris +6, Garidan +7, Gruskorb +6, Malthazir +8, Niyut +8
Climb: Elannaris +4, Garidan +3, Truk'tosh +9
Craft (alchemy): Elannaris +8
Craft (traps): Gruskorb +6
Diplomacy: Elannaris +10, Garidan +7, Gruskorb +5, Malthazir +8, Niyut +8
Disable Device: Elannaris +8, Gruskorb +9
Disguise: Elannaris +6
Escape Artist: Elannaris +6, Gruskorb +8
Fly:
Handle Animal:
Heal: Elannaris +5
Intimidate: Garidan +7, Gruskorb +8, Malthazir +16, Truk'tosh +1
K. Arcana: Elannaris +11, Garidan +6, Malthazir +12, Niyut +7
K. Dungeoneering: Elannaris +11, Garidan +6, Malthazir +12
K. Engineering: Elannaris +11
K. Geography: Elannaris +11
K. History: Elannaris +11, Garidan +7, Niyut +7
K. Local: Elannaris +11, Gruskorb +6, Niyut +7
K. Nature: Elannaris +11, Garidan +6, Gruskorb +6, Malthazir +12, Niyut +7, Truk'tosh +3
K. Nobility: Elannaris +11, Malthazir +12
K. Planes: Elannaris +11, Malthazir +16, Niyut +7
K. Religion: Elannaris +11, Garidan +6, Malthazir +12, Niyut +7, Truk'tosh +3
Linguistics: Elannaris +8
Perception: Elannaris +8, Gruskorb +6, Malthazir +7, Niyut +5, Truk'tosh +7
Perform (sing): Malthazir +8
Profession (all): Elannaris +3
Ride:
Sense Motive: Elannaris +5, Garidan +5, Gruskorb +5, Malthazir +5, Niyut +5, Truk'tosh +7
Sleight of Hand: Elannaris +6, Garidan +6, Gruskorb +12
Spellcraft: Elannaris +8, Malthazir +11, Niyut +8, Truk'tosh +3
Stealth: Elannaris +6, Garidan +6, Gruskorb +9, Niyut +11
Survival: Elannaris +5, Garidan +5, Gruskorb +5, Niyut +5, Truk'tosh +7
Swim: Gruskorb +5, Truk'tosh +6
Use Magic Device: Elannaris +9, Garidan +9

The GM mentioned that we'll need to make our items and since this is also a surviving game, we'll need many craft and profession skills... That being said, allow me a few observations:

-> 5 out of 6 of us have high Bluff: I'm sure this is a major overlap!
-> 5 out of 6 of us have high Diplomacy: Again, I think this is an overkill.
-> Knowledge skills: There is a pretty good amount of overlapping here, far more than necessary (like, we all have ranks in k. nature)... I think both Elannaris (+11 to all) and Malthazir (+12 to many) will be able to provide all the knowledge we'll need...

With this in mind, I'll propose a could changes in your skills... I'm not really trying to game this, just making sure that everyone will be able to 'shine' and avoid some situations like "Man, I put a couple ranks in knowledge and those damned elves always know everything..."

Garidan:

Swap K. Arcana for Craft (armors)
Swap K. Dungeoneering for Craft (weapons)
Swap K. Nature for K. Geography
Swap K. Religion for K. Local/K. Nobility

I think you choose your knowledge skills thinking more about identifying monsters than in your fluff/background... With my proposed choices, the two craft skills (besides being pretty useful) fit quite well with Goruza's training as a Lore Warden, since the art of crafting is a type of 'lore' and quite fitting for a fighter. The K. Geography and K. Local/Nobility are also quite fitting as something Garidan learnt from his father, the traveling bard.

Gruskorb:

Swap K. Nature for K. Engineering
Swap Bluff and/or Diplomacy for 1 or 2 Professions that fits your background prior to the enslavement.

K. Engineering fits well with the craft (traps) you already have and since we already have plenty of social skills, your bluff/diplomatic prowess is not actually needed... the same could not be said of other professions like engineer, brewer, gambler (fits your personality), merchant, miner (fits your time as a slave), sailor...

Niyut:

Like your twin, I think you forgot about the background skills... so you'll have another 4 points to spend.

A couple profession are fitting for Niyut, like cook, herbalist, scribe, shepperd. A perform, like singing or dance could also be nice, as well as K. Geography.

Truk'tosh:

Not sure but I think you are lacking 2 skill points... your total should be 10 (2 Cleric, +4 Druid, -2 INT, +4 Background, +2 Knowledge), right? In any case, you need to spend your background skills in... background skills and I see none of them in your sheet...

Since you are a druid, Profession (herbalist) is quite fitting, as well as Handle Animal, K. Geography, and Profession (trapper).


Male Half-Orc Druid 5/Cleric 1 | HP: 34/56 l AC: 21 (23 vs the first 3 attacks per round) /T: 10/FF: 21 l Fort: +12*, Ref: +4*, W: +12* l Init: +0 l Per: +12; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar DEAD

I might have missed it but when did the DM mention using background skills rules?

Edit: Derp. I found it.


Male Half-Orc Druid 5/Cleric 1 | HP: 34/56 l AC: 21 (23 vs the first 3 attacks per round) /T: 10/FF: 21 l Fort: +12*, Ref: +4*, W: +12* l Init: +0 l Per: +12; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar DEAD

Okay, I added handle animal and profession (trapper).


Male Noble Elf Wizard 6/Bard 1 | AC 14/10/14 | HP 46/46 | F +3, R +5, W +8 | CMD 11 | Move 30 ft. | Init +6 | Perc +12 (+2 with familiar)

I believe I have everything needed in my profile now, and the rest of your points I agree with. I'm excited to get started! The last thing I will do is add how Malthazir crafted his wand of infernal healing.

I wouldn't mind dropping some of my social skills (although not intimidate, fear my +16!) into craft. What craft skills are used to make items?


HP 68/68 Panache 5/5 | AC 25/16/19; 24/16/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 25 | Fort +4 Ref +9 Will +3 | Per +11, Darkvision 60 ft. | Init +6 (+8 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 5/Fighter (Lore Warden) 2 | Acro +13, Bluff +9 Climb +6, Inti +13, Stea +10; Dailies: D. Parry 2/2, B. Cage 1/1, L. Spell 1/1, S. Surge 1/1, S. Target 1/1, P. Flask 1/1
Combat:
30 ft. (30 ft.) | Melee +14/+9 (+16/+11 vs. undead) (+1 bane rapier) Melee +9 (light flail) Ranged +11 (dagger) Ranged +12/+7 (mwk composite shortbow) CMB +9;

@Elannaris: I had no idea so many skilled characters would be in the party, so I tried to cover the basics :D.

On to specific notes regarding Garidan's skills.

Interaction skills:
Bluff and Intimidate were actually chosen more for their combat applications. Diplomacy was, in my head, Garidan's way of dealing with local kids who maybe thought the frail little junior scholar and his half-orc sister might be good targets for a bit of bullying. And, if that failed, for talking his way past punishment for booting the snot out of the creeps.

Knowledge skills:
The Knowledge skills, which came from both Garidan and Goruza, were chosen to emulate the sort of knowledge that Indiana Jones and Lara Croft would pick up in a world where magic and monsters were a common part of their daily lives. Garidan, being the more bookish, had arcana and religion, while Goruza had dungeoneering and nature as the more active of the two.

Nobility wasn't chosen because the Vissirs are, to put it bluntly, common as dirt. Well-educated, widely traveled, with a few cool trinkets of modest value, but common. About as likely to interact with nobles as a pig, and just about as interested in them as well.

If I hadn't run out skill points, I would have selected local. Fluffed the lack in my head as neither sibling having any actual experience with the real world outside of their isolated--in terms of location and culture alike--valley. Geography? Could swap out Sleight of Hand, though I don't see that skill being very useful with the world in its current state :P.

Craft skills:
Now, the Craft skills I can add to the background skills for no more effort than stripping a rank each off of the two skills already there, and I did actually think about doing so at the start. Only the weight and expense of the tools (which are kind of necessary, if you have the skill) stopped me. Kind of preferred Garidan to be able to eat another day, you know? But, I could get rid of one waterskin and the ink vial, which would just let me squeeze two sets of common tools into that bulging pack, and come in a hair under max medium weight.


Female Half Orc Oracle (Spirit Guide) 6 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 55/55 l AC: 14 (18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +10 (+2 v Illusions) l Init: +5 l Per: +18 (+20 in dim or lower light); Darkvision 90' l Movement: 30

I took the wand option. How would it be upgraded? It's odd to get emotionally invested in a consumable item.

I have a lore question: are the gods not that tied to alignment? Most of them -- even the good aligned -- seem like power hungry jerks. Is that a reasonable read?


HP 68/68 Panache 5/5 | AC 25/16/19; 24/16/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 25 | Fort +4 Ref +9 Will +3 | Per +11, Darkvision 60 ft. | Init +6 (+8 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 5/Fighter (Lore Warden) 2 | Acro +13, Bluff +9 Climb +6, Inti +13, Stea +10; Dailies: D. Parry 2/2, B. Cage 1/1, L. Spell 1/1, S. Surge 1/1, S. Target 1/1, P. Flask 1/1
Combat:
30 ft. (30 ft.) | Melee +14/+9 (+16/+11 vs. undead) (+1 bane rapier) Melee +9 (light flail) Ranged +11 (dagger) Ranged +12/+7 (mwk composite shortbow) CMB +9;
Niyut wrote:

I took the wand option. How would it be upgraded? It's odd to get emotionally invested in a consumable item.

I have a lore question: are the gods not that tied to alignment? Most of them -- even the good aligned -- seem like power hungry jerks. Is that a reasonable read?

No idea how the magic crafting works in this campaign, but off of the top of my head? Gain the ability to recover charges each day, then recover more charges, improve the potency of the spell, add a metamagic feat to the spell, burn charges to power expended daily spell slots. All just hypothetical examples, mind, but all of them feasible enhancements for a humble wand.


HP 52/52 | AC 19/14/15 | CMD 18 | Fort +7 Ref +10 Will +6 | Per +11, Dark Vision 60' | Init +4 Aegean Unchained Rogue 6 {Nature Fang 1}

Your permission to join in your story is much appreciated, GM.

Valjoen_GM wrote:

Congratulations.

1. Please include your class, level, initiative mod, perception mod, current/max hp, current/flat/touch AC, CMD, and Movement under your alias’ profile so that it is visible when you post. Also, please keep an updated crunch and your character background in spoilers inside your profile.

I will revise the profile tomorrow; bed comes in a few minutes here.

Valjoen_GM wrote:


5. Magic shops have never existed on Malta. While magic was commonplace, it was much too valuable to be bought with gold.

Does this mean, by extension, there are few who can wield magic with the skill to form a reusable/consumable item from it?

The whip (which is the item selected instead of the wand in error), and other items were scrounged from the quarry before Gruskorb escaped. I'll compose something a bit more elaborate tomorrow afternoon.


Female Half Orc Oracle (Spirit Guide) 6 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 55/55 l AC: 14 (18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +10 (+2 v Illusions) l Init: +5 l Per: +18 (+20 in dim or lower light); Darkvision 90' l Movement: 30

"Shadowplay (1 RP): Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level. Half-orcs can take this trait in place of intimidating, also gaining the gnome's illusion resistance racial trait."

It is from this alternative racial feature


Male Noble Elf Wizard 6/Bard 1 | AC 14/10/14 | HP 46/46 | F +3, R +5, W +8 | CMD 11 | Move 30 ft. | Init +6 | Perc +12 (+2 with familiar)

For the essence cantrips for item creation, I have a few questions.

1) Is there any time constraint? Do essences deteriorate? Should I have these cantrips memorized on a daily basis so we don't lose the opportunity, or is it more of a "keep in your spellbook" kind of thing?

2) After an essence is extracted, does it have to be immeditely used? Can we store them for later?

3) What kind of check is it to extract an essence, and what kind of check is it to use them?


Talanor Battle Map | Arrington's Map

@Niyut Gotcha on the curse orisons.

Thank you everyone for updating your headers. Helps me a lot with quick references.

Over the last 35+ years in our homebrew, the way we have done item creation has evolved. At first, there was no item creation. Only looted items. But that got boring, so we started to create our own items to give to the party. This quickly became the first way we made items. The GM would design an item for a character that he/she would receive some time in the first few levels. As the character grew, he/she would 'discover' new abilities or bonuses. We explained that as the character grew in power, he/she could tap into greater magic stored in the item. These often had puzzles or trigger phrases that the player would have to figure out. This was very fun, but often the player would have no idea that a new power opened up and would never search for it. Or, if they did try to figure it out, they rarely got it right.

So, version 2.0. Here we began calling them artifacts. The GM, in his/her discretion, increases the items powers and abilities when an essence is imbued to an item. The GM considers the character's level and flavor, the player’s wishes then decides on something that thematically makes sense and is (hopefully) balanced. The GM determined if, when and how many essences were recovered.

The paladin of Calwein wielding a longsword might find the sword might become +1 with the first essence. A second essence may grant it a shock effect. Later, when a third essence is added it may allow him to cast fly once a day. A rogue might find that his +1 leather armor gives him a bonus to stealth after adding an essence. Adding another essence may give it a glamour effect or possibly invisibility at higher levels. A wizard, after adding an essence, may find that his wand, in addition to CLW, can also recast a spell already consumed for the day (pearl of power like). When he added a second essence, the wand would recharge itself for five casts of CLW each night, effectively giving him an unlimited supply of the spell but only a handful of times each day. Then adding a fire elemental essence, the wand would then cast burning hands three times a day, allowing him to not memorize that spell. Perhaps, a fifth essence might let the cast with Silent Spell metamagic three times a day. Or if he added several essences at once, he might get Maximize Spell.

The GM would consider what the player intended or wanted when making these decisions. Other magic items could be looted, but only these artifacts could be imbued with an essence. The process to extract and imbue was pure fluff and roleplay. We didn't have any mechanics. Whether it was a wand, a rod, a staff, a ring, an amulet, etc. was pure fluff and roleplaying.

A good example of this was

The Breastplate of Vallenjos:
The Breastplate of Jolnar will appear as armor appropriate to the wearer. That is, on a paladin it will appear as shining, full plate armor, but on… let’s say a half-troll, for example, it will appear as a rusty, dented breastplate that may fall apart at any moment. The breastplate was a gift from Jolnar to Vallenjos. His birth marks the beginning of the first age of Esteparon amongst the barbarian tribes, almost 1,000 years ago. Vallenjos had a battle cry that would shake the ground and cause all opponents to gaze upon him momentarily. He never lost a fight once he challenged an enemy. Upon his birth, the oracles of his tribe, prophesized that he would become a great tribal leader and would father more children than stars in the sky. He conquered all the tribes west of the iron mountains. Upon his death, Jolnar brought Vallenjos to his halls and to this day Vallenjos serves him. At level 20, the item had the following effects:

Innate: Made of pure adamantine (damage reduction of 2) and grants +2 intimidation.

Innate: At 1st level it will act as normal breastplate armor with a +6 armor bonus. At 2nd level and every two levels thereafter (i.e. 4th, 6th, 8th, etc.), the armor’s bonus will increase by +1, so, for example, by 6th level it is acting as full plate armor. Additionally, at each of these levels the Armor Check Penalty will decrease by 1 until the penalty is 0 at level 9. Finally, speed is never affected by the breastplate. You will always have a full 30’ movement while wearing this armor.

Innate: Once per day, if the wearer reaches 0 or fewer hit points, the breastplate will heal him for 1d8 plus 1d8 per 3 levels of the character. So, 1d8 at 1st level; 2d8 at 3rd level; 3d8 at 6th level; etc.

Sp: Once per day, the wearer can haste himself for 1 round per character level. You will get an extra attack each round. All attacks while hasted receive a +1 to atk. You gain a +1 to AC while hasted. Your movement is increased to 60’. Activating this power is a swift action. The command word is: “By the third and ghostly ball of Jolnar!”

Sp: The wearer of the breastplate can “challenge” an opponent. Such opponent must make a will save with a DC 15 plus the wearer’s level. If the check fails, the opponent must attack the wearer for the next 1-6 rounds. Each day, this effect can be used 1 time per level of the wearer. Activating this power is a free action. Only one challenge per opponent may be made. All other enemies within 20 feet plus 5 feet per two levels of the wearer, must make a will check or they will be staggered for 1-3 rounds. The command word is: “Battle!”

In version 2.5, we began introducing 'life' essences and 'elemental' essences and a few other essences with very clear types of magic, such as a evocation essence. These essences were much more rare. They could be imbued into an artifact or into a person. Life essences would grant a permanent +1 to an ability score of the player's choice plus a secondary benefit of the GM's choosing. The elemental essences would grant a +1 resistance plus a secondary benefit of the GM's choosing. The evocation, conjuration, divination, etc. essences granted a benefit of the GM's choosing. If used today, I would grant a +1 to that school's DC plus a secondary benefit of the GM's choosing. Again, no mechanics here. The essences would just 'be there' and then infused as soon as the party roleplayed it.

Version 3.0 is more recent. Here, the ‘ethereal’ essences replaced gold in the Pathfinder creation mechanics. The other essences granted the effect of the player’s choice but no longer had the secondary effect. The GM would determine how many essences and what types would be required to make an item. We still allowed multiple effects to be stacked on a single item and the fluff/flavor of the item was at the player's discretion with GM's approval. A wand of CLW could have 50 charges of mage armor added to it; then 10 charges worth of spells added similar to a staff; then minor quickening metamagic added; then armor +1 added like Bracers of Armor; then +2 charisma like a headband, etc. Again, other items could be looted and possibly imbued if of high enough quality. Similar effects could be added to weapons or armor. A rogue might add a ring of invisibility’s function to his rapier. As long as the character had the artifact in their possession all of its abilities and enhancements were applied.

In this version, we came up with the extract and imbue spells. The extract spell gave the chance that an essence was obtained. And the imbue spell replaced the creation feats with the exception of scrolls and potions. Scrolls and potions worked just like the core pathfinder rules. We used a DC check against spellcraft to determine success with either spell. The DC for extraction is fairly high to control how much essence comes into the campaign. The DC for imbuing is fairly low to allow for failures from time to time, but not be overly restrictive or punitive. This method also eliminated the time to create the item as the spells have a casting time of 1 round and duration of instant. This also allowed for a character to attempt to extract essence from an item wielded by an opposing party. The DC is incredibly high but it may be possible to extract out the essence from an NPC’s wand before he casts with it.

My original intent was to use 3.0 with this campaign. I’ve found in recent years that most players like to control exactly what items they receive. We’ve all become accustom to getting gold as a reward, then going shopping at the magic store.

After thinking on it overnight, I’ll let the group decide. Afterall, this campaign is for all of us to have fun. So, seven votes… yes, I get one too.

Option #1: Version 2.5 but we allow for the potion and scroll feats.

Option #2: Version 2.5 but we allow for the potion and scroll feats. Additionally, we add the extract essence spell into the game, but use roleplaying and fluff for item creation. I’ll still determine if essences exist, but the dice will determine how many you receive. You have the chance for more essences this way. Of course if the dice are unfriendly, you may end up with fewer.

Option #3: Version 3.0

I vote for option #2. I like the aspect of getting to be creative and surprising players with rewards but with the extraction spell. Also, I should mention with this option... or option #1. The items will likely get some random enhancements at my discretion for added flavor and fun. Further, they can become sentient at some point.

Keep in mind that with any option, additional magic items may still be looted. Mosters/NPC’s won’t use a loot table for determining the magic items, but rather those that wield an item during the combat will have that item on them if defeated.


Talanor Battle Map | Arrington's Map
Truk'tosh wrote:

Is my header formatted to your liking DM Valjoen?

I added a breakdown in the gear section of my profile listing which bags contain what.

Perfect. Thanks.


Talanor Battle Map | Arrington's Map
Niyut wrote:

I took the wand option. How would it be upgraded? It's odd to get emotionally invested in a consumable item.

I have a lore question: are the gods not that tied to alignment? Most of them -- even the good aligned -- seem like power hungry jerks. Is that a reasonable read?

I would say all the god's have egos but each has different intentions. Remember, they aren't true 'gods' but rather very powerful and seemingly immortal beings. They started as the first race created by Deyus.

Niomachus might crave power in Talmor, but his intentions are to rule and protect all mortals. He wants a beautiful world for them, and believes he is best suited to helping create and maintain such a world.


Talanor Battle Map | Arrington's Map
Gruskorb wrote:
Valjoen_GM wrote:


5. Magic shops have never existed on Malta. While magic was commonplace, it was much too valuable to be bought with gold.
Does this mean, by extension, there are few who can wield magic with the skill to form a reusable/consumable item from it?

More like the materials to create items, i.e. essences, are rare, and once imbued by someone, that item is highly valued.

I think the whip was the right call for your character. Thematically, it fits. It can receive utility effects and bonuses like the wands. It won't be able to cast spells but it can get offensive/attack bonuses that a wand won't.


Talanor Battle Map | Arrington's Map
Malthazir wrote:

For the essence cantrips for item creation, I have a few questions.

1) Is there any time constraint? Do essences deteriorate? Should I have these cantrips memorized on a daily basis so we don't lose the opportunity, or is it more of a "keep in your spellbook" kind of thing?

2) After an essence is extracted, does it have to be immeditely used? Can we store them for later?

3) What kind of check is it to extract an essence, and what kind of check is it to use them?

1. Unless, the group votes for option #1, Yes. Life essences must be extracted within 2 rounds of death of the being. Other essences have a little more time, but not something you could do after memorizing the spell. You would need to keep this available. Essences from items can be extracted any time. For example, if you find a +1 shortbow and no one wants to use it, you could at any time, cast extract essence to pull out its magic.

2. Life essences must be imbued in a fairly short amount of time. Say, an hour. There is no major rush, but it can't sit there for days on end. Other essences can be stored for future use, however, it may randomly choose to bond with an item, especially if that item has become sentient. Evil laugh from the GM. Imagine if your wand has become sentient and your storing a magical energy source next to it for an extended period of time. It may get hungry... or greedy for the magic.

3. Spellcraft. There is a base DC that is increased based on the level of the being, the level of spell used to imbue it, the level of the wielder... depending on what applies to the target of your extract spell. I'll provide the DC before you roll. There is no check to use the item, with the exception of a character using a 'wand' to cast a spell that isn't on his spell list. So, if Garidan tried to use your wand to cast Infernal Healing, he'll have to make a UMD check.


Talanor Battle Map | Arrington's Map
Niyut wrote:

I took the wand option. How would it be upgraded? It's odd to get emotionally invested in a consumable item.

I have a lore question: are the gods not that tied to alignment? Most of them -- even the good aligned -- seem like power hungry jerks. Is that a reasonable read?

I should also note that if we select option one or two, the wand function won't be a consumable. That is, rather than having 50 charges of the spell, you will have a few charges that may be used daily. We will have to find a reasonable number the balances with the game. My instinct says that 3-4 casts of a first level spell seems appropriate. Although, I would likely increase that for casts for cure light wounds. 4 cures a day seems low, but 10 magic missiles every day is too powerful . The higher the level of spell, the fewer cast per day. Also, any expensive reagents would still be required.


HP 68/68 Panache 5/5 | AC 25/16/19; 24/16/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 25 | Fort +4 Ref +9 Will +3 | Per +11, Darkvision 60 ft. | Init +6 (+8 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 5/Fighter (Lore Warden) 2 | Acro +13, Bluff +9 Climb +6, Inti +13, Stea +10; Dailies: D. Parry 2/2, B. Cage 1/1, L. Spell 1/1, S. Surge 1/1, S. Target 1/1, P. Flask 1/1
Combat:
30 ft. (30 ft.) | Melee +14/+9 (+16/+11 vs. undead) (+1 bane rapier) Melee +9 (light flail) Ranged +11 (dagger) Ranged +12/+7 (mwk composite shortbow) CMB +9;

Option #2 seems the more interesting choice of those presented, because it allows for some active participation on the part of the players at the risk of random chance making itself felt. In turn, the players have to actually think about their character's gear and what it means, instead of just handing it to the nearest caster with a checklist of stuff they want slapped on during the next downtime. Further, under this system, Garidan's little ioun torch very well could start to talk back in a way that's more than him being a bit cracked.


Female Half Orc Oracle (Spirit Guide) 6 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 55/55 l AC: 14 (18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +10 (+2 v Illusions) l Init: +5 l Per: +18 (+20 in dim or lower light); Darkvision 90' l Movement: 30

I like option 2. Mostly because I like to try new things and Life essences means we wouldn't need the boring but necessary stat bonus items. Are there diminishing returns for increasing the same stat? For example one essence might required to give a +1 in charisma but more than one might be needed to increase that to a +2?

I have a suggestion for the wands. Perhaps they can function like staves where their caster level is not set but depends on us.


Female Half Orc Oracle (Spirit Guide) 6 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 55/55 l AC: 14 (18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +10 (+2 v Illusions) l Init: +5 l Per: +18 (+20 in dim or lower light); Darkvision 90' l Movement: 30

For the purposes of feats and innate stat upgrades, we count as being level 2 correct?


Talanor Battle Map | Arrington's Map
Niyut wrote:


I like option 2. Mostly because I like to try new things and Life essences means we wouldn't need the boring but necessary stat bonus items. Are there diminishing returns for increasing the same stat? For example one essence might required to give a +1 in charisma but more than one might be needed to increase that to a +2?

Nope. 1 life essence = +1 to a stat.


Talanor Battle Map | Arrington's Map
Niyut wrote:
I have a suggestion for the wands. Perhaps they can function like staves where their caster level is not set but depends on us.

Yes. If we go option 1 or 2 they would function of the caster level. If you use UMD to trigger it, it goes off the minimum level.

Niyut wrote:
For the purposes of feats and innate stat upgrades, we count as being level 2 correct?

Correct. For all purposes you are level 2.


Male Noble Elf Wizard 6/Bard 1 | AC 14/10/14 | HP 46/46 | F +3, R +5, W +8 | CMD 11 | Move 30 ft. | Init +6 | Perc +12 (+2 with familiar)

I think I understand everything now. I also vote for option 2, it seems the most fun.

The Exchange

Female N bright elf archaeologist 1/phantom thief 1 | HP: 15/15| AC: 15 (12 Tch, 13 Fl) | CMB: +1, CMD: 13 | F: +1, R: +6, W: +3 | Init: +2 | Perc: +8, SM +5 | Speed 30ft | Spells: 1st 2/2| Active conditions: None.

I also vote for option 2.

Another possibility to balance the wand is a charge system similar to a staff... instead of x charges of a spell, you give us 10 levels of spell (or any other number), so we'd be able to cast 10 1st-level spells or 5 2nd-level and so on...

Perhaps it could also be a good option if we tied this number to our level and an ability score... like half level + INT or level + INT (5 charges or 6 charges) in Elannaris case.


Female Half Orc Oracle (Spirit Guide) 6 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 55/55 l AC: 14 (18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +10 (+2 v Illusions) l Init: +5 l Per: +18 (+20 in dim or lower light); Darkvision 90' l Movement: 30

Added the origin of the wand to my back story. Basically, it was a mysterious (in so far at the time it was given it could not be used) gift from the twin's mother.


Talanor Battle Map | Arrington's Map
Elannaris Darantholar wrote:

I also vote for option 2.

Another possibility to balance the wand is a charge system similar to a staff... instead of x charges of a spell, you give us 10 levels of spell (or any other number), so we'd be able to cast 10 1st-level spells or 5 2nd-level and so on...

Perhaps it could also be a good option if we tied this number to our level and an ability score... like half level + INT or level + INT (5 charges or 6 charges) in Elannaris case.

I had considered it working just like a staff, but hadn't worked out stacking of essences issue. You made me think though, and I'd be fine with this:

Each essence is 10 levels of spells. Max spell level is equal to the number of essences imbued for this purpose. Must be a high enough caster level to cast the spell or you must use UMD. Lesser Metamagic (affecting 3rd lv spells or lower) is 1x essence for each spell level increase the effect would normally take; i.e. Silent is 1, Quickened is 4. Double the essences for Metamagic (6th lv spells or lower) and triple for Greater Metamagic (9th lv spells or lower).

Example:

1st ethereal essence - 10 spell levels, max 1st level spell -> 10x CLW added
2nd ethereal essence - 10 spell levels, max 2nd level spell -> 3x Web & 4x Grease added
3rd ethereal essence - Minor Silent Metamagic added; can be used with casted spells or spells from the wand.
4th ethereal essence - 10 spell levels, max 3rd level spell -> 3x fireball & 1 Unseen Servant added.

As Malthazir asked earlier, I'll allow you to store/save up essences for these greater effects like metamagic. Keep in mind that as the items become powerful they make try to absorb the essences. While they may be sentient and have an intelligence score, you might not find them agreeable. ;)


Female Half Orc Oracle (Spirit Guide) 6 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 55/55 l AC: 14 (18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +10 (+2 v Illusions) l Init: +5 l Per: +18 (+20 in dim or lower light); Darkvision 90' l Movement: 30

So what you are saying is invest in lead lined boxes? :-p


Talanor Battle Map | Arrington's Map

Don't worry, if an item absorbs it may hold the magic waiting for more if you can convince it that it will be worth it. I certainly won't wait until you have 11 essences saved up for that Major Quickened Metamagic effect then absorb them all and put 110 casts of Mount on your wand!

Besides I certainly wouldn't have an issue if you put 4 essences on it to get Minor Quickened and then used 4 more later to upgrade it to regular Quickened.


Talanor Battle Map | Arrington's Map

Another question for the group:

Do you want me to spoiler knowledge checks, spellcraft checks, perception checks, etc? I would generally assume that everyone will be sharing information freely, especially given your discussion earlier about coordinating skills/knowledge/crafts. But, I'm happy to keep them in a spoiler if everyone prefers to play with a few secrets and hidden knowledge.


Male Noble Elf Wizard 6/Bard 1 | AC 14/10/14 | HP 46/46 | F +3, R +5, W +8 | CMD 11 | Move 30 ft. | Init +6 | Perc +12 (+2 with familiar)

Have we decided how to handle the massive overlap in bluff and diplomacy? My whole concept was the "Noble elf born into high society" who would be extremely well versed in politics and social situations but kind of helpless in the real world.


Male Noble Elf Wizard 6/Bard 1 | AC 14/10/14 | HP 46/46 | F +3, R +5, W +8 | CMD 11 | Move 30 ft. | Init +6 | Perc +12 (+2 with familiar)

For the vast majority of things, I intend to share info freely. Perhaps a delicate situation may come up (I did choose an evil spell for my wand, and I have the archetype that will give me an evil familiar) but I trust your judgement of when to be discreet.


Female Half Orc Oracle (Spirit Guide) 6 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 55/55 l AC: 14 (18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +10 (+2 v Illusions) l Init: +5 l Per: +18 (+20 in dim or lower light); Darkvision 90' l Movement: 30

It makes sense to me that the world ended and only the liars were spared. I don't mind the overlap in social skills because people can get discouraged to engage socially if they don't have the proper skills.


Female Half Orc Oracle (Spirit Guide) 6 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 55/55 l AC: 14 (18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +10 (+2 v Illusions) l Init: +5 l Per: +18 (+20 in dim or lower light); Darkvision 90' l Movement: 30

I like spoilers because that encourages people to roleplay out the conversation.


Male Noble Elf Wizard 6/Bard 1 | AC 14/10/14 | HP 46/46 | F +3, R +5, W +8 | CMD 11 | Move 30 ft. | Init +6 | Perc +12 (+2 with familiar)

Agreed. There are far worse things than a few overlaps in social skills.

Although now I'm considering moving some skills over to UMD to help with high-powered item crafting. If we want to craft spells above our level that is.


Male Half-Orc Druid 5/Cleric 1 | HP: 34/56 l AC: 21 (23 vs the first 3 attacks per round) /T: 10/FF: 21 l Fort: +12*, Ref: +4*, W: +12* l Init: +0 l Per: +12; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar DEAD

Option #2 sounds good to me.

I'm could go either way on spoilers/no spoilers. On one hand spoilers encourages folks to roleplay out information. On the other hand crucial information can be stuck behind a spoiler while we wait for the relevant party to post.

The Exchange

Female N bright elf archaeologist 1/phantom thief 1 | HP: 15/15| AC: 15 (12 Tch, 13 Fl) | CMB: +1, CMD: 13 | F: +1, R: +6, W: +3 | Init: +2 | Perc: +8, SM +5 | Speed 30ft | Spells: 1st 2/2| Active conditions: None.

I prefer the spoilers too since we can RP how we are giving the information and even hide it if the situation demands.


HP 68/68 Panache 5/5 | AC 25/16/19; 24/16/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 25 | Fort +4 Ref +9 Will +3 | Per +11, Darkvision 60 ft. | Init +6 (+8 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 5/Fighter (Lore Warden) 2 | Acro +13, Bluff +9 Climb +6, Inti +13, Stea +10; Dailies: D. Parry 2/2, B. Cage 1/1, L. Spell 1/1, S. Surge 1/1, S. Target 1/1, P. Flask 1/1
Combat:
30 ft. (30 ft.) | Melee +14/+9 (+16/+11 vs. undead) (+1 bane rapier) Melee +9 (light flail) Ranged +11 (dagger) Ranged +12/+7 (mwk composite shortbow) CMB +9;

Spoilers are my choice as well, makes it easier to avoid mistakenly incorporating knowledge meant for one (or more) particular characters into a post.

Valjoen_GM wrote:
As Malthazir asked earlier, I'll allow you to store/save up essences for these greater effects like metamagic. Keep in mind that as the items become powerful they make try to absorb the essences. While they may be sentient and have an intelligence score, you might not find them agreeable. ;)

I can easily visualize characters arguing with their gear over essences, alá Eric Cartman yelling at his cat over who gets the Cheezy Poofs :D.

Malthazir wrote:
Have we decided how to handle the massive overlap in bluff and diplomacy? My whole concept was the "Noble elf born into high society" who would be extremely well versed in politics and social situations but kind of helpless in the real world.
Niyut wrote:
It makes sense to me that the world ended and only the liars were spared. I don't mind the overlap in social skills because people can get discouraged to engage socially if they don't have the proper skills.

As I mentioned, 2/3 of my social skills are for use in a fight. That said, I can see value in as many characters as possible being able to convincingly claim that no, they don't have any rations stockpiled anywhere nearby.


Talanor Battle Map | Arrington's Map

Ok, the consensus seems to be to utilize spoilers... so, they will be used.

I'm planning on launching the first scene tomorrow sometime. If you want to make any adjustments to your characters, please do so and post a quick note about the changes.

Let me know if you have any further questions.


Male Noble Elf Wizard 6/Bard 1 | AC 14/10/14 | HP 46/46 | F +3, R +5, W +8 | CMD 11 | Move 30 ft. | Init +6 | Perc +12 (+2 with familiar)

I changed two of my bard cantrips to be the two essence spells. Since they don't appear to be level dependent (only dependent on spellcraft checks), I don't think my low CL in bard will matter for that.


HP 68/68 Panache 5/5 | AC 25/16/19; 24/16/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 25 | Fort +4 Ref +9 Will +3 | Per +11, Darkvision 60 ft. | Init +6 (+8 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 5/Fighter (Lore Warden) 2 | Acro +13, Bluff +9 Climb +6, Inti +13, Stea +10; Dailies: D. Parry 2/2, B. Cage 1/1, L. Spell 1/1, S. Surge 1/1, S. Target 1/1, P. Flask 1/1
Combat:
30 ft. (30 ft.) | Melee +14/+9 (+16/+11 vs. undead) (+1 bane rapier) Melee +9 (light flail) Ranged +11 (dagger) Ranged +12/+7 (mwk composite shortbow) CMB +9;

Reduced my existing background skills by one rank each to add two Craft skills. Pulled a waterskin, the ink vial, and my last gold piece from my inventory for two sets of common artisan's tool for the aforementioned Craft skills as well.

For Valjoen: Regarding the two Essence spells, could Garidan make use of them himself via Use Magic Device if they were in scroll or even wand form?

For everyone else #1: Examing my prospective build, and might have wiggle room for Improved and Greater Feint to be worked in. Any of you willing to get in close during fights and make use of the results if I do so? Because if it's just me using it, I'll pass.

For everyone else #2: Pondering the fact that there is no more easy resupply in what is left of the world, and that we'll have to carry everything we need, I've come up with an idea: a caravan. In the grand tradition of Mad Max and Resident Evil, we find something sturdy with wheels to serve as our home, haul our supplies, and even act as a wee fort if needed. Hitch up some mindless undead or animated objects to do the necessary pulling, and away we go!


Male Noble Elf Wizard 6/Bard 1 | AC 14/10/14 | HP 46/46 | F +3, R +5, W +8 | CMD 11 | Move 30 ft. | Init +6 | Perc +12 (+2 with familiar)
Garidan Vissir wrote:
For everyone else #1: Examing my prospective build, and might have wiggle room for Improved and Greater Feint to be worked in. Any of you willing to get in close during fights and make use of the results if I do so? Because if it's just me using it, I'll pass.

Personally, hell no. I will be as far away as I can be while still able to help.

However I will make very heavy use of summoning spells to help clutter up melee!

Garidan Vissir wrote:
For everyone else #2: Pondering the fact that there is no more easy resupply in what is left of the world, and that we'll have to carry everything we need, I've come up with an idea: a caravan. In the grand tradition of Mad Max and Resident Evil, we find something sturdy with wheels to serve as our home, haul our supplies, and even act as a wee fort if needed. Hitch up some mindless undead or animated objects to do the necessary pulling, and away we go!

Haha that sounds great. Let's see what we have to deal with first though!


Talanor Battle Map | Arrington's Map
Garidan Vissir wrote:
For Valjoen: Regarding the two Essence spells, could Garidan make use of them himself via Use Magic Device if they were in scroll or even wand form?

You could, but not sure there is a reason to do so. Any caster can attempt to extract the essence. Then, after the party decides who gets it, the caster can hand it over.


Male Noble Elf Wizard 6/Bard 1 | AC 14/10/14 | HP 46/46 | F +3, R +5, W +8 | CMD 11 | Move 30 ft. | Init +6 | Perc +12 (+2 with familiar)

For the record, I plan on being the best I possibly can at making use of essences. I will have both essence cantrips always prepared and I will keep spellcraft maxed out at every level (and maybe UMD as well).


HP 68/68 Panache 5/5 | AC 25/16/19; 24/16/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 25 | Fort +4 Ref +9 Will +3 | Per +11, Darkvision 60 ft. | Init +6 (+8 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 5/Fighter (Lore Warden) 2 | Acro +13, Bluff +9 Climb +6, Inti +13, Stea +10; Dailies: D. Parry 2/2, B. Cage 1/1, L. Spell 1/1, S. Surge 1/1, S. Target 1/1, P. Flask 1/1
Combat:
30 ft. (30 ft.) | Melee +14/+9 (+16/+11 vs. undead) (+1 bane rapier) Melee +9 (light flail) Ranged +11 (dagger) Ranged +12/+7 (mwk composite shortbow) CMB +9;
Valjoen_GM wrote:
Garidan Vissir wrote:
For Valjoen: Regarding the two Essence spells, could Garidan make use of them himself via Use Magic Device if they were in scroll or even wand form?
You could, but not sure there is a reason to do so. Any caster can attempt to extract the essence. Then, after the party decides who gets it, the caster can hand it over.

Stuff happens in game, and it never hurts to make sure something is possible before it becomes critical. Because lore warden makes all Int-based skills class skills, I can take Spellcraft and do a reasonably passable imitation of a caster between that and UMD, so if it ever comes up that another essence jockey is needed, there is one available.

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