Talanor, the Bright Tower

Game Master Valjoen_KC

Current Date: 8th of Dasyris, 7995 E.C.

Current Battle Map

Arrington's Map

Campaign Spreadsheet

Cast of Characters

Tacal's Stats


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Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

That is an advantage. :-)


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

You are such a good gm. Putting a grid on a layered map must have been annoying. Thank you.


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)

Oh yes, thanks very much for taking the time to do this! It helps a ton :).


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It was a pain not having the grid! Happy it's done though, it was ticking me off! Haha


HP 80/80 | AC 21/16/15 | CMD 21 | Fort +7 Ref +12 Will +6 | Per +12, Dark Vision 60' | Init +6 Aegean Unchained Rogue 7 {Nature Fang 1}
Garidan Vissir wrote:
Oh yes, thanks very much for taking the time to do this! It helps a ton :).

+1


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Are there stars in the sky?


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)

Yes. In fact, those are pretty much the only natural lights on our side of what's left. If Malthazir hadn't been taken out so early, his low-light vision might have helped immensely.


Male Noble Elf Wizard 9/Bard 1 | AC 15/10/15 | HP 71/71 | F +4, R +6, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +15 (+4 with familiar)

*snores*


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Niyut wrote:
Are there stars in the sky?

Yes, Garidan is correct about the stars. However, there is no moon so low light-vision isn't as helpful at night. PRD:

"Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light.
Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day."

So, in your situation he ioun torch or the campfire give normal light for 20' radius and dim-light for another 20'. Malthazir and Truk'tosh get another 20' of dim light for a total of 40' of dim-light beyond the normal light given off by the source.

So, helpful but not immensely.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Was there once a moon?


1 person marked this as a favorite.
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There were two moons. There was a smaller moon that orbited closer to the planet, and a larger moon that orbited further away. Because of the difference in their orbits, the two appear to be roughly equal in size. However, because of their orbits, the Moon that is closer, and appears slightly smaller, travels across the night sky much faster. The slightly smaller, faster moon is golden in color, more brightly reflecting the rays of the sun. The slightly larger, slower moon is a fiery red.

For the first time, Niyut has looked up to the sky and noticed the two moons are gone.

By the way, busy weekend shopping with the wife for me. I will try to do a longer update on the gameplay thread later today.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Were the penalties to attack and Reflex (from entangled) included when the ghoul ogre failed his checks?


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No, caught it afterwards, but it didn't matter since he failed both... rather epically.


HP 80/80 | AC 21/16/15 | CMD 21 | Fort +7 Ref +12 Will +6 | Per +12, Dark Vision 60' | Init +6 Aegean Unchained Rogue 7 {Nature Fang 1}

What is the height of the ridge the archer is standing on? Is it too steep of a grade to scale directly?


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It's 20' feet up. It would take you 2 rounds to move from where you are and scale it. It would require a climb check.


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)

Would you consider allowing the stamina rules to be used by those willing to get the required entry feat?

And, if so, could essences--life most likely--increase the stamina pool?


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I don't know much about the stamina rules. Let me do a little reading.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

You are probably busy with the upcoming holidays, but I just want to check in. :-)


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)

What's the verdict on the stamina rules?


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Sorry. Busy weekend with my daughter's baptism and her older sisters down with strep throat. I had posted a longer entry, but it appears to have been eaten. I just posted the bare minimum's, but little was found and no essence.


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I'm ok with the Combat stamina feat being utilized with the caveat that if a feat proves to throw balance too far off the grid, we may have to make some adjustments. I read several of the feat changes, but there were too many to think about. I'll need to see it in play. But, in general, I like players having options and this certain provides that.

As far as essences, you'd need to use them on Endurance to get more stamina points.


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)

Nifty. Combat Stamina will make a fine choice for Garidan's 11th level feat then, which will give him enough stamina (and feats to spend it on) to actually make it useful.


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)

Snipped and responded to here, to avoid clogging the play thread.

Valjoen_GM wrote:
I don't think anything in this case. Even if I had doubled your bonus to +4, you still would have failed the fort check. In retrospect, I'll double the bonus for it next time.

That'll definitely be handy for next time. However, the subject of critical successes on skill checks got me thinking; why couldn't we have improved "threat range" for skills, as with attacks? And how would we actually get that if it were a thing?

My answer? The Signature Skill feat seems most appropriate for this. At every 5 ranks gained in the skill associated with the feat, you get an improvement to the skill's effect. What if that improvement were also accompined by an expanded "threat range" for that skill as well?

Using Garidan as an example, with the Signature Skill (Intimidate) feat he plans to acquire next level. He'll have 5 ranks in Intimidate, granting him a bonus effect when using that skill to cow his enemies. With your current house rules, rolling a 20 on the check makes it extra effective. With my suggested alteration, rolling a 19-20 would get the critical effect. Upon gaining 10 ranks in Intimidate, and getting a new skill improvement, the range would increase to 18-20 for a critical success.

At 20 ranks invested--which would need 20 levels--the range reaches its limit of 16-20. Of course, by that point Garidan will be one terrifying mofo without the critical successes as it stands, but there is no kill like overkill.

Mind, this is all just speculation. I'm not attached to getting it added, just throwing it out there for the sake of consideration.


HP 80/80 | AC 21/16/15 | CMD 21 | Fort +7 Ref +12 Will +6 | Per +12, Dark Vision 60' | Init +6 Aegean Unchained Rogue 7 {Nature Fang 1}

I disrecollect what the bonus on will saves against illusions is with aid of reason from party members, so I did not include any on Gruskorb's will save.

Garidan, the primary reason that's not the case is critical successes/failures on skill checks are not a forced thing by the basic rules; instead, that is an icing-on-the-cake feature done by many GMs.


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Being told that it is an illusion by another character allows you to reroll your save with a +4.

I'd prefer to keep an critical successes with skills at 20. Perhaps, I'll give you a boon or secondary effect from an essence that will up the stakes of a critical success in the future. I prefer building in options rather than messing with the mechanics in this case.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Can I just say that it's terrifying that whomever made that skull has a caster level of 21? I didn't even know they went up that high. Unless the construct counts as a living thing and then it has a CL of 6. Which might be the more reasonable assumption.


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)

I vote in favor of the option that doesn't result in someone insanely powerful who apparently leaves trinkets lying around just for us to trip over :D.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Sometimes a trap is just a cheese dispensary, Garidan. :-p


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It counts as a living being. DC is 30 plus the 6HD. :)


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

I will admit to doing some research on depths of wells this afternoon to see if 150 ft deep was considered normal.


Male Noble Elf Wizard 9/Bard 1 | AC 15/10/15 | HP 71/71 | F +4, R +6, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +15 (+4 with familiar)

Entirely depends on the area, I believe. If I remember correctly, it is simply a matter of how far down the water is.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Apparently, it's unlikely to find a well deeper than 50 m. But yes it does depend on the watertable.


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My quick research last night gave a depth of 100-200 feet. So I randomed it (1d11 + 9)*10. I had just grabbed a comparable battle map that would work for the workshop. I never noticed the well until Niyut wanted to use it. It was a creative solution to winning the encounter... albeit losing any possible essences.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

If something could produce a typed arcane essence, then doesn't have a chance to produce ethereal essences at a greater percentage if the first percentage fails?


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I originally intended ethereal essences to come from magical creatures or items. I didn't consider constructs in the group. But I think there is some logic there. I'll roll for it in the gameplay thread.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

What's the range on Extract Essence?


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Touch


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Not to be a bother, but isn't the range at least close given the extraction at the font?


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Or perhaps that was narrative expansion on where Niyut was in the room.


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I've always imagined that you are next to the body drawing out the essence, not 25+ feet away calling it to you. In the font room, are you talking abut the +1 to saves? That was a boon from the god, not an essence. Aanything else there would have just been fluff. And I think it would be a bit overpowering to stand across a room and try to extract a living person's essence. I think you'd need to be right up in their face. If I've ever said close range I think we,d need to reexamine that. I appreciate the questions, it is really helping me develop and balance this idea!


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

I think it pulled out a fire essence. But, touch it is. Makes sense.

Definitely a fire essence


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Essence Sweepstakes:

1: Garidan
2: Gruskorb
3: Malthazir
4: Truk'tosh

Who is the Lucky Winner: 1d4 ⇒ 1

Congrats to Garidan.


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)

What kind of essence is it? Because if it's an arcane essence, I'll pass. Those are pretty much wasted on Garidan, after all.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Ethereal. Good enough to make your rapier keen or your armor +1. Get into it. :-p


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)

Not keen, nope. As a swashbuckler, Garidan is just two class levels away from Rapier Training, which--in addition to giving a scaling increase to his attack and damage with rapiers--grants the benefits of Improved Critical when using rapiers. So keen would be a waste.

And I'll likely be waiting some time on that armor too. Given Garidan's restrictions on the armor he can wear while using certain skills and class features, not to mention what he's actually proficient with--light armor in all cases--there's a very specific type that I'm going for to maximize his protection: a mithral breastplate, the king of armors for stick-and-move Dexterity fighters like Garidan. Between being made of mithral and Garidan's Armor Expert trait, the armor's penalty will be reduced to 0, so he doesn't have to take a hit to his attack bonus for being nonproficient in medium armor. For everything else that matters, it's considered light armor, and it has one point of armor class more than a mithral chain shirt, even after hitting the Dex bonus limit. (Just need a masterwork buckler to get that last bit of penalty out of the way...)*

All that said, I do have a couple of prospective +1-equivalent enhancements in line for Garidan's rapier that will prove quite useful. In fact, considering the source of the essence, there's one particular choice that I think would be ideal, and I'm sure Valjoen will have some fun cooking up a flavorful secondary benefit to go with with it: cruel. I'm thinking, as a flavor thing, that when the ability is used, it is accompanied by a nausea-inducing wail or moan (kind of like that cloaker we fought) that only the target can hear. Or maybe a voice whispering foul things, if the target is sapient.

*Had two brain cells rub together and spark an idea here! If I get this feat somehow, I can use it with that mithral cloak currently sitting unloved and unclaimed in our inventory. Cloaks and capes have no armor check penalty. And that one being made of mithral should eliminate the penalty if it does have one. Just have to figure out a way to make it not-shiny...


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Skewering is pretty nice.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

I like the name "skewering"


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)
Truk'tosh wrote:
Skewering is pretty nice.

I looked at the one too, but Garidan eventually--at level 20, sure, but that is eventually, lol--gets auto-confirmation of critical threats. And until then, Critical Focus helps ease the burden. Plus, skewering has nasty requirement of an immediate action to use. I like to keep those OPaR, just in case.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Given the state of the world an undead bane wouldn't be the worst thing either.


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)
Niyut wrote:
Given the state of the world an undead bane wouldn't be the worst thing either.

...I totally overlooked that one. Why did I overlook that? As appealing as the cruel enhancement would be, I'm going to go with the undead bane instead. Since there are a number of undead that can shrug off piercing damage, that extra 2d6 would help a lot.

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