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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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:
Garidan, have you been keeping track of your temporary HP generated by the people you kill due to your cruel enchantment? Depending on how many gnolls you killed before you were stabbed (at least 2) you should be much less injured.

Hmmm, my brain messed with me. I thought the temporary HP only applied to killed creatures that were under the ability's other effect as well.

And Garidan got 3 gnolls, so 15 temporary hp are his to use!


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

Ok, on the status tracker, Gruskorb is not yet at 0 and Garidan should have 10 extra HP and 5 Temporary HP currently.


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 you tell me later what effect if any my crit had? I know that you aren't updating the priest's status or rolling publicly his fort saves because Niyut wouldn't know his fate due to the mist, but I would like to know later.


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Niyut wrote:
Can you tell me later what effect if any my crit had? I know that you aren't updating the priest's status or rolling publicly his fort saves because Niyut wouldn't know his fate due to the mist, but I would like to know later.

I will.


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

This is my source for candles and vision.


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

And as my note on the map mentions, purple is the real Niyut.


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 we fix Garidan's HP too? Accounting for his 10 temporary HP when he was struck for 17 and his current pool of 5 temporary HP.


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

"A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target)."

It looks like if I move forwards (north) 5 feet then I will have been in 5 feet of every square in the fog.

Am I reading the map correctly?


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

Sorry, I moved Garidan's icon last night. I should really stop "helping."


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Correct, you will be able to see everything on the map, but not the 20' of the bridge that has been "built".

No worries, on Garidan's icon. I figured somebody moved it after I read his post and tried to move too! LOL.


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I'll reveal the map covered by the mist since I assume you'll take that first 5' movement, then more if necessary. I'll post that initial move. You still can take more movement and a standard action afterwards.


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

@Malthazir: Can you check if any of the recently slain gnolls have life essences?


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)

On it.


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

Better lucky than good. That was an excellent time for Niyut to be graceful.


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

@Malthazir: I just had a thought. Given the success of undermining the bridge on this end, would you be willing to fly back to the other end with Truk'tosh -- outside of darkvision range -- and summon an earth elemental into the base of the other side of the bridge? This bridge took a ton of Wall of Stone castings to construct and casters who are level 8+ probably don't grow on trees. Them losing the whole bridge could set their invasion back even further.

Though of course harvesting essences comes first.

Your fly spells last 5 minutes. The distance to the other mass is 200 yards. Double moving would take 5 rounds to cross that distance flying. There have been around 15 rounds since you cast the spells on the far side. You guys should be able to get close enough to see the base of the bridge and back again before the spell runs out.


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)

Sure, I'll wait for the immediate problems to be fixed and then I'll undermine the far side of the bridge.


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

Next round I'll extract the essences from the priest. Would you mind telling me which ones he drops so that I can do the sweepstakes?


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:

Gnoll Slayer Life Essence: 1d5 ⇒ 1

Garidan=1
Gruskorb=2
Malthazir=3
Niyut=4
Truk'tosh=5

Congratulations, Garidan! You gain 1 Life Essence!

Gnoll Slayer Life Essence: 1d4 ⇒ 2

Gruskorb=1
Malthazir=2
Niyut=3
Truk'tosh=4

Congratulations, Malthazir! You gain 1 Life Essence!

Gnoll Slayer Life Essence: 1d3 ⇒ 2

Gruskorb=1
Niyut=2
Truk'tosh=3

Congratulations, Niyut! You gain 1 Life Essence!

Gnoll Priest Life Essence: 1d2 ⇒ 1

Gruskorb=1
Truk'tosh=2

Congratulations, Gruskorb! You gain 1 Life Essence!

Sorry, Truk'tosh! You will receive the next Life Essence we recover!

Fire Essence: 1d5 ⇒ 1

Garidan=1
Gruskorb=2
Malthazir=3
Niyut=4
Truk'tosh=5

Congratulations, Garidan! You gain 1 Fire Essence!

Everyone else will receive one 1 Ethereal 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

Niyut will add her Ethereal Essence to her wand to let it function as a Lesser Rod of Reach.

Niyut will use her Life Essence to gain +1 Charisma.


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

Thank you for moving us forward in such a clear and helpful way!

Do you guys have an opinion about the staff? I think it could be extremely useful, but I will bow to the will of the group if you guys think we should harvest its 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

As a caster, the gnoll priest could have dropped an Arcane Essence. If he had, what kind would it have been?


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Niyut wrote:

Thank you for moving us forward in such a clear and helpful way!

Do you guys have an opinion about the staff? I think it could be extremely useful, but I will bow to the will of the group if you guys think we should harvest its essences.

Hammering out the post battle logistic moves seemed clunky. As I understood what the group wanted to do, it was easiest just to fast forward to that point. I'll let you guys RP with Foramdar as much as you want and we'll get you to Haemil.


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Niyut wrote:
As a caster, the gnoll priest could have dropped an Arcane Essence. If he had, what kind would it have been?

Likely, evocation.

Also, I forgot to put in the last Play thread post.... CONGRATS, EVERYONE GAINS A LEVEL!!

Please, remember to adjust your HP to retroactively increase yourself to max hp per level.

Please post your new levels, stats, feats, etc. to this thread. And let me know what you want to do with any essences.


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 have essences, woo-hoo! Gonna use both right away, with the life essence used for another feat. I'd like to get either Weapon Versatility or Combat Stamina as the feat, but if neither are acceptable then I'll go with Point-Blank Shot.

As to the staff, keep it! It seems incredibly useful as a way of casting spells that come up rarely enough to not qualify for a precious daily slot, but are still useful enough to make you wish you had it handy.

Level Increase
Swashbuckler ?/Fighter ?

+9 HP (d10 - Con). And the new campaign rule for HP puts Garidan at 68 overall, between his Con penalty and favored class bonus.

+1 BAB

+1 Acrobatics
+1 Bluff
+1 Intimidate
+1 Knowledge (dungeoneering)
+1 Knowledge (local)
+1 Knowledge (nature)
+1 Perception
+1 UMD

+2 Craft (alchemy)

Unfortunately, Paizo decided that the lore warden fighter archetype just absolutely needed revision--because reasons, or someone got high, or who the f$@# knows why--so my planned build for level 7 just got tossed right out the damn window; the loss of the bonus Combat Expertise feat is no big, but the revision also removes the 2nd-level fighter bonus feat I was counting on to grab Shatter Defenses.

So I'll need a bit of time to unf#** my build before I post the rest.


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)

Woohoo!

Also a question for you DM:

Malthazir wrote:

Malz isn't very feat hungry, especially since crafting feats won't be required in this game. I suppose he could pick up versatile summon monster or one of the other list-opening feats, but most of them aren't really worth it except maybe a trick here or there.

Improved initiative certainly wouldn't hurt.

What I would really want would be something like sacred summons, but Malz doesn't have an aura to work with (nor would he since he's N). That way he could save up for quicken metamagic and do quickened summons.

Would you consider allowing a houserule/homebrew for Malz to take some sort of neutral version of sacred summons?


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Garidan: 10 Essences (9 Ethereal, 1 Fire Elemental) & 3 Life Essences
..Unassigned
....(Fire1:Gnoll Priest) ?? (Secondary) ??
..Self
....Life Essences
......(LE1:??) +1 Dexterity. (Secondary Effect) 1d10 fire damage on ripostes.
......(LE2:Shadow Lurker) Bonus feat: Dodge. (Secondary Effect) Speed Surge: 1/day as a swift action, you may draw on the draconic heritage of the life essence for a boost of strength and speed to take an additional move action (+50% to your base speed) in that round.
......(LE3:Gnoll Priest) Bonus feat: ??. (Secondary Effect) ??

Gruskorb: 10 Essences (9 Ethereal/1 Earth) & 2 Life Essence
..Unassigned
....(EE5: Bone Golem) - Saving
....(EE8: Gnoll Commander) - ??
....(EE9: Gnoll Priest) - ??
....(LE2: Gnoll Slayer) - ??
....(LE3: Gnoll Slayer) - ?? (Secondary Effect) 1/day as a move action, you gain study target as per the slayer ability. This is a +1 bonus. If you already have the ability, your bonus is increased by +1.

Malthazir: 10 Essences (10 Ethereal) & 3 Life Essence
..Unassigned
....(EE7: Huntmaster Ghoul) - Saving for metamagic
....(EE8: Geist) - ??
....(EE9: Geist) - ??
....(EE10: Gnoll Priest) - ??
....(LE3: Gnoll Slayer) - ??

Niyut: 10 Essences (7 Ethereal/3 Arcane) & 3 Life Essence
..Unassigned
....(Divination1) Gnoll Scout - Saving for conversion
....Life Essences:
......(LE1: Gelatinous Cube) +1 Charisma. (Secondary Effect) Ooze Traits (SLA) 1/day as a immediate action, you can embody the traits of an ooze for 3 rounds until the end of your next turn. During that time, you are immune to precision damage, cannot be flanked nor sustain a critical hit.
......(LE2: Gnoll Commander) +1 Charisma. (Secondary Effect) Armor of the Spirits. 1/day as an immediate action, you can call upon the wandering spirits of the world to protect you. You gain DR5/magic for 1 round per 2 character levels.
......(LE3: Gnoll Slayer) +1 Charisma. (Secondary Effect) ??
..Wand: Mysterious Bog Oak Wand
....(EE7: Gnoll Priest) Lesser Reach Rod. (Secondary Effect) ??

Truk'tosh: 10 Essences (7 Ethereal/1 Fire/1 Earth/1 Water) & 2 Life Essence
..Unassigned
....(Water1: Gnoll Commander) - ??
....(EE10: Gnoll Priest) - ??


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Malthazir wrote:

Woohoo!

Also a question for you DM:

Malthazir wrote:

Malz isn't very feat hungry, especially since crafting feats won't be required in this game. I suppose he could pick up versatile summon monster or one of the other list-opening feats, but most of them aren't really worth it except maybe a trick here or there.

Improved initiative certainly wouldn't hurt.

What I would really want would be something like sacred summons, but Malz doesn't have an aura to work with (nor would he since he's N). That way he could save up for quicken metamagic and do quickened summons.

Would you consider allowing a houserule/homebrew for Malz to take some sort of neutral version of sacred summons?

I think I already have a mechanic built in for you regarding that. Let me look at my notes and get back to 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)

Valjoen, I've looked and there is no way I can see to do Garidan's build as planned without some ridiculous contortions of the rules. May I simply take the original, unrevised version of the lore warden archetype, as I built for way back at the campaign's start?

(And it seems I'm not the only person thinking that the new lore warden is pure crap either, interestingly.)

Essences
The fire elemental essence I'm using on Garidan, directly.

The new life essence for Garidan is from a gnoll slayer. And LE 1 on your list for Garidan was the goblin sorcerer from the Font of Mylesar, while LE 2 was a flame drake, by the way.


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

Question about the Life Essences now that we have three do both of the previous secondary effects improve or is it only one that does?


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

@Malthazir: Between spirit magic and Arcane Enlightenment I could teach the staff any spirit granted spell or any sorcerer/wizard spell of 3rd or lower. Is there any spell that you would like me to teach the staff under these guidelines?


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)

Malthazir 10 Essences (10 Ethereal) & 3 Life Essence
..Unassigned
....(EE7: Huntmaster Ghoul) - Saving for metamagic
....(EE8: Geist) - ??
....(EE9: Geist) - ??
....(EE10: Gnoll Priest) - ??
....(LE3: Gnoll Slayer) - ??

I'm going to use the first three essences on infusing the devil ooze with dispel magic, so it can cast dispel magic 3/day.

I think at this point the devil ooze would start gaining some sort of terrifying sentience. Perhaps it could coincide with the fact that next level Malz will be gaining an imp familiar?

Will use the huntmaster ghoul to imbue self for +1 to saves.

And will use the gnoll slayer to gain +1 INT (fear me).


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

Level 6 Oracle//Level 1 Sorcerer

New HP Total: 55

Bab: +1
+1 Fort, +1 Ref, +1 Will

New Spells:
0: Purify Food and Drink
2: Niyut's Endless Hunger (FCB)
3: CSW, Deeper Darkness (Mystery), Shadow Enchantment (Dark Secrets), Shadowmind

New Feat: Extra Revelation (Shadow Projection)

+1 Bluff
+2 Kn: Arcana
+1 Kn: Religion
+2 Linguistics (Background Skills: Niyut is picking up Gnoll and Sylvan) (I hate not begin able to understand things we run across.)
+1 Perception
+1 Sense Motive
+1 Spell Craft
+1 Stealth


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

@Malthazir: Dispel Magic would require 3 essences. Since it is a third level spell.


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)

Gotcha. Edited. I will never memorize these infusion rules.

Also Malz has 26 int at this point. At what point does he transcend humanity?


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

Well, he is an elf so that ship has already sailed. :-p

Did you see the question I asked right above your essence post?


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)

Bah, so much back to back posting that we're ninja-ing each other.

Also, DC 22 stinking cloud. *shudders*

As for the staff, honestly that is an utterly fantastic item for Malz, now and forever. I'll just keep it charged with the highest level summon spell Malz can cast, and then prepare a bunch of utility spells. Awesome item for him.


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

Well, I won't fight you for it, since it is much better for a prepared caster. I may need to borrow it briefly when I hit level 11 so that I can use Permanency


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

For Truk's level 7 feat I was strongly considering improved familiar.

Would it be out of the question to introduce a mamiwa? As an elemental spirit it fits Truk thematically and they have some pretty nifty abilities.


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 on the Info tab it should have that Truk'tosh has 2 speed surges per day since that was his life essence upgrade?


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Valjoen_GM wrote:
Malthazir wrote:

Woohoo!

Also a question for you DM:

Malthazir wrote:

Malz isn't very feat hungry, especially since crafting feats won't be required in this game. I suppose he could pick up versatile summon monster or one of the other list-opening feats, but most of them aren't really worth it except maybe a trick here or there.

Improved initiative certainly wouldn't hurt.

What I would really want would be something like sacred summons, but Malz doesn't have an aura to work with (nor would he since he's N). That way he could save up for quicken metamagic and do quickened summons.

Would you consider allowing a houserule/homebrew for Malz to take some sort of neutral version of sacred summons?
I think I already have a mechanic built in for you regarding that. Let me look at my notes and get back to you.

I'm going to say no to Sacred Summons for now, because I have a better option for you... although it will take some time to transpire and some roleplaying and investigation to acquire it.

A few reminders:

The candle that you found at the Keep is a spell component for any summoning spell. It allows the summons to be a standard action rather than a full-round action. But, it is only 6 casts before it is consumed. However, keep in mind that you also know the following from spellcraft check on the candle:

Quote:
The candle is made from the wax of Elder Bee's or as Niyut's clan would have called the First Bee's. These bee's are extremely rare. Malthazir would know the the Hazard of Haemil has the only known hive that is being harvested. The queen bee lives a very long life, in excess of 100 years. The elves of Greyton have had several queens die in the last millennium without producing a successor queen bee. The wax was known by the elves to have magical properties to enhance conjurations spells. The half-orcs of the clans east of the Iron mountains know that several wild hives live deep in their forests. The half-orc's use the honey as a curative that heals wounds and sicknesses.

With this knowledge, let's look at the entry for Summon Monster I:

School conjuration (summoning) [see text]; Level bard 1, cleric 1, sorcerer/wizard 1
Casting Time 1 round
Components V, S, F/DF (a tiny bag and a small candle)
Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no

This is intentional. You'll find a reoccurring theme of spell components through out the campaign. They will become more important as we go along. Something for all of you to just be aware and keep your eyes open.


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Garidan Vissir wrote:

Valjoen, I've looked and there is no way I can see to do Garidan's build as planned without some ridiculous contortions of the rules. May I simply take the original, unrevised version of the lore warden archetype, as I built for way back at the campaign's start?

(And it seems I'm not the only person thinking that the new lore warden is pure crap either, interestingly.)

Essences
The fire elemental essence I'm using on Garidan, directly.

The new life essence for Garidan is from a gnoll slayer. And LE 1 on your list for Garidan was the goblin sorcerer from the Font of Mylesar, while LE 2 was a flame drake, by the way.

I agree regarding the Lore Warden. They took a great archetype, and gutted it. I'm fine with you using the older version.

Also, looking at as I continue to adjust the essences... I'm going to allow a life essence to give a free feat of any kind. Originally, we said just for certain feat taxes, but I think at the rate they're dropping (which is about 1 LE per person every 2 levels or so, opening them up to any feat is fine.


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Niyut wrote:
Question about the Life Essences now that we have three do both of the previous secondary effects improve or is it only one that does?

Yes, each new essence boosts all previous essences. They will be small tweaks at each new essence. I'm still working to adjust all of them.


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)

Awesome, thanks for approving Lore Warden 1.0! Here then is my finished level increase.

Level Increase
Swashbuckler 5/Fighter 2

+9 HP (d10 - Con). And the new campaign rule for HP puts Garidan at 68 overall, between his Con penalty and favored class bonus.

+1 BAB
+1 Fort

Combat Expertise (archetype bonus)
Shatter Defenses (fighter bonus)
Weapon Versatility (life essence)

+1 Acrobatics
+1 Bluff
+1 Intimidate
+1 Knowledge (dungeoneering)
+1 Knowledge (local)
+1 Knowledge (nature)
+1 Perception
+1 UMD

+2 Craft (alchemy)

Essences
Life Essence: I'm using this essence to get the Weapon Versatility feat. It's a minor benefit at first glance, but being able to rely on Garidan's best weapon--and the abilities attached to it by magic, essence, and class levels--for all damage types, regardless of the foe's DR (bone golems, for example) will be pretty useful.

Fire Element Essence: As previously mentioned, I'm appying this to Garidan.


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

Now that Niyut has gained her first researched Necromancy spell from the Liber Sanguinem, I want to propose a new unique spell for her to craft:

Devour Essence
School: Necromancy; Level Cleric/Oracle 3
Casting Time: 1 Standard Action 
Components: V, S 
Range medium (100 ft. + 10 ft./level)
Target: One creature or magical object
Duration Instantaneous 
Saving Throw none; Spell Resistance yes 

As Extract Essence, except with an extended range and the caster may add half of her caster level as a untyped bonus to the Spell Craft check.

Notes: I gave it the range of Dispel Magic, a comparable spell of the same level. The bonus is to represent the extra umph the spell gets for being 3 spell levels higher than Extract Essence.
Thoughts? Edits?

Also, do the unique spells Niyut creates through her bonded item show up in the book itself if another caster were reading it?


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Truk'tosh wrote:

For Truk's level 7 feat I was strongly considering improved familiar.

Would it be out of the question to introduce a mamiwa? As an elemental spirit it fits Truk thematically and they have some pretty nifty abilities.

Actually it will fit very nicely into an upcoming encounter. You'll know it when it happens.


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

Garidan, I wonder if taking a level of Fighter will make Ruza stronger.


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:
Garidan, I wonder if taking a level of Fighter will make Ruza stronger.

No idea, actually. Be interesting to get Valjoen's thoughts, since all of our characters could potentially be affected, should the rest choose to embrace their bonded knowledge as Garidan has.

Of course, a big difference between Garidan and the rest is that he wants that closer connection with his bonded spirit. The rest of the party treats theirs like freeloading guests, at best, or the spiritual equivalent of an STD, at worst. So he'd welcome his spirit getting stronger, less likely to slip away into whatever awaits in the Rift.


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Niyut wrote:

Now that Niyut has gained her first researched Necromancy spell from the Liber Sanguinem, I want to propose a new unique spell for her to craft:

Devour Essence
School: Necromancy; Level Cleric/Oracle 3
Casting Time: 1 Standard Action 
Components: V, S 
Range medium (100 ft. + 10 ft./level)
Target: One creature or magical object
Duration Instantaneous 
Saving Throw none; Spell Resistance yes 

As Extract Essence, except with an extended range and the caster may add half of her caster level as a untyped bonus to the Spell Craft check.

Notes: I gave it the range of Dispel Magic, a comparable spell of the same level. The bonus is to represent the extra umph the spell gets for being 3 spell levels higher than Extract Essence.
Thoughts? Edits?

Also, do the unique spells Niyut creates through her bonded item show up in the book itself if another caster were reading it?

My concern is that this spell could be turned into an auto-kill by extracting a life essence from a living being. You and Malthazir have very high Spellcraft skills. With a 21 skill, you could use the current spell against a 6HD creature and take it's life essence with a cantrip with a roll of 14 or better. That's a 30% success rate to Insta-kill a pretty powerful opponent given your current level! If you were to get half your CL as a bonus, you're increasing the success rate to 45%

You two are auto-succeeding on essences from dead creatures and magic items, I just don't want you to be able to do it to an adversary. This spell would make it easier.

Now, if you were to do it to some 1/2 HD or 1 HD fodder, that is ok. Kind of violent and sadistic, but balanced.

I'd propose the following to keep these spells from getting out of hand: Neither the Extract Essence nor Devour Essence work on living creatures; only dead creatures or inanimate objects not held/controlled by a living being. This gives you a quickened one against dying creatures and a long range one for dead creatures or unattended, inanimate items. We could possibly look at a high level spells that would work on living creatures. Decent compromise?

1st:


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Garidan Vissir wrote:
Niyut wrote:
Garidan, I wonder if taking a level of Fighter will make Ruza stronger.

No idea, actually. Be interesting to get Valjoen's thoughts, since all of our characters could potentially be affected, should the rest choose to embrace their bonded knowledge as Garidan has.

Of course, a big difference between Garidan and the rest is that he wants that closer connection with his bonded spirit. The rest of the party treats theirs like freeloading guests, at best, or the spiritual equivalent of an STD, at worst. So he'd welcome his spirit getting stronger, less likely to slip away into whatever awaits in the Rift.

Ruza can get stronger via essences.

There is a method for the power you receive from each of your "guests" to improve, but we haven't come to that point in the campaign. The focus at these levels is on your character, not the guest.


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Trying to keep up with all of the questions and requests. Her is the current state of new or unassigned essences as I know them. Correct me if you see anything amiss. I'll start working on the Secondary Effects soon. Probably will communicate via IM with you on those to keep this thread a little less cluttered.

Garidan: 10 Essences (9 Ethereal, 1 Fire Elemental) & 3 Life Essences
..Unassigned
....(Fire1:Gnoll Priest) ?? (Secondary) ??
..Self
....Elemental Essences:
......(Fire1: Gnoll Priest) Fire resistance 5. (Secondary) ??
....Life Essences
......(LE1:Fire Goblin Sorcerer) +1 Dexterity. (Secondary Effect) 1d10 fire damage on ripostes.
......(LE2:Flame Drake) Bonus feat: Dodge. (Secondary Effect) Speed Surge: 1/day as a swift action, you may draw on the draconic heritage of the life essence for a boost of strength and speed to take an additional move action (+50% to your base speed) in that round. So, with base 30' movement, your extra burst will be 45' movement.
......(LE3:Gnoll Slayer) Bonus feat: Weapon Versatility. (Secondary Effect) 1/day as a move action, you gain study target as per the slayer ability. This is a +1 bonus. If you already have the ability, your bonus is increased by +1.

Gruskorb: 10 Essences (9 Ethereal/1 Earth) & 2 Life Essence
..Unassigned
....(EE5: Bone Golem) - Saving
....(EE8: Gnoll Commander) - ??
....(EE9: Gnoll Priest) - ??
....(LE2: Gnoll Slayer) - ??
....(LE3: Gnoll Priest) - ?? (Secondary Effect)

Malthazir: 10 Essences (10 Ethereal) & 3 Life Essence
..Self
....Ethereal Essences
......(EE7: Huntmaster Ghoul) +1 Saves. (Secondary Effect) ??
....Life Essences:
....(LE3: Gnoll Slayer) +1 Intelligence. (Secondary Effect) ??
..Wand: The Devil Ooze
....(EE8: Geist/EE9: Geist/EE10: Gnoll Priest) Cast Dispel Magic 3/day. (Secondary Effect) ??

Niyut: 10 Essences (7 Ethereal/3 Arcane) & 3 Life Essence
..Unassigned
....(Divination1) Gnoll Scout - Saving for conversion
....Life Essences:
......(LE1: Gelatinous Cube) +1 Charisma. (Secondary Effect) Ooze Traits (SLA) 1/day as a immediate action, you can embody the traits of an ooze for 3 rounds until the end of your next turn. During that time, you are immune to precision damage, cannot be flanked nor sustain a critical hit.
......(LE2: Gnoll Commander) +1 Charisma. (Secondary Effect) Armor of the Spirits. 1/day as an immediate action, you can call upon the wandering spirits of the world to protect you. You gain DR5/magic for 1 round per character level.
......(LE3: Gnoll Slayer) +1 Charisma. (Secondary Effect) ??
..Wand: Mysterious Bog Oak Wand
....(EE7: Gnoll Priest) Lesser Reach Rod. (Secondary Effect) ??

Truk'tosh: 10 Essences (7 Ethereal/1 Fire/1 Earth/1 Water) & 2 Life Essence
..Unassigned
....(Water1: Gnoll Commander) - ??
....(EE10: Gnoll Priest) - ??

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