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


901 to 950 of 4,231 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>

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 don't believe Gruskorb will be much assistance in the present combat at the moment. He's going to find some traps for one of you to trip instead.


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)

Waaaaaiit hold on, I usually try to avoid being picky but I might have to object here. I think the sloped edges of the pit are obvious to our characters in game even if the name of the spell doesn't imply them (maybe it's my fault for not fully describing the spell). Was Garidan aware of this threat and make a conscious choice to risk 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

"With the golem occupied and helpless at the moment, Garidan easily moves into position to await its eventual return to the room's normal floor level."

I guess it depends on how one interprets this.

But, that was like watching a cartoon coyote get his comeuppance. It wasn't pretty.


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)

I think the point of contention is that I believe our characters would be very aware of the threat of the sloped edges, and I don't know if Garidan's player was aware of it.


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)

Eenope, I was not aware of that little detail. Not at all. Fun times.


Bright Tower Maps | Last Haven Table #1 Maps | Last Haven Table #2 Maps

Haha! Sorry, Garidan!

Honestly, I thought for about an hour on that point. This was the first time (that I recall) that Malthazir had cast that particular spell, so Garidan the character wouldn't have known about the slope. I didn't want him to kill the character just because the player wasn't aware of a very specific rule on a specific spell. So, I started to type out a private message to Garidan to ask what he wanted to do, but then I decided to check the dice rolls. And since he didn't die from the fall and subsequent attack... and the golem was about to die anyway as everyone was going to get an action before the golem could do act... I decided to let the humorous, albeit nearly fatal, events take place. I'm guessing Garidan won't ever forget about this rule given the result!

No harm, no foul... just have to use some resources to heal him up.

The encounter was designed to be a quick but hard hitting fight that would use up some of your precious resources. You had one hard hitting monster with DR5 and another immobile, semi-hard hitting, low HP monster.


Bright Tower Maps | Last Haven Table #1 Maps | Last Haven Table #2 Maps

I just want to re-iterate that I wouldn't ever kill a character because of missing player knowledge. In a face to face game, someone would have told him.. I'm not going to let the fact that this is a PbP game be his undoing.

I just thought it would be a great piece of the story that fit Garidan's personality.


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

I've always imagined the pit spells to be at least partially 'alive' and animated by the caster's magic. That explains the churning edges of the pit and the scaling climb DC when it should be fairly static.


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

The pit spells are interesting. The holes aren't in the floor actually but in an extra dimensional space. I always thought that they must exert some sort of gravitational effect to warp the ground nearby.


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

I've run a good deal of high level PFS where the pit spells are frequently abused.

A couple points worth remembering going forward:

1) The climb DC is lowered by 5 if the climber can brace itself in a corner against perpendicular walls.

2) The climb DC is lowered by 10 if the climber can brace itself against parallels walls (like in the case of large creatures).


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

In honor of Garidan's misfortune I'm going to give him one of the Ethereal Essences before continuing on to the sweepstakes. This will bring him even with many of us, and if it gives him more total essences than us, the poor guy could use a leg up after falling in a hole.

Then I am apportioning five Ethereal Essences to each of us.

This leaves one Ethereal Essence and one Earth Elemental Essence

Ethereal Essence: 1d5 ⇒ 1

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

Congratulations Garidan!

Elemental Essence: 1d4 ⇒ 4

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

Congratulations Truk'tosh! It feels appropriate that the druid keeps attracting elemental essences.

Final Tally:

Garidan: 3 Ethereal Essences
Gruskorb: 1 Ethereal Essence
Malthazir: 1 Ethereal Essence
Niyut: 1 Ethereal Essence
Truk'tosh: 1 Ethereal Essence and 1 Earth Elemental 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 would like to get a +5 bonus to her Spellcraft.

She won't be happy until she is able to rip the magic out of a caster or construct while they still live. :-p


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 said there was other magic amongst the dead bodies? What do we find?


Bright Tower Maps | Last Haven Table #1 Maps | Last Haven Table #2 Maps
Niyut wrote:

Niyut would like to get a +5 bonus to her Spellcraft.

She won't be happy until she is able to rip the magic out of a caster or construct while they still live. :-p

Secondary effect options for imbuing these ethereal essences to yourself:

(Situational) - +2 Initiative: The alertness of the golem imbues you with heightened awareness of your surroundings.
(Limited Use) - 1/day you can reroll a Will save vs. a mind affecting effects: The essence of the construct melds with your mind giving you added defenses against mind affecting effects.

This goes for anyone imbuing their ethereal essence to themselves. If you infuse it to your wand/weapon or armor/robe, let me know and I'll give you other options.


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

Truk will be adding both of his essences to further power up his cloakerhide armor. I believe they are earth and ogre.


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 slightly mistaken, Truk.

You currently have three unused essences.

1 Earth Elemental Essence (Golem)
2 Ethereal Essences (Ogre) (Golem)

I assume you meant you used your two Ethereal Essences?


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

Oh. I did misunderstand.

One of those ogre essences was used in Truk's weapon. I need two ethereal essences to further improve my armor?


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 currently have 3 unused essences. 1 Ethereal you saved from last time. Another ethereal you got this time. You can totally buff your armor. :-)


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

Reading is hard.

My initial usage stands. I'll be adding two ethereal essences to Truk'armor one from the ogre and one from the golem.

The elemental essence is up in the air. Can I use Morgrym's holy symbol as a bonded item and imbue it with the essence?


Bright Tower Maps | Last Haven Table #1 Maps | Last Haven Table #2 Maps
Truk'tosh wrote:
Truk will be adding both of his essences to further power up his cloakerhide armor. I believe they are earth and ogre.

The earth elemental essence needs to be infused to yourself.

We used the ogre EE for your axe giving you the rage feature. You have 2 ethereal essences. 1 from the fire goblins and 1 from the bone golem. We can put those two on your armor giving it a +2 enhancement.


Bright Tower Maps | Last Haven Table #1 Maps | Last Haven Table #2 Maps
Truk'tosh wrote:

Reading is hard.

My initial usage stands. I'll be adding two ethereal essences to Truk'armor one from the ogre and one from the golem.

The elemental essence is up in the air. Can I use Morgrym's holy symbol as a bonded item and imbue it with the essence? In case it wasn't clear I'm going for a Shadows of Mordor thing in the relationship between Truk and Morgrym.

The elemental essences have to be self-imbued.

I'll get you some options for the secondary effect on your armor.

I like the idea of using Morgrym's holy symbol! What kind of symbol or item do you envision it to be? What is it made of what? Is it on achain around your neck or something stored in a pouch?


Bright Tower Maps | Last Haven Table #1 Maps | Last Haven Table #2 Maps

Essence update:

Garidan: 6 EE & 2 LE
..Unassigned
....(EE4) Bone Golem
....(EE5) Bone Golem
....(EE6) Bone Golem

Gruskorb: 5 EE & 1 LE
..Unassigned
....(EE3) Fire Goblin
....(EE4) Gnoll Sorcerer
....(EE5) Bone Golem

Malthazir: 5 EE & 1 LE
..Unassigned
....(EE5) Bone Golem

Niyut: 3 EE/2 AE & 0 LE
..Unassigned
....None
......(EE3) +5 Spellcraft. (Secondary Effect) ?? Options above

Truk'tosh: 4 EE / 1 FE / 1 EaE & 1 LE
..Unassigned
....(EaE1) Bone Golem
....(EE2/EE4) +2 Enhancement Bonus (Secondary Effect) ??


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

What is Jolnar's holy symbol? I'm imagining something made from iron wire bent into shape by hand over time on a length of sturdy chain - not the delicate type of chain you'd normally associate with jewelry.

Something like this attached to a short length of chain.


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'll take the initiative bonus.

So you mentioned previously that secondary effects improve with further essences imbued. I think the example was Life Essences. Does that work for other essence types? Now that Truk has an elemental earth essence does that mean his burning hands effect improves? Does his cloaker trip ability get better since his Armor improves?


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)

In honor of Garidan's little trip, I give you all something suitably relevant :D.

Ah, essences! Hmm...

I'll stuff two of the essences into the rapier to give it the Impact ability, which I feel is thematically suited to the source.

The third essence? I'll save that one for a +1 bonus to Garidan's eventual armor. So knowing what use that will be put to, you can go ahead and assign it an ability if you'd like.


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 does that damage dice on your rapier look like now?


Bright Tower Maps | Last Haven Table #1 Maps | Last Haven Table #2 Maps

I would think an animal or humanoid skull would certainly be one very prominent symbol of his. I like the idea of the wound iron or steel being shaped into a symbol by the cleric. Ptahh was a cleric of Mylesar and he wore a necklace of skulls.

And remember, with the name changes Jolnar is now Mylesar. Again, sorry for any confusion.


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

I'm never going to remember that. =P


Bright Tower Maps | Last Haven Table #1 Maps | Last Haven Table #2 Maps
Niyut wrote:

I'll take the initiative bonus.

So you mentioned previously that secondary effects improve with further essences imbued. I think the example was Life Essences. Does that work for other essence types? Now that Truk has an elemental earth essence does that mean his burning hands effect improves? Does his cloaker trip ability get better since his Armor improves?

That would only be for Life, Elemental or Arcane Essences. However, in the case of elemental or arcane, they must be the same type. So, only if Truk imbues another fire elemental essence. The earth one won't affect the fire one.


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

May I please have more Shadow Arcane essences? NIYUT HUNGERS!!!! :-p :-p


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
Truk'tosh wrote:
I'm never going to remember that. =P

Maybe, if you would update the names on your character sheet, then you would remember?


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

Fie I say!

So what are the options if Truk imbues his holy symbol with that earth elemental essence?


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:
What does that damage dice on your rapier look like now?

It's only up to a 1d8 thanks to impact, but that's still pretty good. And the enhancement bonus, Dex, and Precise Strike together add another +9 to that. Not exactly Truk'tosh levels of megadamage, but respectable nonetheless.

Eventually, between capping his Precise Strike, Rapier Training, and Dex increase via level gain, Garidan will add a whopping +28 to his rapier attacks. And while Truk'tosh will likely still beat that, Garidan will be handing out fairly consistent criticals, doubling everything but the Precise Strike damage.

It'll, someday, be 1d8+28 plus special damage, then 1d8+10 and more special damage on crits :D.


Bright Tower Maps | Last Haven Table #1 Maps | Last Haven Table #2 Maps

Essence update:

Garidan: 6 EE & 2 LE
..Unassigned
....(EE6) Bone Golem - saving for armor
..Weapon: +1 Cruel Undead Bane Impact Rapier
....(EE4/EE5) Impact. (Secondary Effect) tbd

Gruskorb: 5 EE & 1 LE
..Unassigned
....(EE3) Fire Goblin
....(EE4) Gnoll Sorcerer
....(EE5) Bone Golem

Malthazir: 5 EE & 1 LE
..Unassigned
....(EE5) Bone Golem

Niyut: 3 EE/2 AE & 0 LE
..Unassigned
....None
......(EE3) +5 Spellcraft. (Secondary Effect) +2 Initiative: The alertness of the golem imbues you with heightened awareness of your surroundings.

Truk'tosh: 4 EE / 1 FE / 1 EaE & 1 LE
..Unassigned
....None
..Self
....Elemental Essences:
......(Earth1) Acid resistance 5. (Secondary Effect) tbdBone Golem
..Armor: +2 Shadowbrood Cloaker Armor
....(EE2/EE4) +2 Enhancement Bonus (Secondary Effect) tbd fire goblin & bone golem


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
Truk'tosh wrote:

Fie I say!

So what are the options if Truk imbues his holy symbol with that earth elemental essence?

He cannot. Elemental Essences can only be imbued in the self (as far as we know).

Though one might imagine they could be used in the construction of constructs or to give weapons elemental properties


Bright Tower Maps | Last Haven Table #1 Maps | Last Haven Table #2 Maps
Truk'tosh wrote:

Fie I say!

So what are the options if Truk imbues his holy symbol with that earth elemental essence?

Arcane, Elemental and Life Essences are imbued into your body. So, the Earth Essence gives you Acid Resistance 5. I'll work on some options for you for the secondary effect.

Ethereal Essences are imbued into your weapon/wand, armor/robe, other item or into your body.

There is a spoiler on the campaign tab that gives all the options.


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 Vissir wrote:
Niyut wrote:
What does that damage dice on your rapier look like now?

It's only up to a 1d8 thanks to impact, but that's still pretty good. And the enhancement bonus, Dex, and Precise Strike together add another +9 to that. Not exactly Truk'tosh levels of megadamage, but respectable nonetheless.

Eventually, between capping his Precise Strike, Rapier Training, and Dex increase via level gain, Garidan will add a whopping +28 to his rapier attacks. And while Truk'tosh will likely still beat that, Garidan will be handing out fairly consistent criticals, doubling everything but the Precise Strike damage.

It'll, someday, be 1d8+28 plus special damage, then 1d8+10 and more special damage on crits :D.

Hmm. Then mathematically would just increasing the enhancement bonus on the weapon do more damage and hit more often over time?


Bright Tower Maps | Last Haven Table #1 Maps | Last Haven Table #2 Maps
Niyut wrote:
Truk'tosh wrote:

Fie I say!

So what are the options if Truk imbues his holy symbol with that earth elemental essence?

He cannot. Elemental Essences can only be imbued in the self (as far as we know).

Though one might imagine they could be used in the construction of constructs or to give weapons elemental properties

Building constructs is an interesting thought. As for weapon elemental properties, you're better off using the ethereal essences. They are much more common.


Bright Tower Maps | Last Haven Table #1 Maps | Last Haven Table #2 Maps
Niyut wrote:
Garidan Vissir wrote:
Niyut wrote:
What does that damage dice on your rapier look like now?

It's only up to a 1d8 thanks to impact, but that's still pretty good. And the enhancement bonus, Dex, and Precise Strike together add another +9 to that. Not exactly Truk'tosh levels of megadamage, but respectable nonetheless.

Eventually, between capping his Precise Strike, Rapier Training, and Dex increase via level gain, Garidan will add a whopping +28 to his rapier attacks. And while Truk'tosh will likely still beat that, Garidan will be handing out fairly consistent criticals, doubling everything but the Precise Strike damage.

It'll, someday, be 1d8+28 plus special damage, then 1d8+10 and more special damage on crits :D.

Hmm. Then mathematically would just increasing the enhancement bonus on the weapon do more damage and hit more often over time?

True. 1d6+1 is better on average than 1d8, but the argument for the flavor of the bone golem giving impact is fairly cool. I can imagine the hand guard being infused with the essence of bone and turning it white.


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}
Valjoen_GM wrote:

Essence update:

Gruskorb: 5 EE & 1 LE
..Unassigned
....(EE3) Fire Goblin
....(EE4) Gnoll Sorcerer
....(EE5) Bone Golem

I believe Gruskorb assigned the top two to his whip in the process of making it a +2.


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:
Hmm. Then mathematically would just increasing the enhancement bonus on the weapon do more damage and hit more often over time?

Maybe. I'm a potato when math is involved, but even I know that a d8 has a better bell curve than a d6, upping my average result on a roll. Rapier Training will boost attack as well as damage, and so will increasing Garidan's Dex score thanks to Weapon Finesse.

Upping the enhancement bonus on the other hand? First there the sheer number of essences involved. And a reasonable suite of abilities that fit Garidan would still leave it limited to a +3 bonus.

So it's a guaranteed +2 or +3 total to attack and damage versus a better average roll and the whole Bull Rush thing that impact offers as well.


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'm pretty sure that 1d6+2 (with an additional +1 to the attack roll) does more than 1d8+1 (with one less to hit). But I could be wrong, and it's your weapon to do with as you see fit.


Bright Tower Maps | Last Haven Table #1 Maps | Last Haven Table #2 Maps
Gruskorb wrote:
Valjoen_GM wrote:

Essence update:

Gruskorb: 5 EE & 1 LE
..Unassigned
....(EE3) Fire Goblin
....(EE4) Gnoll Sorcerer
....(EE5) Bone Golem

I believe Gruskorb assigned the top two to his whip in the process of making it a +2.

Yep, you did. I didn't mark it down.


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}
Niyut wrote:
I'm pretty sure that 1d6+2 (with an additional +1 to the attack roll) does more than 1d8+1 (with one less to hit). But I could be wrong, and it's your weapon to do with as you see fit.

1d4 --> 1d6 --> 1d8 --> 1d10 --> 1d12 are all a +1 average damage increase at each step.


Bright Tower Maps | Last Haven Table #1 Maps | Last Haven Table #2 Maps

Essence update:

Garidan: 6 EE & 2 LE
..Unassigned
....(EE6) Bone Golem - saving for armor
..Weapon: +1 Cruel Undead Bane Impact Rapier
....(EE4/EE5) Impact. (Secondary Effect) tbd

Gruskorb: 5 EE & 1 LE
..Unassigned
....(EE5) Bone Golem

Malthazir: 5 EE & 1 LE
..Unassigned
....(EE5) Bone Golem

Niyut: 3 EE/2 AE & 0 LE
..Unassigned
....None
......(EE3) +5 Spellcraft. (Secondary Effect) +2 Initiative: The alertness of the golem imbues you with heightened awareness of your surroundings.

Truk'tosh: 4 EE / 1 FE / 1 EaE & 1 LE
..Unassigned
....None
..Self
....Elemental Essences:
......(Earth1) Acid resistance 5. (Secondary Effect) tbdBone Golem
..Armor: +2 Shadowbrood Cloaker Armor
....(EE2/EE4) +2 Enhancement Bonus (Secondary Effect) tbd fire goblin & bone golem


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 bears out my belief then. If on average 1d6+2 is about the same as 1d8+1 on damage, being more likely to hit means better damage.


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:
I'm pretty sure that 1d6+2 (with an additional +1 to the attack roll) does more than 1d8+1 (with one less to hit). But I could be wrong, and it's your weapon to do with as you see fit.

I'm more inclined to flavorful options than just piling on raw numbers, so impact is my pick. Heck, my planned build is proof that I prefer flavor over hard min/max number grinding. The whole ranged feat portion is not even close to optimal on that build, and it could be argued that Dazzling Display and its supporting feats are also a poor choice.

But the mental image of Garidan swinging that rapier at nothing to spray shards of metal at an unsuspecting enemy, dancing around them while poking their vitalest meats full of nasty little holes, and then cowing them and their allies with sheer awesome is just irresistable. So I gladly sacrifice the "ideal" swashbuckler build in the name of fun!


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

Fun is always the better pick, I'm investing very limited resources into the hope that one day I'll be able to do something super cool when the likely difficulty will be 40+.


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 Flask is a really cool item. I was worried it was an Iron Flask when you said the aura was intense.


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)

1/day infinite healing? Yes please! I'm going to assume that the CL on the cure spell is 3rd, for a result of 2d8 + 3 when rolling.

And I'm pretty sure that the scroll is reusable too. Effectively a single-shot spell dispenser. Hmm, wonder who could make use of something like that ;p.

901 to 950 of 4,231 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Talanor, the Bright Tower Discussion All Messageboards

Want to post a reply? Sign in.