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

There is no obvious exit to this room right?


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Garidan - You get one potion per day out of the flask. yes to the CL. You guys are lacking in healing so trying to give you options.

Niyut - Correct. No visible exits.

Gruskorb and Malthazir - I still have each of you with an unassigned Ethereal Essence from the Golem. Let me know if you're saving it or wanting to imbue it. Thanks.

Garidan's choices for his rapier:
(Situational) +2 Swashbuckler's Initiative. The bone golem's awareness of its surroundings enhances your Swashbuckler's Initiative class feature to a combined +4 Initiative if you have at least 1 panache point.
(Limited Use) 2/day you can attempt a disarm following a successful parry of an opponent's attack. You gain a +2 bonus to the disarm attempt and it does not provoke an attack of opportunity.

Truk'tosh's choices for his earth essence:
(Situational) If you are damaged by acid you can redirect any resisted amount of acid damage to your next melee attack provided it occurs before your next turn ends. So, if you are hit by 10hp acid and resist 5. The first single, successful melee attack before the end of your next turn will cause an additional 5 acid damage to your opponent.
(Limited Use) Bone Prison (Ex) 1/day as a standard action, you can summon and throw one of the golem's bones at a creature within 30 feet. You must make a ranged touch attack to hit. This bones magically replicates and forms a cage surrounding struck creatures with a CMD equal to your own. The target is trapped but takes no damage. The target can escape the grapple normally, or can break out of the bones by dealing 15 points of damage to the prison, which has the same AC, DR, and saves as you. Damage to the prison has no effect on you.

Truk'tosh's choices for his armor:
(Situational) Bone Exoskeleton Armor. The bone golems natural defenses fuse with your claoker armor, creating a rigid exoskeleton when you need it. You gain +2 CMD to grappling or disarm attempts.
(Limited Use) Smokescreen (SLA) As a standard action, the essence of the fire goblin allows you to create a screen of smoke about yourself, granting you partial concealment for a number of rounds per day equal to your character level. You do not need to use these rounds consecutively. The smoke does not obscure your vision.


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}

Saving presently. Clever design if this is what I'm thinking, GM.


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)

Oooo, those are some good secondary choices there. It took some hard thinking, but I'm going to take the limited-use option.


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I'm going to be tied up most of the weekend. I'll try to get a post in, but will likely be limited.


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Essence update: You can see the full essence count on the campaign tab.

Garidan: 6 EE & 2 LE
..Unassigned
....(EE6) Bone Golem- saving for armor

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

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

Niyut: 3 EE / 1 ShadowE / 1 IllusionE & 0 LE
..Unassigned
....None

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


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Also, Garidan has the Dwarven Whiskey Flask.

Who has the Ivory Scroll Case?


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'll take these for Truk.

Truk'tosh's choice for his earth essence:
(Limited Use) Bone Prison (Ex) 1/day as a standard action, you can summon and throw one of the golem's bones at a creature within 30 feet. You must make a ranged touch attack to hit. This bones magically replicates and forms a cage surrounding struck creatures with a CMD equal to your own. The target is trapped but takes no damage. The target can escape the grapple normally, or can break out of the bones by dealing 15 points of damage to the prison, which has the same AC, DR, and saves as you. Damage to the prison has no effect on you.

Truk'tosh's choice for his armor:
(Situational) Bone Exoskeleton Armor. The bone golems natural defenses fuse with your cloaker armor, creating a rigid exoskeleton when you need it. You gain +2 CMD to grappling or disarm attempts.


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

When you have a chance, can you update your macros? Niyut's initiative has improved and everybody's perception has increased.


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

So what's the over/under on the slow nature of the trap (because of the jammed sword) being an out by a gracious gm to try to prevent Gruskorb's demise?


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I'm not too particular on the Tacal's size and carrying capacity. I hadn't considered that you'd be brining an oxen and a cart into here when I designed it. I'm fine with you dropping a little weight and calling it good.


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

Did touching the glyph do anything?


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As Gruskorb would explain... touching the glowing rune does nothing. Touching the other makes it glow. Currently, the "Primary" glyph is glowing. When Gruskorb had pressed it, the wall blocking the hallway continually slid/rotated from right to left for about a minute, eventually revealing the current chamber. Pressing the "Secondary" glyph would cause it to glow and the passage would rotate left to right, and you would lose access to the chamber. After a minute or so, the rotation would stop and you would be staring at a wall.


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

So we now have access to a new room?


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Yes, as it currently stands, the Primary glyph is glowing and you can see into the chamber with the fireplace and rug.


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)

Wishlist: Bag of holding


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)
Malthazir wrote:
Wishlist: Bag of holding

I'd be content with the ol' handy haversack myself.


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}
Malthazir wrote:
Wishlist: Bag of holding

Ah, Dalton, where art thou?


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Tied up this afternoon and evening with work issues to post much of anything. I think its fair to say that Truk, Gari, and Mal can get Tacal and the supplies you want to haul, including anything that Niyut might put in her robe's pocket of holding, into the moving hallway. And then, maneuver it into the hall leading to chamber #3.


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

Unrelated to traps or oxen carrying capacity, I've got a question/request for the future:

After druid 6 (character level 7) I was considering moving away from druid to a prestige class. I'm hoping for something that advances spellcasting with mid-good base attack.

Poking around the SRD I found Hinterlander which felt like a good fit both mechanically and thematically for Truk but there's a couple problems. 1) It's based around the use of a longbow (something Truk's not proficient with and physically not very well suited for wielding) and 2) It's based around the worship of Erastil.

The second part is probably easy to hand-wave away since your setting is drastically different from Golarion but the first part is a bit trickier. A couple solutions come to mind: Adding an enchantment to Truk's axe that allows it to transform into a longbow or modifying the prestige class to work with different weapons (thrown weapons being the easiest substitution). Of course neither of these solve the secondary problem of the lack versatility that comes with being a strength-based character in Pathfinder. Dexterity can do a dozen different things but strength is limited to melee prowess, carrying capacity, and climb/swim. An essence investment might be a good solution for that part - one that allows Truk to use his strength modifier in place of dexterity for ranged attack rolls, one that grants him the primary ability from the belt of hurling, or one that grants him zen archery.

Thoughts? Suggestions?


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)

Well, the feats seem to mimic the ranger's combat styles. So maybe look at those for inspiration? d20pfsrd list a number of ranger combat styles for just about every class of weapon, and there is a sidebar with even more. Among those that might suit Truk'tosh or the PrC are a style focusing on precision thrown weapons--most of which Garidan will evenually have himself--and another that focuses on throwing weapons while charging your target, then grappling the target as a follow-up and beating on them.

So maybe an altered feat list, if you actually want to throw something at your targets, would be to combine the two styles somewhat: 1st - Charging Hurler, Improved Grapple, Point Blank Shot (tax), Throw Anything (tax?), Two-Handed Thrower; 3rd - Greater Grapple, Improved Charging Hurler, Opening Volley, Precise Shot; 5th - Close-Quarters Thrower, Pinning Knockout, Shot on the Run. You could potentially skip Throw Anything by adding the Throwing or Sharding properties to the weapon. This would be the style for that belt ability.

If you'd rather beat on targets in straight melee, there are plenty of styles to pick from.

If you instead want the hinterlander's stock style feats, then there are way to use that too with Truk'tosh's current weapon: the greater transformative property (15,000 gp, lets the weapon become any other weapon the wielder desires, such as a composite longbow) and the adaptive property (1,000 gp, allows composite bows to always match the wielder's Str rating, regardless of what it is, and a great chpice for Truk'tosh). Then you slap on the Zen Archery feat or that suggested essence ability to use your Str in place of Dex on ranged attacks.


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The Erastil issues is easily changed to Ralloryss. He's the deity to farmers and agriculture. I'm still writing him up. But you don't need to worship him, so it's all good.

We could alter it to be about throwing your axe. You would need an EE for each of Throwing and Calling. We'd need to alter Master Archer and Imbue Arrow. Garidan's are a good start but I'd like to review the feats a little more. I'd be good with either a feat to grant wisdom to range attack or 3 EE's (14,000 gp item) for the ability like the belt of hurling being added to Morgrym's Holy Symbol. Since its thrown, strength would apply to damage, I'd probably allow Power Attack to apply since it just sounds cool to have Truk hurling his axe just to have him recall it, Thor-like.


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 don't think it changes the essence cost but 4k of that 14k is the cost of the +2 enhancement bonus to strength which would normally be covered by life essences, right?


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True.


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

Should we go to the point where the golem arrives in the dining room?


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I was moving him 30 feet (his move action) at each post to allow for any actions. I'll make another post here shortly to keep him moving.


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, an interesting question regarding weapon enhancement has occured to me! Since our weapons are bonded, replacing them isn't really an option. Yet, the campaign starting limitations made special materials--cold iron, silver, and the like--unavailable by reason of their cost.

So my question, asked with those adamantine trinkets we've been hauling in mind, is if it would be possible to apply special materials to an existing weapon in some permanent way? Because I'm pretty sure Garidan and Truk'tosh, and maybe Gruskorb as well, wouldn't mind the improvement to their respective weapons. And in Garidan's particular case, with his rapier unlikely to ever get an enhancement bonus high enough to equal certain special materials for overcoming DR, it would be quite useful.

I know a spell exists to make something into a masterwork item, permanently, provided the masterwork cost is met in the form of fancy material components, so this isn't too out there (I think).


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I'd be open to using essences along with some adamantine or cold iron to make your weapons have those qualities. How to do that would take some investigating. Seems like something of this nature would best be asked of the Hazard of Transmutation!


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)

Then we need to get that Hazard on deck right quick, lol.


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 doing a little jig about that diplomacy roll.


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 don't understand the last post. Does he mean the entry to room #1 or the glyph passage?


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He is referring to the passage way with the glowing glyphs.


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This area was much easier to describe in my face2face play test. Haha. You started in the outer ring of the tower. You are now in an inner ring of the tower that spins. The inner ring is now in the primary position. If you touch the secondary glyph it will rotate counter clockwise. I have a model built for minatures of this "dungeon". It was much easier to understand when you see it in real life sorry. Take a look at the full map that is slowly being revealed you will see the inner ring.


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}

Inquiry: This morphing passageway ... is it large enough for us all to use at once? If so, I imagine we would have elected to go as a group from room to room. If not, I'm thinking we are following close behind.

I'll let someone else ring the bells from now on though :)


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The secret passage was done one at a time, but the rotating passages are done as a group. So when Niyut rotated the inner circle room #3 was directly connected to room #6. Before, Room #3 was connected to room #2.


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, what are your forbidden schools? I don't see them on your character sheet.


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)

Enchantment and necromancy I believe (which I believe means my spell list is prepared incorrectly). I'll add them to my sheet when I get the chance.


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Typical busy weekend with the family. Hopefully will have time to make a large post this afternoon or evening. Sorry for the delay.


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

No one begrudges you time with your loved ones. :-)


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

So that I don't keel over from anticipation, should we expect that large update this afternoon? :-p


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Sorry, been under the weather.


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_GM wrote:
Sorry, been under the weather.

Yeah, I imagine a lot of people who didn't want the Patriots to win are feeling that way :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

I'm sorry you are not feeling well. I was starting to worry. Please feel better soon and take care of yourself!


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Doing better now, thanks.


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

So I was looking at our inventory and we have these four elf bane arrows. Should we keep them or extract the essences from them to put to better uses?


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I think extracting the essence from four arrows would results very little. A +1 enhancement, which is what a single ethereal essence represents, would imbue 50 arrows. So, you would get in an ethereal essence of less than 10% strength.


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

Ahh, then never mind, though that makes a lot of sense.


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

Have you guys seen this?

It is the ultimate evolution of the dark and gritty remakes.


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)

Interesting.


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 a dumb request, but can we get an actual oxen icon to represent Tacal.

#JusticeforTacal

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