Talanor, the Bright Tower

Game Master Valjoen_KC

Current Date: 4th of Dasyris, 7995 E.C.

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Tacal's Stats


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HP 88/88 Panache 7/7 Stamina 10/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 29 | Fort +6 Ref +12 Will +5 | Per +15, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 7/Fighter (Lore Warden) 2 | Acro +19, Bluff +10 Climb +7, Inti +15, Stea +15
Combat:
30 ft. (30 ft.) | Melee +18/+13 (+20/+15 vs. undead) (+2 bane rapier) Ranged +14 (dagger) Ranged +15/+10 (mwk composite shortbow) CMB +11; weapon cord attached: Yes (rapier)

As an expansion to the above, which only now occurred to me, Valjoen has expressed openness to the idea of Pages of Spell Knowledge appearing in the world, albeit modified to account for the campaign's stance on making magic items; nothing hard and fast yet in the way of rules, but probably involves feeding an essence into a scroll with a spell on it to make it a lasting item that functions exactly as a Page.

If Garidan could ever lay hands on something like that--perhaps even incorporate into that ivory scroll case curio he's got--it would provide another avenue of utility for his UMD skill.


Female Half Orc Oracle (Spirit Guide) 8 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 71/71 l AC: 14 (Current AC: 18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +11 (+2 v Illusions) l Init: +5 l Per: +20 (+22 in dim or lower light); Darkvision 90' l Movement: 30
Garidan Vissir wrote:


As for the essence, if I'm paying those into using this, then why even bother with the skill? Or, for that matter, just straight up take Eldritch Heritage with a character level feat and not even spend the essences. No, I considered that, but that wasn't really the point; the point was to get temporary but consistent access to a suite of useful abilities that actually uses what is otherwise a sorely underutilized aspect of Garidan's character sheet. There really aren't a whole lot of opportunities to make use of UMD with how magic items function and are available in the campaign--scrolls are just about the only game in town--so I'm left to devise to my own methods; the armor's spell thing and the Ampoule trick are about all I've come up with. (I could probably dump the skill entirely, and arguably should have several levels back before it became such an issue. But it fits with the image I have of his early education and life, where he learned so much in regards to magic except for the actual part where he, you know, casts the spells.)

Well, it's definitely not my job to rain on your parade. I was just theorizing based on my reading of the item and the essence system which gives great power, but not something for nothing. Getting abilities that require feats for no investment of essences would be new work.

As for this being the only reason UMD would be good in this campaign, I see that as something of a failure of imagination. What is a major part of UMD? Tricking items into thinking you are someone or something you are not. In this campaign, what is a level of identity not a part of the orginal? Bonds. UMD should, based on its own internal logic, be able to trick wonders and relics that you are in fact bonded to them when you are not giving you access to their bonded only abilities with a successful check.

At least that is where I would be marshaling my arguments.


HP 88/88 Panache 7/7 Stamina 10/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 29 | Fort +6 Ref +12 Will +5 | Per +15, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 7/Fighter (Lore Warden) 2 | Acro +19, Bluff +10 Climb +7, Inti +15, Stea +15
Combat:
30 ft. (30 ft.) | Melee +18/+13 (+20/+15 vs. undead) (+2 bane rapier) Ranged +14 (dagger) Ranged +15/+10 (mwk composite shortbow) CMB +11; weapon cord attached: Yes (rapier)

Hadn't considered tricking bonds, a good idea. To be fair though, we have encountered a whole one item--and it's one that Garidan would never have any reason to think of using, at that--thus far that isn't immediately ours to use. If I don't have any reason to consider an idea, can it really be termed a failure of imagination?

Still, should get an official ruling on using UMD to emulate a bond. Valjoen, is it doable, and what are the rules for it if it is?


Female Half Orc Oracle (Spirit Guide) 8 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 71/71 l AC: 14 (Current AC: 18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +11 (+2 v Illusions) l Init: +5 l Per: +20 (+22 in dim or lower light); Darkvision 90' l Movement: 30

The horn, the ice axe, the scary bows, any of our items in a pinch -- more than one. My point was more that it seems a bit premature to say that they are wasted skill points if this one gambit doesn't work out than it is to say that you have failed. :-)

But, I'm of the school of thought that holds if you have a hammer one starts asking if things are similar to nails.


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Couple of thoughts/rulings here:

1. UMD cannot be used to emulate a bond. While clever, it completely bypasses the entire mechanism and reason for bonding to an item. I think it has the potential to break the essence system.

2. UMD emulates a class feature but does not grant the feature. If you had the ampoule to change your sorcerer bloodline, you'd need to start with a bloodline to have it be changed.

3. My idea regardng the use of UMD's and the Ampoule of False Life is to create a different magical item. It will be a curio that grants a small ability, and can grant an extra ability to a particular race, class, etc. Garidan can use UMD to emulate that race or class, to get the extra ability. I used the idea of the Ampoule of False Life to create the Ampoule of the Nightblood which the party is currently discovering.

4. I'd like to create more curios that would have spell triggering abilities, but I'm a bit nervous that the group would just strip them! LOL. The ivory scrollcase is a great example. It was made as a reusable scroll that would bypass the gold requirement of scribing scrolls... and be accessible via swift action, instead of a move action.


Female Half Orc Oracle (Spirit Guide) 8 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 71/71 l AC: 14 (Current AC: 18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +11 (+2 v Illusions) l Init: +5 l Per: +20 (+22 in dim or lower light); Darkvision 90' l Movement: 30

@RE:4: I can say that is a reasonable concern; since stripping them to empower our items is so useful.


HP 88/88 Panache 7/7 Stamina 10/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 29 | Fort +6 Ref +12 Will +5 | Per +15, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 7/Fighter (Lore Warden) 2 | Acro +19, Bluff +10 Climb +7, Inti +15, Stea +15
Combat:
30 ft. (30 ft.) | Melee +18/+13 (+20/+15 vs. undead) (+2 bane rapier) Ranged +14 (dagger) Ranged +15/+10 (mwk composite shortbow) CMB +11; weapon cord attached: Yes (rapier)

1) Dang :D.

2) Double dang :D.

3) Woo, inspired a new magic item!

4) Yeah, Niyut wouldn't long let something like that go undrained ;D. Might just have to go ahead and make such items with a special class of essence that, once imbued, can't be drained without it dissipating uselessly. Make items of that sort have some sort readily-identified common feature, and let Niyut uselessly and wastefully attempt to empty a couple before the party figures it out?

About that scroll case, though, this is the first time I've ever heard mention of it allowing the cost of scribing a scroll to be bypassed. I thought it was just a container that shielded the reusable scroll especially well while allowing quicker access. Had I known about the negated cost, I definitely would have been passing it around to anyone with Scribe Scroll that the party met!

Related note, those Pages of Spell Knowledge. There not part of the campaign (yet) but if they were, how would that work with the Page normally allowing a caster to use one of their daily slots to cast the recorded spell and someone like Garidan trying to UMD it to function when he can't cast spells at all? Would it be basically a one-shot, 1/day scroll that goes inert as soon as he trips it into working, or would just not work at all because he has, well, no spell slots to cast with?


Female Half Orc Oracle (Spirit Guide) 8 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 71/71 l AC: 14 (Current AC: 18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +11 (+2 v Illusions) l Init: +5 l Per: +20 (+22 in dim or lower light); Darkvision 90' l Movement: 30

Question for the GM:

Does Disenchant already exist within the grimoire or does it only exist when Niyut learns it as a spell when she gains it from a level?


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Garidan wrote:
About that scroll case, though, this is the first time I've ever heard mention of it allowing the cost of scribing a scroll to be bypassed. I thought it was just a container that shielded the reusable scroll especially well while allowing quicker access. Had I known about the negated cost, I definitely would have been passing it around to anyone with Scribe Scroll that the party met!

It was never really scrutinized or checked. Been biting my tongue about a number of things.

As to the Pages of Spell Knowledge, I'd make these items unique to a particular wizard or guild. They would be 1/day usable scrolls for any caster or someone with UMD. Then, and added benefit (if the daily use is still available) that allows casters to use a spell slot to cast the spell ascribed on the page. This isn't set in stone, but my first thoughts on the matter.

@Niyut - Those are spells you'll need to research/discover in the grimoire as you attain the appropriate level.


HP 88/88 Panache 7/7 Stamina 10/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 29 | Fort +6 Ref +12 Will +5 | Per +15, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 7/Fighter (Lore Warden) 2 | Acro +19, Bluff +10 Climb +7, Inti +15, Stea +15
Combat:
30 ft. (30 ft.) | Melee +18/+13 (+20/+15 vs. undead) (+2 bane rapier) Ranged +14 (dagger) Ranged +15/+10 (mwk composite shortbow) CMB +11; weapon cord attached: Yes (rapier)

Well, I guess that the scroll case will have to be examined by our resident spellslingers, along with the feather and whatever other little odd trinkets we've managed to accumulate and never quite got around to playing with.

The Pages sound pretty nifty, even in this preliminary form.


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Everyone gains a level! Welcome to level 9!

Sorry for this one being so long. I don't expect it to take nearly as long to get to level 10.

As soon as everyone posts their upgrades and we deal with any last issues for the orc vampire, we'll head off following the pull of the staff.


Female Half Orc Oracle (Spirit Guide) 8 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 71/71 l AC: 14 (Current AC: 18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +11 (+2 v Illusions) l Init: +5 l Per: +20 (+22 in dim or lower light); Darkvision 90' l Movement: 30

I'm thinking about taking Disenchant. When we were discussing essences last year on November 17th, you wrote:

"Extracting from unbonded Wonder - cast appropriate spell and beat a Spellcraft check that is equal to 15 + highest HD of mortal creature previously bonded. Change to raise the DC to most powerful wielder of the item. Unbonding it from the current mortal will be based on its HD. But this way a powerful item in the hands of a neophyte doesn't instantly become easier to extract the essences. The essences should be based on the HD of the creature that imbued them. I think it's too much record keeping to determine that DC for each different essence, so I'll use the highest one.

Extracting from bonded Wonder - cast appropriate ritual to unbind the wonder and complete extraction as unbounded Wonder. Alternatively, cast appropriate spell and beat a Spellcraft check that is equal to 30 + highest HD of mortal creature ever bonded. Note changes referenced above and disclosing that a ritual exists."

It was suggested that Disenchant was that appropriate spell and that Extract Essence was not sufficient. Is that the case?

If so, can I get slightly updated language on Disenchant on the wiki to clarify this "hidden mode" for unattended wonders?


Female Half Orc Oracle (Spirit Guide) 8 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 71/71 l AC: 14 (Current AC: 18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +11 (+2 v Illusions) l Init: +5 l Per: +20 (+22 in dim or lower light); Darkvision 90' l Movement: 30

This is a big level for Niyut.

HP: +8
BAB: +1
Will: +1

Mystery Spell: Shadow Step

Lore Spirit Spell: Legend Lore

New Dark Secrets: Minor Phantom Object, Shadow Conjuration, Shadow Dragon Aspect. (Losing Searching Shadows and Umbral Weapon)

Spells from Level: Cure Critical Wounds, Disenchant (Maybe), Scrivener's Chant

Feats: Dimensional Agility (From Level), Signature Skill (Stealth) (Revelation)

Language: Aquan

Skills +1: Bluff, Diplomacy, Kn: Arcana, Kn: Geography, Kn: History, Kn: Planes, Kn: Religion, Perception, Spell Craft, Stealth, Linguistics

(There are never enough Skill Points.)


Female Half Orc Oracle (Spirit Guide) 8 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 71/71 l AC: 14 (Current AC: 18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +11 (+2 v Illusions) l Init: +5 l Per: +20 (+22 in dim or lower light); Darkvision 90' l Movement: 30

Question: If one wraps the cords around a wrist, could the Ampoule be worn as a wrist item instead of a neck item?


Female Half Orc Oracle (Spirit Guide) 8 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 71/71 l AC: 14 (Current AC: 18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +11 (+2 v Illusions) l Init: +5 l Per: +20 (+22 in dim or lower light); Darkvision 90' l Movement: 30

Favored Class Benefit: Greater Hide from Undead.


Female Half Orc Oracle (Spirit Guide) 8 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 71/71 l AC: 14 (Current AC: 18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +11 (+2 v Illusions) l Init: +5 l Per: +20 (+22 in dim or lower light); Darkvision 90' l Movement: 30

@Malthazir: Since Gruskorb might not be playing with us anymore, and he won't be an npc who hangs out with us forever, would you mind picking up the Trapfinder's Focus spell? It may be a godsend in the next dungeon.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (28 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

Druid 8

HP: +12
BAB: +1
Saves: +1 fort and +1 will

Slayer Talent: Combat Trick (combat stamina)

+1 3rd and 4th level spell slots

Feats: Dirty Fighting

Skills +1: nature, perception, sense motive, spellcraft, survival

Background Skills +1: handle animal, profession (trapper)


Female Half Orc Oracle (Spirit Guide) 8 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 71/71 l AC: 14 (Current AC: 18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +11 (+2 v Illusions) l Init: +5 l Per: +20 (+22 in dim or lower light); Darkvision 90' l Movement: 30

Subbing out Burning Disarm for Divine Favor.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (28 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

@GM: Since Truk gets a shield bonus to AC via his orc weapon expertise, would it be reasonable for Truk to spend EE to bump that AC bonus with an enhancement bonus with ethereal essences?


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@Truk - Yes. You could add an EE to the axe to gain the defending attribute to add AC as an enhancement bonus. Alternatively, I'd allow you to add 2 EE's to yourself to boost the Shielding AC of the feat to +2/+3 two-handed. This is similar to compounding of other bonuses where the number of essences required increases to the total bonus. So, 2 essences for the +2.

@Niyut - Yes, I'll allow the ampoule to be worn as a wrist item. I'm still reviewing the essence rules to answer you question on disenchantment.


Male Noble Elf Wizard 8/Bard 1 | AC 15/10/15 | HP 62/62 | F +3, R +5, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +14 (+2 with familiar)

Will get leveled up shortly.

I can pick up trapfinding magic, or I can just summon monkeys to run in front of us and open up everything on out behalf. Much more amusing imho.


Female Half Orc Oracle (Spirit Guide) 8 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 71/71 l AC: 14 (Current AC: 18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +11 (+2 v Illusions) l Init: +5 l Per: +20 (+22 in dim or lower light); Darkvision 90' l Movement: 30
Valjoen_GM wrote:
Niyut wrote:

Question: Is the appropriate spell to extract essences from an unbound Wonder Extract Essence or Disechant?

"Extracting from unbonded Wonder - cast appropriate spell and beat a Spellcraft check that is equal to 15 + highest HD of mortal creature previously bonded."

The base difficulty would suggest to me that Extract Essence would do it. Otherwise, we should add some clarifying text to Disenchant to give it a mode for unattended, unbound wonders. (It currently only talks about attended people and things thus the 30+ difficulty. We would need to add the +15 mode.)

If Extract Essence works, Niyut would reclaim the essences from the horn right after she did the idol so everybody knows how much they are currently working with.

[dice=Extract Essence (DC 25: 15+10)]1d20+23

If Extract Essence does it, how many Essences are reclaimed?

Extract Essence would only work on Curios.

From Extract Essence- "Target: One dead mortal creature or unattended curio"

From Disenchant- "Target: One mortal creature, a curio or a wonder"

This is what you said then. And I asked for clarification about the language on Disenchant for unraveling unattended wonders.


Female Half Orc Oracle (Spirit Guide) 8 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 71/71 l AC: 14 (Current AC: 18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +11 (+2 v Illusions) l Init: +5 l Per: +20 (+22 in dim or lower light); Darkvision 90' l Movement: 30

RE Phantom Object:

"This spell functions as the minor creation spell, except the object created is a semi-real illusion. Any creature that interacts with the object may make a Will save, with success causing the object to cease to exist. A gnome casting this spell may make a Spellcraft check in place of any Craft check required to make a complex item."

Since I have spell focus illusion, can we say that I can do the spell craft option like a gnome?


Male Noble Elf Wizard 8/Bard 1 | AC 15/10/15 | HP 62/62 | F +3, R +5, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +14 (+2 with familiar)

Malthazir Level 9 (Level 8 Wizard)

HP: 4 (base) +1 (FCB) = +5
BaB: +1
Saves: Will +1
Skill Ranks: +2 (class) +9 (int) +2 (background) +1 (campaign) = 14 skill points
Feat: AHHHHHHH
Spells: +2 known (emergency force sphere, dimension door) , +1 3rd/4th level per day

To summarize, I have everything done but need advice on what language would be good to pick up and what freaking feat to pick because my god this is not a feat hungry build.

I'm considering either summon neutral monster or balanced summoning.


Male Imp Familiar 7

Question: If Torenz picks up UMD, would he be able to bond to and/or use any magic items?


Female Half Orc Oracle (Spirit Guide) 8 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 71/71 l AC: 14 (Current AC: 18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +11 (+2 v Illusions) l Init: +5 l Per: +20 (+22 in dim or lower light); Darkvision 90' l Movement: 30

@Malthazir:

Summon Guardian Spirit is kinda cool.

This is the Template in question

I think the real gems from this feat are the increased roleplaying of this spirit being the same spirit (see the much longer duration), the ability to let you reroll, access to some useful spell-like abilities, and a smite against your enemies in a pinch.


Male Noble Elf Wizard 8/Bard 1 | AC 15/10/15 | HP 62/62 | F +3, R +5, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +14 (+2 with familiar)

Although very interesting, it's actually very limiting since you have to pick from the familiar list. If the duration was longer I would pick it up for utility (like the psueodragon), but as-is it's a weird combination between duration and usefulness that doesn't particularly entice me.

And actually as I look at the expanded list for summon neutral monster, there's a lot of niche utility and weird tricks, but nothing that impressive.

Perhaps I could start picking up some metamagic feats. If I want to get spell perfection later I'm going to need 3 of them, which allows me to do the truly awe-inspiring things like empowered maximized disintegrate and so on.


Female Half Orc Oracle (Spirit Guide) 8 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 71/71 l AC: 14 (Current AC: 18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +11 (+2 v Illusions) l Init: +5 l Per: +20 (+22 in dim or lower light); Darkvision 90' l Movement: 30

Then I would start learning metamagic. :-)


Male Noble Elf Wizard 8/Bard 1 | AC 15/10/15 | HP 62/62 | F +3, R +5, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +14 (+2 with familiar)

It just feels like such a waste since metamagic is so easily accessible with essences. I have quickened already for gods sake. Why burn a feat and lose precious higher leveled spell slots when I could just use an essence or two?

I mean spell perfect is disgusting, but that would be a 3 feat entry. Blah.

Although I think balanced summoning would still benefit from superior summoning...that actually seems decent. Guarantees 3 creatures.


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I've updated the Essence page and the Spells pages. To get this consistent.

Extract Essence
Corpses -> Extract Essence gets all essences
Unattended Curios -> Extract Essence gets all essences, 15 + CL

Disenchant
Unattended, Unbonded Wonders -> Disenchant gets 1 essence, 15 + HD
Attended Curios -> Disenchant gets 1 essence, 30 + CL
Attended, Unbonded Wonders -> Disenchant gets 1 essence, 30 + HD
Living Mortal -> Disenchant gets 1 imbued essence, 30 + HD

Greater Disenchant
Same as Disenchant, but get 1 essence per 4 CL

Sunder the Ether
Living Mortal -> Sunder the Ether gets all imbued and natural essences, 30 + HD

Let me know if you see something in the wiki that doesn't seem right.


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Niyut wrote:

RE Phantom Object:

"This spell functions as the minor creation spell, except the object created is a semi-real illusion. Any creature that interacts with the object may make a Will save, with success causing the object to cease to exist. A gnome casting this spell may make a Spellcraft check in place of any Craft check required to make a complex item."

Since I have spell focus illusion, can we say that I can do the spell craft option like a gnome?

I'll allow it.


Female Half Orc Oracle (Spirit Guide) 8 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 71/71 l AC: 14 (Current AC: 18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +11 (+2 v Illusions) l Init: +5 l Per: +20 (+22 in dim or lower light); Darkvision 90' l Movement: 30
Malthazir wrote:

It just feels like such a waste since metamagic is so easily accessible with essences. I have quickened already for gods sake. Why burn a feat and lose precious higher leveled spell slots when I could just use an essence or two?

I mean spell perfect is disgusting, but that would be a 3 feat entry. Blah.

Although I think balanced summoning would still benefit from superior summoning...that actually seems decent. Guarantees 3 creatures.

You have a weak quicken effect. Being able to quicken anything would be 8 more essences.


Female Half Orc Oracle (Spirit Guide) 8 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 71/71 l AC: 14 (Current AC: 18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +11 (+2 v Illusions) l Init: +5 l Per: +20 (+22 in dim or lower light); Darkvision 90' l Movement: 30

How does one determine if someone has invested essences in their person? Is it a spell craft check or would it be visible to detect magic?


HP 88/88 Panache 7/7 Stamina 10/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 29 | Fort +6 Ref +12 Will +5 | Per +15, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 7/Fighter (Lore Warden) 2 | Acro +19, Bluff +10 Climb +7, Inti +15, Stea +15
Combat:
30 ft. (30 ft.) | Melee +18/+13 (+20/+15 vs. undead) (+2 bane rapier) Ranged +14 (dagger) Ranged +15/+10 (mwk composite shortbow) CMB +11; weapon cord attached: Yes (rapier)

Level Increase: Swashbuckler 7/Fighter 2

HP: +10
BAB: +1
Stamina: +1

Skills: +1 Acrobactics, +1 Intimidate, +1 Knowledge (nature), +1 Perception, +3 Survival, +1 UMD, +2 Craft (alchemy)

Feats: Spring Attack

Class Features: Nimble +2, Deeds (swashbuckler's grace, superior feint, targeted strike)


Male Noble Elf Wizard 8/Bard 1 | AC 15/10/15 | HP 62/62 | F +3, R +5, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +14 (+2 with familiar)

It may only be used on spells up to 3rd level, but it doesn't take up any higher level spell slots. 3 times/day I essentially get a free standard action to cast any spell that isn't my highest level. Yes it may fall off very slightly at higher levels, but even then I can still throw out haste/pit/invisibility/flight/etc. powerful spells as a swift action, without using valuable higher level slots. Hell it's so good that I may do the exact same thing again just so I can do it 6 times/day.

I suppose the real question is: What level are we expecting to reach? If we're going up near 20 it's probably worth it because of the raw power of spell perfection, but otherwise I'll probably pick more interesting feats.


Female Half Orc Oracle (Spirit Guide) 8 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 71/71 l AC: 14 (Current AC: 18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +11 (+2 v Illusions) l Init: +5 l Per: +20 (+22 in dim or lower light); Darkvision 90' l Movement: 30

At the beginning it was suggested that we might reach the capstone for our base classes. Personally, I have a tendency to want to maximize long term gains. But there is much to be said for mid-term gains.


Male Noble Elf Wizard 8/Bard 1 | AC 15/10/15 | HP 62/62 | F +3, R +5, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +14 (+2 with familiar)

I enjoy a good reality-shattering build as much as the next guy, but if you're slouching behind for the mid levels it can feel really bad since that tends to be the majority of the game.

But to be fair, I'm practically digging craters looking for feats to put on this character.

Although once I'm at level 9/10+, there are lots of good arcane discoveries I can take in place of feats. I'll definitely be taking True Name at least twice.


Female Half Orc Oracle (Spirit Guide) 8 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 71/71 l AC: 14 (Current AC: 18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +11 (+2 v Illusions) l Init: +5 l Per: +20 (+22 in dim or lower light); Darkvision 90' l Movement: 30

I don't think we could slouch in this game, it's kinda mythic but done well. I think one of the good things for Mal is that when it comes to magic he doesn't need to keep up with the Jones. Niyut is the main source of comparison and she will always lag a level behind him even if her magic packs more of a punch. So no slouch there.

Mal doesn't seem to worry about such things anyways, since he cannot be bothered to scribe scrolls or even take divine artifacts when offered to him. Slouching isn't even on his radar. hahaha.


HP 88/88 Panache 7/7 Stamina 10/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 29 | Fort +6 Ref +12 Will +5 | Per +15, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 7/Fighter (Lore Warden) 2 | Acro +19, Bluff +10 Climb +7, Inti +15, Stea +15
Combat:
30 ft. (30 ft.) | Melee +18/+13 (+20/+15 vs. undead) (+2 bane rapier) Ranged +14 (dagger) Ranged +15/+10 (mwk composite shortbow) CMB +11; weapon cord attached: Yes (rapier)

Yeah, I raised the issue of maximum levels when we started playing, and Valjoen was quite willing to take the group as far as we can go in our base class, at the least, even if that means popping the 20-level progression cap (because of the bonded soul's attached class level).


Male Noble Elf Wizard 8/Bard 1 | AC 15/10/15 | HP 62/62 | F +3, R +5, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +14 (+2 with familiar)

Honestly we're packed so full of resources that I've never felt the need to scribe scrolls, which is really saying something, because normally I scrap together every penny the party will give me to create my own portable library (also one of the many reasons PFS is so bad).

Although in hindsight a conjurer is actually sub-par for this game, despite it usually being one of the strongest options. A blaster or a debuffer would be absolutely devastating with this much power. It doesn't matter if throwing fireballs is sup-par when your DCs are coming from a 28 INT plus whatever other free metamagic and unique bonuses you're packing.

But that's just the munchkin in me, who I only let out to speak on occasion but never to truly see the light of day :)


HP 88/88 Panache 7/7 Stamina 10/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 29 | Fort +6 Ref +12 Will +5 | Per +15, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 7/Fighter (Lore Warden) 2 | Acro +19, Bluff +10 Climb +7, Inti +15, Stea +15
Combat:
30 ft. (30 ft.) | Melee +18/+13 (+20/+15 vs. undead) (+2 bane rapier) Ranged +14 (dagger) Ranged +15/+10 (mwk composite shortbow) CMB +11; weapon cord attached: Yes (rapier)

I'd love some scrolls to play with over here, with my dusty-ass Use Magic Device ranks. Just sayin'.

Anyway, I've been looking at some of the new tricks my 7th swashbuckler level grants me. And they're pretty freaking cool!

Swashbuckler's Grace is going to big next level, when I get my grubby hands on Circling Mongoose (or earlier, if I get a life essence and just can't wait). But even now, no penalty to Acrobatics for sliding right on by enemies is awesome. Especially if we fight things with reach, where I'll have to some serious moving to get in close.

Superior Feint is also nice. It costs a standard action and only last a round, so I can't benefit from it myself, but the effect normally takes a few feats to get. And I don't have to make a skill check to do it either.

Targeted Strike is the one I'm really enthused by, however. It lets me do damage and hit the target with a debilitating effect that normally takes a combat maneuver to perform. And two of the options aren't even available as combat maneuvers to begin with. Granted, I can't apply any of Garidan's various bonuses to combat maneuvers to these attacks, but I also don't have to deal with CMD or the conditional details that combat maneuvers come with (like being tripped in return, or taking an AoO for trying).

After reading this, I'm even more interested in potentially being able to use essences to improve or enhance class features though.


Female Half Orc Oracle (Spirit Guide) 8 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 71/71 l AC: 14 (Current AC: 18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +11 (+2 v Illusions) l Init: +5 l Per: +20 (+22 in dim or lower light); Darkvision 90' l Movement: 30

I've never seen such an incurious wizard, but Mal really sells it with the way he reeks of privilege. It's all good character work.


HP 88/88 Panache 7/7 Stamina 10/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 29 | Fort +6 Ref +12 Will +5 | Per +15, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 7/Fighter (Lore Warden) 2 | Acro +19, Bluff +10 Climb +7, Inti +15, Stea +15
Combat:
30 ft. (30 ft.) | Melee +18/+13 (+20/+15 vs. undead) (+2 bane rapier) Ranged +14 (dagger) Ranged +15/+10 (mwk composite shortbow) CMB +11; weapon cord attached: Yes (rapier)

Nothing says that the stick up your ass is pure gold like being able to ignore freely-given loot :p.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (28 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

@GM: What class is Verthag? Have you built him out already?


Bright Tower Maps | Last Haven Table #1 Maps | Last Haven Table #2 Maps
Niyut wrote:
How does one determine if someone has invested essences in their person? Is it a spell craft check or would it be visible to detect magic?

Detect magic doesn't work. Just like casting detect magic on a sorcerer... he/she isn't going to glow. I'd say if/when they use activated powers, you could make a spellcraft check to determine the effect and if it is innate or from an imbued essence. Just like making a check when the sorcerer casts a spell.

@Truk - Yes, built him a while ago. He's mainly a fighter with a couple dips.


Female Half Orc Oracle (Spirit Guide) 8 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 71/71 l AC: 14 (Current AC: 18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +11 (+2 v Illusions) l Init: +5 l Per: +20 (+22 in dim or lower light); Darkvision 90' l Movement: 30
Valjoen_GM wrote:
Niyut wrote:
How does one determine if someone has invested essences in their person? Is it a spell craft check or would it be visible to detect magic?

Detect magic doesn't work. Just like casting detect magic on a sorcerer... he/she isn't going to glow. I'd say if/when they use activated powers, you could make a spellcraft check to determine the effect and if it is innate or from an imbued essence. Just like making a check when the sorcerer casts a spell.

I bet the diviners at the Bright Tower have a custom spell that would reveal that info.


HP 88/88 Panache 7/7 Stamina 10/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 29 | Fort +6 Ref +12 Will +5 | Per +15, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 7/Fighter (Lore Warden) 2 | Acro +19, Bluff +10 Climb +7, Inti +15, Stea +15
Combat:
30 ft. (30 ft.) | Melee +18/+13 (+20/+15 vs. undead) (+2 bane rapier) Ranged +14 (dagger) Ranged +15/+10 (mwk composite shortbow) CMB +11; weapon cord attached: Yes (rapier)

Oh goodness, oh goodness. Folks, we just hit level 9. And that means, that we each get to bond to one more item!!!

Valjoen, before I decide on what that fourth item should be, a question or two; would bonding to the griffon feather reveal its powers to Garidan?

And could Garidan bond to his little vial of blood?


Female Half Orc Oracle (Spirit Guide) 8 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 71/71 l AC: 14 (Current AC: 18)/T: 13/FF: 11 (15) l Fort: +6, Ref: +9, W: +11 (+2 v Illusions) l Init: +5 l Per: +20 (+22 in dim or lower light); Darkvision 90' l Movement: 30

Yep, I'm excited too. My next bond might be a ways away still because I plan to do the work myself.

I can answer the "could" question: it is a yes.


HP 88/88 Panache 7/7 Stamina 10/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 29 | Fort +6 Ref +12 Will +5 | Per +15, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 7/Fighter (Lore Warden) 2 | Acro +19, Bluff +10 Climb +7, Inti +15, Stea +15
Combat:
30 ft. (30 ft.) | Melee +18/+13 (+20/+15 vs. undead) (+2 bane rapier) Ranged +14 (dagger) Ranged +15/+10 (mwk composite shortbow) CMB +11; weapon cord attached: Yes (rapier)

Well, I've got a real conundrum for my choices. There's the feather, of course, but there's also the chestnut buckler that Garidan made. It'd be kind of interesting to see what Valjoen does with that, considering the source of the wood and all. I wonder if Valjoen would up to letting me combine the shield with that ivory scroll case and whatever essences Garidan has on hand--well, except for the Tikbalang essence, for which I have tentative plans--to give the buckler the spellscribed feature that his armor has, but with the spell slot kept "open" to function like a scroll that has the benefits of the scroll tube (including the one benefit that we only know of OOC).

And then there's also the ampoule. No idea what bonding that would do, and I don't quite know how the Nightblood would react to that. I mean, he's not even a resident of the First Lands, never mind a member of the clan itself.

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