Talanor, the Bright Tower

Game Master Valjoen_KC

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

Current Battle Map

Arrington's Map

Campaign Spreadsheet

Cast of Characters

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)

I've realized something about the buckler's woodland magic ability, namely that there isn't actually a plant descriptor of any sort that I could find.


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Thought there was... my bad cause I didn't check. Must be thinking of another game system. I sometimes get casting domains from 2e in my head. Let's go with Wood Elemental. That seems appropriate.


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)

Lol, okay, but let's make sure there's actually wood element spells that qualify first, because I've never heard of that one in PF.

And a bit a digging says that, yes, there is a wood element with a whole 8 spells to its name, and with the way that the buckler works I'll get two of those. Not too sure that tree shape will be used much, but entangle will be tons of fun!

I do have one other question about the buckler's spellscribed ability, however. I know that there's a time requirement for adding a spell to it using Scribe Scroll or Brew Potion. But does that apply when a druid adds a spell as well, seeing as how they don't need either feat to do so? If I need to make sure I wait for a rest period before asking Truk'tosh for his aid, that would be very handy to know before it becomes an issue. Especially when his caster level increases, resulting in more time required due to the increased "cost" of the spell.


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

Why not just spells that reference plants? There is a whole entangle line.


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)

That was actually what I had suggested/requested initially, but Valjoen made the final determination.

And the entangle line (hehe) is neat, and they'd all--if there are no more than the three that I've found--be usable with the buckler's limitation of 3rd level or lower spells.


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

There is no [plant] descriptor but the spells available to wood wizards or plant domain clerics would be a pretty good place to start.


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I'm seeing a number of spells when I search for "wood elemental" in the school line. But I like Truk's line of thinking withthe domains and wizard specialty. Let me think a bit more and I might customize a list.

I thinking that druids can scribe on the shield using the same rule as the feat, just without the need for the feat... for the limited list of spells. He'll need it prepared and it is used when he makes the inscription. I'd envision him using a form of the druidic language.


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Niyut wrote:
Niyut is going to use her vision from the staff ritual to ask how to bring life back to the world so that it might survive the darkness.

Which ritual are you trying to use?


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)
Valjoen_GM wrote:
I'm seeing a number of spells when I search for "wood elemental" in the school line. But I like Truk's line of thinking with the domains and wizard specialty. Let me think a bit more and I might customize a list.

Where are you finding your Wood spells? I'm using the d20pfsrd site, and the only list I got was the one that Truk'tosh linked to for the wood wizard.

Valjoen_GM wrote:
I thinking that druids can scribe on the shield using the same rule as the feat, just without the need for the feat... for the limited list of spells. He'll need it prepared and it is used when he makes the inscription. I'd envision him using a form of the druidic language.

Just to be clear now, I don't have any problem with it taking time as though the druid was using Scribe Scroll, since I figured that was what you'd intended. I just, as I said, wanted to be clear on the point.

Though I'm wondering what limited list of spells you're referring to.


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I did a search in HeroLab; Entangle, Liberating Command, Cat Grace, Companion Life Link, Tree Shape Air Geyser, Anchored Stop, Pack Empathy, Plant Growth plus another 18 spells up to level 9 came back with the School "Wood Elemental".

And as the "limited spells" I'm referring to the list of druid spells above... whatever the list ends up being.


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 have to say, some of the spells you list don't seem even remotely appropriate for anything pertaining to wood, or plants in general. When you have the chance, you might want dig into your HL and see just what's going with those spells and how they're assigned to that.


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 issue is that the "wood" elementalist school is as much philosophical -- togetherness, community, etc -- as it is material. It is also faux-Chinese in flavor where the wood is closely associated with air.

Honestly, I don't think it is a good fit here. But there are reasons.


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)

You're right, that's not a proper thematic fit for Garidan's buckler at all. It's supposed to have an affinity for druidic magic in general--which is where it gets the particular feature of druids being able to inscribe a spell on its spellscribed surface without the requisite feat--and plant-related druidic magic especially (in the form of a +1 bonus to the spell's caster level).

I realize that this would put a pretty hard limit on Garidan's use of the buckler's woodland magic ability, if Valjoen's version of the wood element wasn't used (not that that's an issue, really, with the buckler being limited to 3rd-level spells), but that's fine in its way; I actually wanted that trade-off--plant spells only get the caster level increase--to tie it more firmly to the shield's origin.

A bit more worrisome though, is that apparently only druid spells from that list are the ones that don't require Scribe Scroll when being added to the shield, instead of that applying to all druid spells (which is how it's currently written in both the wiki and my character sheet). Definitely need clarification on this point.


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

Did the people who kidnapped Gruskorb also kidnap our GM?


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I'm here. Work has been killing me. Sorry for the delay.


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

Where's Liam Neesan when you need him?


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

Wandering the streets looking to kill unsuspecting brown men?


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 really bummed about our goat.


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What about your little wizard, Raektov!!


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

He will be fine. It's hard to recover from being ripped in half. Whereas there are things we can still do for Raektov. And I'm reasonably certain that the fate of that plant I just bespelled is going to be pretty gruesome.


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

Physics question: how heavy are these plants? How much of their strength do they need to be able to move their own bulk? :-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

I think the answer is > 0. If creatures required strength to move their own body weight, all those swashbucklers and dervish dancers with 7 strength wouldn't be able to get out of bed.


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

When will strength get the respect that it deserves?


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

Judging by Pathfinder 2.0... never.


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

Can Gruskorb spend his turn leading Tacal out of danger?


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Sure.

Sorry for the slow posting over the past couple of weeks. Work has been extraordinarily busy due to two unexpected acquisition transactions. I'm expecting next week to be the same and then things free up after the 10th. So, please bear with me and we'll get some momentum as the month progresses.

Thx.

Val


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

Should we be on the lookout for a post this weekend?


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)

It really does suck that these plants are mindless, and thus immune to being demoralized. I think that a nice, penalty-applying burst of unfiltered awesome from Garidan would be so useful right about now.


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

Those of us being chain-grappled weep for you Garidan.


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)

LMAO :D. Well, it would help (at least a little bit) if their attack rolls and CMB had the effects of being demoralized applied. And being affected by the demoralize, the rapier could then apply that cruel effect's sickened condition for extra debuff.

At least you actually stand a chance in a grapple though, Garidan wouldn't be able to do more than floss the damn thing's teeth with his rapier.


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

Actually, if we’re strictly talking about being grappled you are better off than we are.

You can still full attack while grappled with zero effective penalty. Truk’tosh and Verthag are useless.


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)

Okay, I'm not up on anything but most barebones elements of the grapple rules--which amounts to, it's something I can do--so I don't get that.


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

When you're grappled, as either the grappler or the grapplee, you cannot attack with two-handed weapons. You can attack freely with one-handed or natural weapons. As a result, Garidan is actually better off being grappled than Truk'tosh or Verthag. He's still fully effective.

There are lots of weird quirks with grappling that make it function completely opposite from how you'd expect it to work conceptually.

Other good examples:

* It's easier to escape a pin than a grapple. Nobody actually runs it this way but as it's written, pinning an opponent makes the grappler flatfooted. Being flatfooted also reduces your CMD which makes it easier to escape.

* By default, grappling is actually action economy-negative. It takes two standard actions to grapple an opponent and then pin them. It only takes one to break a pin and be entirely free again. As a result, if two equally strong creatures are fighting, it's almost impossible for one to gain any ground via grappling.


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)

Huh, that's something right there.

On a related note though, getting Truk'tosh some armor spikes is only climbing in importance now. If Valjoen's going to make a regular thing of grapple introductions to the various fauna and all-too-ambulatory flora of the First Lands, we definitely want ways to discourage from just latching on like this :D.


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

Armor spikes don’t really do anything either. =(


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)

They'd at least give you a weapon to use, though I could have sworn I'd read something, somewhere about spikes dealing damage to something that grapples the person wearing them.


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

Love the tentacles graphic!


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)

Thanks! And I'm sure that statement couldn't possibly be taken out of context :)


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 stand by 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

Life Essence Sweepstakes

Life Essence: 1d2 ⇒ 2

1: Malthazir
2: Truk'tosh

Congratulations Truk'tosh! You gain the Life Essence of that huge (colossal?) Giant Flytrap.


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)

Just sitting here, twiddling my thumbs.


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 guessing that the tenth being the first day of calm turned out to be a too rosy a projection.


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)

Probably. Thank goodness for GTA V, I've been thugging through online mode--when I can find a session that doesn't have some taint-rash of a cheater screwing everyone over--slowly building up my criminal empire.

That, and copious amounts of reading.


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)

Sekiro here, when I'm playing solo. As an avid slamming my head into a brick wall enthusiast Dark Souls player I have been absolutely loving the game. A lot of familiarity but a lot of new concepts and challenges without overwhelming you with content.

Also I've just gotten my friend into Dark Souls for the first time and we will be playing the remastered version Co-op together. I'm just going to follow behind him at about 15 feet like an NPC :)


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)

Did I...never end up picking a feat for this level?

I need to figure that out.


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

Round 5:

Strength Drain (TA): 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
Strength Damage: 1d6 ⇒ 6

Strength Drain (TA): 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19 (Confirm)
Strength Damage: 1d6 ⇒ 2

Strength Drain (TA) (Haste: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
Strength Damage: 1d6 ⇒ 1

Round 6:

Strength Drain (TA): 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Strength Damage: 1d6 ⇒ 3

Strength Drain (TA) (Haste: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Strength Damage: 1d6 ⇒ 2

Round 7:

Strength Drain (TA): 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
Strength Damage: 1d6 ⇒ 3

Strength Drain (TA) (Haste: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
Strength Damage: 1d6 ⇒ 3

Round 8:

Strength Drain (TA): 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
Strength Damage: 1d6 ⇒ 5

Strength Drain (TA) (Haste: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
Strength Damage: 1d6 ⇒ 1

She would only gain 1 attack on the round she flies into the pit, but it seems like this is more than enough strength damage.


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

I already did these in my fixed post.


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

Awesome! Thanks.

Since, Truk got the LE from the huge one, Mal will get the LE from the smaller one.

That should bring everyone up equal on Life Essences.


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)

Perfect. I'll shove that right into my brain because obviously I don't have enough intelligence.

Since these things are vine-like and are monster grapplers, would it be appropriate to augment my black tentacles spell with them? Perhaps a number of times per day they are more powerful or something like that?


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)

Malthazir, that is both brilliant and disturbing.

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