Talanor, the Bright Tower

Game Master Valjoen_KC

Current Date: 8th of Dasyris, 7995 E.C.

Current Battle Map

Arrington's Map

Campaign Spreadsheet

Cast of Characters

Tacal's Stats


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HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)
Valjoen_GM wrote:


Garidan wrote:

Finally, with regards to Garidan's development, Niyut offered some interesting backstory ideas leading into essence usage, and I'm wondering if you'd be willing to consider them.

To summarize the ideas:

Alezra Sharpwit's motivation from parting with the Nightblood and going ruin diving was because she had a Solar bloodline (which, as Niyut pointed out, wouldn't exactly be cool among the Nightblood).

That Solar bloodline, via essences fed into the ioun torch, awakens somewhat in 'Ruza, at least enough so that she can use it as a bloodline and share it with Garidan.

I like the idea and I'm up for it. Adding a bloodline is pretty powerful. Here is an idea: the Fire Essence grants her Solar Caster ability which is the Bloodline Arcana and adds the bonus spells to her casting ability. Then, an Ethereal Essence gets her the 1st level bloodline power. 2 additional EE's gets her the 3rd level bloodline power. Etc. The Bloodline powers can be shared with Garidan as long as she is within reach of him.

Am I safe in assuming the 'Ruza's effective sorcerer level (Gardian's character level -2) must be equal to or greater than the level requirement of the desired bloodline power to select it? And for all level-based improvements to said powers as well?

Further, do the granted spells function much the same way that spells cast via Light Shaper--no components, cast on Garidan's initiative, require Garidan's swift action--do? Are they 1/day each, or 1/day for the Solar Caster ability as a whole?


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:
Valjoen_GM wrote:

Am I safe in assuming the 'Ruza's effective sorcerer level (Gardian's character level -2) must be equal to or greater than the level requirement of the desired bloodline power to select it? And for all level-based improvements to said powers as well?

Further, do the granted spells function much the same way that spells cast via Light Shaper--no components, cast on Garidan's initiative, require Garidan's swift action--do? Are they 1/day each, or 1/day for the Solar Caster ability as a whole?

It looks to me that Ruza has begun the transition to Ethereal Points.

My guess would be that it ends up being 1 EP per use.


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

Detect magic only has a range of 60 feet. The illusion was well above that up in the trees. So when Niyut was searching the area using detect magic she never was within range of the illusion. When standing on or near the ground and looking up, you would see real trees for the first 75 feet or so and then the illusion starts. Similar to movie blue screening. The set directly around the actors might be real but everything in the distance is just a blue screen, or an illusion.

I made several references to oddities about the sky and the canopy of the trees. If anybody went up there and was searching with detect magic, I totally missed it. This battle has been months in the making so I may have forgotten or missed things. No real devious tricks going on.

Wasn't the witch summoning a familiar next to the fire also an illusion? Or did Garidan shove some harmless old lady into the fire?
Valjoen_GM wrote:
The cloaked figure that was by the fire and killed early in the battle was an unseen servant wearing Prisca's cloak used to draw you into their "trap".

Garidan killed the unseen servant and the cloak fell in the fire.


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

I'll finish all the conversion for Garidan and anyone else left after we level and apply the new EE's... hopefully, before we start with the next chapter.


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)

Gah, I thought that the EP rules were for use with the Last Haven campaign, not this one. I'm not even close to ready to redo Garidan's entire profile to account for the EP change.


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
Valjoen_GM wrote:
Niyut wrote:
Valjoen_GM wrote:

Detect magic only has a range of 60 feet. The illusion was well above that up in the trees. So when Niyut was searching the area using detect magic she never was within range of the illusion. When standing on or near the ground and looking up, you would see real trees for the first 75 feet or so and then the illusion starts. Similar to movie blue screening. The set directly around the actors might be real but everything in the distance is just a blue screen, or an illusion.

I made several references to oddities about the sky and the canopy of the trees. If anybody went up there and was searching with detect magic, I totally missed it. This battle has been months in the making so I may have forgotten or missed things. No real devious tricks going on.

Wasn't the witch summoning a familiar next to the fire also an illusion? Or did Garidan shove some harmless old lady into the fire?
Valjoen_GM wrote:
The cloaked figure that was by the fire and killed early in the battle was an unseen servant wearing Prisca's cloak used to draw you into their "trap".
Garidan killed the unseen servant and the cloak fell in the fire.

Unseen Servant like the spell? Or did we kill some baby witch that was press ganged into performing the ritual? Because I think I remember that it sounded like they were doing a summoning chant. Though I guess that could have been some from of Ventriloquism projecting her voice?


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)

Pretty sure Valjoen means Unseen Servant as the spell. With a cloak drapped over it, and some noise-making effect.


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:
Gah, I thought that the EP rules were for use with the Last Haven campaign, not this one. I'm not even close to ready to redo Garidan's entire profile to account for the EP change.

Cutting and Pasting is not that bad. :-) It took me less than 20 minutes to shift everything over to the character sheet from the wiki.

Besides, everybody but you and Mal has already been converted.


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)

Cutting and pasting while dealing with Paizo's infuriating "backtrack limit exceeded" IS that bad. Because it might pop up after just a couple of tab switches during an edit, or I might be able to switch between tabs for several minutes, do an edit, and have no problems; it's utterly unpredictable, and readily wipes an entire edit just like that.


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)

Okay, for the sake of my sanity, I'm just going to write this new ioun torch ability as though it's going along the lines of what Garidan currently uses. Let the conversion sort itself out later. I'll invest the Fire Essence to start, followed by one Ethereal essence from the Equine Idol (unlocking Sunsight) and both of the ethereal essences from Prisca (unlocking Friend of Fire) for the first two bloodline abilities.

Solar Bloodline (varies, see text): The addition of a fire essence to her vessel has awakened within 'Ruza a lingering echo of her mother's hidden extraplanar heritage, an echo able to transcend even death and 'Ruza's current state of being. She gains the ability to cast powerful spells and empower the spells that she casts with fire damage.

By absorbing ethereal essences, 'Ruza can unlock the bloodline abilities of her heritage, which she can share with Garidan as long as she is within reach of him. Her sorcerer level (equal to Garidan's character level -2) determines which bloodline powers she has access to, as well as what improvements (if any) they gain. Each bloodline ability after the first has an ethereal essence cost of 1 + the cost of the prior ability.

Solar Caster (Sp): 'Ruza adds the bonus spells of the Solar Bloodline to the list of spells she can cast as a sorcerer, with her sorcerer level (equal to Garidan's character level -2) determining which bloodline spells are available to her. These spells follow the same rules as those granted by the Light Shaper ability; 'Ruza may cast one of the granted bonus spells 1/day, using Garidan's Charisma modifier and Garidan's character level -2 as 'Ruza's sorcerer level for determining their effectiveness. The spell requires no components, is cast on Garidan's initiative count during a round, and consumes Garidan's swift action for that round.

In addition, whenever 'Ruza casts a spell with the [fire] descriptor, if it deals damage, it deals +1 point of damage per die rolled.

Spells:
3rd Level: Searing Light
5th Level: Fury of the Sun
7th Level: Daylight

Sunsight (Su): 'Ruza gains low-light vision and cannot be dazzled.

Friend of Fire (Su): 'Ruza gains fire resistance 5. When in contact with flame or a burning object (including a flaming weapon, lantern, or torch), she adds +1 per die to any healing effect of which she is the target.

And here is my level increase.
Swashbuckler 8

+9 HP

+1 BAB
+1 Ref

+1 Acrobatics, +1 Climb, +1 Intimidate, +1 Knowledge (the planes), +1 Perception, +1 Sense Motive, +1 Survival, +1 UMD; +1 Craft (Alchemy), +1 Craft (Armor)

Circling Mongoose


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)

And, lastly, Valjoen, I remind you that Garidan had a specific interest in Li'luraant beyond just dropping her in Calledrym's name for his favor. He was also told, back in Haemil, that the hag has the ability to create magical shelters and she might be a source of an essence that Garidan can add to his armor for that specific purpose.


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:
Cutting and pasting while dealing with Paizo's infuriating "backtrack limit exceeded" IS that bad. Because it might pop up after just a couple of tab switches during an edit, or I might be able to switch between tabs for several minutes, do an edit, and have no problems; it's utterly unpredictable, and readily wipes an entire edit just like that.

It does encourage one to save frequently. :-)


Male Aegean Hobgoblin Rogue 9/Druid (Nature Fang) 1 l HP: 100/100 l AC: 24/T: 18/FF: Improved Uncanny Dodge l Fort: +9, Ref: +15, W: +8 l Init: +8 l Per: +14 (+18 v. Traps); Darkvision 60'; See through Water and Earth 10' l Movement: 40'

+1 Rogue

+10 HP, +1 Fort, +1 Will

+1 Danger Sense, +1d6 Sneak

Some Skills.

Gruskorb (when he returns) will imbue the Water Essence into himself. (Yay, no more needing Endure Elements.)

He will use the 3 Ethereal Essences from Prisca to increase his whip to a +3.


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

Not to be a bother, but I think we may have actually fought the bird-orc-axe guy dude at the very beginning of the fight. When this orc died he dropped an Ethereal Essence that returned to the Asulad's staff. This essence and the essence reclaimed from the female rogue completed this staff, and all the orcs in the initial battle (who weren't hags) were glowing from the staff.

The orc corpse to which appears on the map next to the two back clouds is the orc to which I referred. It seems like he even had a name, Xuh?


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

Oh, dang. You're right. It's been a long time. Reread a portion of it.

For the record: The rogue has 2 magical axes that will produce 6 EE's.
The fighter orc, Xuk, had a battleaxe for 4 EE's and a breastplate that will produce 1 EE.


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 either of them have more of the gear made from Aśadva’s pelt?

Reaktov mentioned that there were several such items floating out there, so Niyut will be careful as she unbinds the ether of these items.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Essence Sweepstakes Part II: The Minion-Bugaloo

From the Last Round Garidan and Malthazir get the first two.

11-2: 9 (Garidan and Malthazir)
9-5: 4 (Everyone gets 1 Ethereal Essence)

Who Doesn't get an Essence here?: 1d5 ⇒ 2

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

Better luck next time, Gruskorb!

Essence Summary

Garidan: +3 Ethereal Essences (Rogue's Axes)
Gruskorb: +1 Ethereal Essences (Rogue's Axe)
Malthazir: +3 Ethereal Essences (Rogue's Axe, 2 from Xuh's Battle Axe)
Niyut: +2 Ethereal Essences (Rogue's Axe, Xuh's Breast Plate)
Truk: +2 Ethereal Essences (both from Xuh's Battle Axe)


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Male Aegean Hobgoblin Rogue 9/Druid (Nature Fang) 1 l HP: 100/100 l AC: 24/T: 18/FF: Improved Uncanny Dodge l Fort: +9, Ref: +15, W: +8 l Init: +8 l Per: +14 (+18 v. Traps); Darkvision 60'; See through Water and Earth 10' l Movement: 40'

Gruskorb will imbue his new Essence into himself to get +1 to all saves.

Just to gather it here, he also self imbued the Water Essence, and increased the enhancement bonus on his whip to a +3.


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)

Nice to see that our hard victory is paying out appropriately, with such a bounty of essences. Of course, aside from what I've already spent on 'Ruza with the new Solar Bloodline--which I'll note on the sheet once Valjoen acknowledges it--I really don't know what I'm going to spend them on. In fact, I think I might actually be at the limit for maximum essences per item according to character level on some of my items.


1 person marked this as a favorite.
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's Current Essence Plan:

Life Essence (Prisca): Improved Familiar to awaken Oseja as a Dreamland Cat Sorcerer. (If approved.) (Imbued into Self)

Ethereal Essence (Prisca): Stone Discus is now a Ranged Touch Spell, but SR applies. (Imbued into Fíkeh’semghédôm)

Requested Secondary Effect: +1 DC bonus to [Curse] Spells? Something witchy?

Ethereal Essence (Prisca) (Second): Improve Lesser Tenebrous Spell to Tenebrous Spell. (Imbued into Fíkeh’semghédôm)

Requested Secondary Effect: Access to Prisca's Patron's Spells. Similar to the Spontaneous Combustion ability but with presumably the Nightmares (?) Patron instead of the Fire Domain. Since, this Essence is upgrading an existing ability, I'm okay with this requested ability subsuming Ventriloquism secondary ability currently granted by Lesser Tenebrous Spell.

Ethereal Essence (Xuh's Breastplate): The Guardian ability imbued into Fíkeh’semghédôm.

Ethereal Essence (Rogue's Axe): Currently, being held depending on if my Improved Familiar is approved.


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:
Nice to see that our hard victory is paying out appropriately, with such a bounty of essences. Of course, aside from what I've already spent on 'Ruza with the new Solar Bloodline--which I'll note on the sheet once Valjoen acknowledges it--I really don't know what I'm going to spend them on. In fact, I think I might actually be at the limit for maximum essences per item according to character level on some of my items.

The Limit only applies to Weapon Abilities, not the Weapon itself.

"Weapon Special Ability: 1 ethereal essence per +1 value
….Levels 1-5: 4 essences towards abilities
….Levels 6-10: 6 essences towards abilities
….Levels 11-15: 8 essences towards abilities
….Levels 16-20: 10 essences towards abilities"

Personally, though, if I were Garidan and had been transformed by an evil witch, I would be dumping 6 Essences into getting the Spell Resistance ability that lets good magic slide through.

"Spell Resistance: 2 ethereal essence (any) for 5+Lvl SR, 4 additional ethereal essences for 10+Lvl SR, auto-pass for beneficial spells."

My opinion, is that if one cannot figure out how to spend essences one is temporarily suffering from a lack of imagination. :-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

@Malthazir: Now that we are level 10, you probably want to pick up Teleport. It looks like we have a scroll of it already. (Though maybe that's a different spell, you might want to examine the scroll first.) You might want to learn it from the scroll rather than one of your two freebies? Up to you, though.


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)

I guess I wasn't clear on what I actually meant about the essences. It's not that I don't know what my choices are on how to spend them, it's that I don't know which of the many choices available would be best at the moment.

As you point out, SR is good. But having a little bit more range on those bone shards would have helped out against Li'luraant (if nothing else, for the reduced range increment penalty). And more AC, improved saves, and maybe even more combat stamina/panache would also be helpful.


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

It looks like 1 Ethereal Essence is worth about an additional 20' if the secondary is keyed to range as well. (Judging from the Axe in its current incarnation.)

I would Rank order it:

1. SR (Basically you now get two saves for most spells for free. And given your Will Save bonus. It's a greater value than just increased saves.)

2. Increased Range

3. Increased AC (The cheapest way to increase your AC at first is to attach +1 (Insight, Luck, or Sacred/Profane) bonuses on to a Sundry bond in this case, Ruza. It's a +3 for 3 Essences to start. And then you can for greatest value slowly increase these along with the Enhancement bonus on your Armor and you NA bonus.)

4. Increased Saves

5. Stamina/Panache (Your Life Essence and a curio already bolster these. To my mind your stamina pool will naturally increase at a competitive rate the more Life Essences you possess. As for Panache I think the most cost effective method to increase that is either a Life Essence or bonding the feather.


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:

As you point out, SR is good. But having a little bit more range on those bone shards would have helped out against Li'luraant (if nothing else, for the reduced range increment penalty). And more AC, improved saves, and maybe even more combat stamina/panache would also be helpful.

Remembering that you could fly and therefore could have flown up and stabbed her with great prejudice is one of the reasons that I ranked my suggestions in the order I did. You already have the necessary tools to lessen some range concerns


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

@GM: Silly question, but on the map for the old world there is no southern polar ice cap. But, the world was tilted enough for there to be seasons. Was there a supernatural reason there was a northern ice cap but not a southern one?


Bright Tower Maps | Last Haven Table #1 Maps | Last Haven Table #2 Maps
Niyut wrote:
@GM: Silly question, but on the map for the old world there is no southern polar ice cap. But, the world was tilted enough for there to be seasons. Was there a supernatural reason there was a northern ice cap but not a southern one?

No supernatural reason... just ran out of room on the map. Kinda like "What's west of Westeros". There is more to the world south of the map.

@ALL - I'm working on the next posts. I'd like to get one post from each of you at the appropriate time. I'll send each of you a PM to discuss your post. It will help wrap up a few things and this way I don't miss anything.

Once we get these portions done (over the next week), we can get back to the essences and leveling. In the mean time, PM me any questions or issues that need to be addressed. That will keep this thread a little more organized. We're getting a lot of things buried and I don't want to miss anything.


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 vote for letting Niyut run him until his storyline concludes and then writing him out.

I will pick up teleport. If we have it as a scroll I'll pick it up that way, so that my freebies aren't limited by what spellbooks or scrolls we have.

Also, woohoo for level up! Malz can access planar binding at this point, so now the real fun begins >:)

I have quite a store of essences at this point. I know at one point I was dabbling with the idea of constructs, I want to make sure I'm not spreading myself too thin though. I'm pretty adept at minion management though, so maybe it will be fun to start turning into a puppet master.


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 wrote:

I vote for letting Niyut run him until his storyline concludes and then writing him out.

I will pick up teleport. If we have it as a scroll I'll pick it up that way, so that my freebies aren't limited by what spellbooks or scrolls we have.

Also, woohoo for level up! Malz can access planar binding at this point, so now the real fun begins >:)

I have quite a store of essences at this point. I know at one point I was dabbling with the idea of constructs, I want to make sure I'm not spreading myself too thin though. I'm pretty adept at minion management though, so maybe it will be fun to start turning into a puppet master.

If you want my two cents, I would upgrade Quicken Spell to the next tier with 4 Ethereal Essences. I would pair your Conjuration Essence with some amount of Ethereal Essences to be able to add the advanced simple template to your summons. Our GM could give you a more precise number required. Maybe also invest some into the nice SR ability (6 Ethereal, though I bet your Abjuration Essence could add/give a slight discount to this ability.)

As for constructs, we know that constructs need a Primal Essence of some kind at their core and can be built up through Ethereal Essences. But, we don't yet know anything more specific.


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First Post done...

The Dream of Truk'tosh is coming next, but please give me a couple days.


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

@Mal: Are you back?


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)

Am back. Had to deal with handling my irl game because my players are way too smart for their own good and are absolutely cracking open the plot of my homebrew, which is very exciting but taking a lot of very quick writing to handle. I should be able to read up and post tomorrow.


Male Noble Elf Wizard 9/Bard 1 | AC 15/10/15 | HP 71/71 | F +4, R +6, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +15 (+4 with familiar)

Malthazir Level 10 (Level 9 Wizard)

HP: 71 now (thanks Niyut)
Saves: Fort/Ref +1
Skill Ranks: +2 (class) +9 (int) +2 (background) +1 (campaign) = 14 skill points
Spells: 5th level spells unlocked! 4/day (jesus my int is high), new known spells = summon monster V and Lesser Planar Binding


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 a house rule that you get Full HP every level.

Your HP should be 62 + FCB.


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)

Malz will want to investigate the [url=https://paizo.com/campaigns/TalanorTheBrightTower/gameplay&page=90#4454]scroll[/ooc] to make sure it's a scroll of teleport, definitely a big spell to have available to the party. However Summon Monster V is pretty integral to his build, and I can't pass up on planar binding. Hmm, definitely going to need to expand his spellbook as we get up in levels. With this massive INT and ability to spontaneously cast summon spells Malz can actually have tons of stuff prepared, but for his higher level slots he just ends up doing things like x4 haste.

Also it appears the link to the rules for essences is broken. I think I have something like...7 ethereal essences, 1 abjuration essence, and 1 conjuration essence to work with.


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

Try this Link.

From the last Ethereal Essences from the weapons of the thralls, you have 10 Ethereal Essences + those Arcane Essences.

Let me know if you want any advice or help.


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

@Mal: It was just pointed out to me that Empower Spell can increase the number of your summons when you benefit from summoning more monsters of a lower Rank.


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 suppose increasing my saves isn't a bad choice. My saves are abysmal for this level.

I could also pick up Spell Resistance. 6 Ethereal Essences would give me 10 + level SR that automatically lets beneficial spells through.

I can probably ignore my AC. It's never going to be good. And I already have spell storing, which is the most important trick to have.

Metamagic effects are always on the table. Although honestly quicken getting up to 3rd level is already pretty solid for this level, lets me throw out things like haste. Empower would be no joke, would take 4 essences for a regular effect, which could be pretty disgusting with summon monster 5 getting swarms of enemies in.

Arcane essences, thematically I have the most important two schools. The school to call outsiders, and the school to control them. Question GM: Is there any way for Malz to pick up some new spells? Similar to how I would pay to copy spells in a more normal campaign, I'm looking to expand my spellbook.


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

Quickening Summon Monster V is no joke though. Since Summons have that round casting time, reducing that to a swift action is net more efficient than reducing haste (a standard action) to a swift action. (Especially since you don't want to use your candle very often.)

You could get Empower and the next rank of Quicken for 8 Essences leaving 2 Ethereal and your 2 Arcane.

You could get the SR and either Quicken or Empower. That would leave just the two Arcane essences unless you used the Abjuration Essence on the SR ability.

In my opinion, though your mileage may very, Arcane Essences are most powerful (if you aren't after) higher DCs in granting thematic abilities.

Abjuration, for example could either improve your Dispel checks, hedge outsiders, or really anything in theme either by itself or in conjunction with other essences.

Can wizards learn spells from scrolls from other classes if the spell is on both lists? If they can, I know Truk and Niyut's mother, Asulad, has the Scribe Scroll feat. Though she uses carvings instead of ink and parchment.

Maybe she could teach you Scrying since that's important for teleportation.

Also, your staff already kind of knows Summon Monster V. "By teaching the staff any Summon Monster spell, the wielder of the staff may substitute any Summon Monster spell for another prepared spell of equal or greater level. The staff can learn up to a 7th level spell."

Of course, you might want the spell for yourself as well, but if you were deciding between other options, you are safe on Summon Monster until VIII.


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Malthazir wrote:

I suppose increasing my saves isn't a bad choice. My saves are abysmal for this level.

I could also pick up Spell Resistance. 6 Ethereal Essences would give me 10 + level SR that automatically lets beneficial spells through.

I can probably ignore my AC. It's never going to be good. And I already have spell storing, which is the most important trick to have.

Metamagic effects are always on the table. Although honestly quicken getting up to 3rd level is already pretty solid for this level, lets me throw out things like haste. Empower would be no joke, would take 4 essences for a regular effect, which could be pretty disgusting with summon monster 5 getting swarms of enemies in.

Arcane essences, thematically I have the most important two schools. The school to call outsiders, and the school to control them. Question GM: Is there any way for Malz to pick up some new spells? Similar to how I would pay to copy spells in a more normal campaign, I'm looking to expand my spellbook.

The scroll from Scarlett was teleport, indeed.

As for getting more spells copied into your spellbook, Cälaturrim, Tower of the Conjurer, in Earthenwork would have been a grand opportunity. Within the tower is The Archives – A full listing of all conjuration spells on scrolls, books, etc. Additionally, some other spells from different Sodalities. An Grand Archivist is charged with maintaining records of all the books and records of the Sodality. The Hazard may have given you access. So heading there is a possibility.

Additionally, most any of the Hazards would certainly have access to spells you do not have. You could try to strike a bargain with any of them.

Lastly, there are tales of grimoires lost throughout the ages. Malthazir would surely have heard some of these legends during his studies. Let me know what you're looking for and I'll give you some options of where to find any lost spellbooks that may contain the spell.


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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

Speaking of Libraries, we have the key and permission to make full use of the Tower of Necromancy.

We might not be able to get back into the Tower of Conjuration at this time, but if that library has non-Conjuration in it, then perhaps the Tower of Necromancy has non-Necromancy spells as well.


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:

Speaking of Libraries, we have the key and permission to make full use of the Tower of Necromancy.

We might not be able to get back into the Tower of Conjuration at this time, but if that library has non-Conjuration in it, then perhaps the Tower of Necromancy has non-Necromancy spells as well.

Might be a good source of spells for Garidan to throw out via scrolls made by someone else.


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)

Well I think in that case I'll simply pick up teleport and start acquiring more spells. I should be able to teleport into (or at least near) the towers. I would also like to see about getting a ring of sustenance effect, that way I only need to sleep 2 hours, and I can learn spells in the night without impacting adventuring time. Any way for me to pick up that kind of effect?


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 think you can currently access the Tower of Conjuration. No invite. No key. No idea how it's warded. (Not to mention it's in a war zone.) Teleporting to the Tower of Necromancy is probably easier since you have the key to open it up. It sounds like Niyut and Garidan are also interested in revisiting that tower. Wherever we go after we leave the First Lands, Niyut will suggest a detour at the Tower of Necromancy, plus on the map it's the closest we have come to the next Hazard we need to track down.

A ring of Sustenance costs 2,500 GP.

From the wiki:

….1 ethereal essence: up to 2,000 gp
….2 ethereal essence: 2,001 to 8,000 gp

So, that would cost 1 Essence if the GM feels generous, 2 Essences if he does not.

It's pretty easy to price magical items based on the guidelines on the wiki.


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)

Now I feel stupid for not having taken larger advantage of the Tower of Conjuration while I was there. Necromancy is an opposition school so that will be of limited use, hopefully they have a vast store of magic from other schools as well.

Hmm, I wonder how long the Tower of Conjuration will be in a war zone, and what its fate will be?


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

It may require two casts of Teleport to get to Mötùrrim, The Tower of Necromancy.

Each teleport can get you 900 miles. The Hazard of Necromancy teleported us all from Mötùrrim, The Tower of Necromancy to the Kragenwood. That was 100 miles away. (His teleportation magic could use a little work, honestly.)

It took us a few days to get from the Kragenwood to High Mark Keep. We found the Chestnut Tree on the 8th of Faelis.

The internet tells me that a laden ox can travel about three miles per hour. Each day we we had two long walks broken up by a two hour rest and an 8 hour rest. We were traveling about 14 hours per day. So at our best we were making 42 miles in a day. Though I bet we were doing less than that.

We arrive at Earthenwork on the the 7th of Selefis, so we had been traveling for 18 days.

100 + (at maximum) 756: 856.

We know that the Iron Mountains are roughly the size of the Rockies, which at their widest are about 300 miles across.

856+300: 1156

We know that the First Lands are broken off from the landmass of Haemil.

Judging distances on the map is difficult, but if it's anything resembling scale the gap is somewhere between 20-50 miles wide. Let's say 35.

1156+35: 1191.

We are in the Forest of Night somewhere. Again, judging from the map, I think we are somewhere between 100-200 miles from the gap. Let's say 150.

1191+150: 1341.

If my calculations are anywhere near accurate that would require two teleports.


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 wrote:

Now I feel stupid for not having taken larger advantage of the Tower of Conjuration while I was there. Necromancy is an opposition school so that will be of limited use, hopefully they have a vast store of magic from other schools as well.

Hmm, I wonder how long the Tower of Conjuration will be in a war zone, and what its fate will be?

Honestly, I'm down for a rematch between us the gnolls and the giants. But we should probably go track down another Hazard first.

By the time we do that, we should have gone up at least another level and I will have Sending. Then we could coordinate with any of our allies in Haemil (If they are still alive) to drive out the gnolls and the ice giants.

Maybe we could do 1 Hazard, then a side quest, then another Hazard, etc.


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

@GM: I think our current time stamp of the fourth is inaccurate. We arrived in the First Lands on the 17th of Selefis. It took us three days to reach our village, arriving on the 1st of Dasyris. We spent three days there. It then took us two more days to reach the Living Ancestors. Then two more days to reach the standing stones. It took us a day to reach our present location.

I think today is actually the ninth of Dasyris, Moonday.

Edit: If my calculations are correct, we have been together about 47 days in game.


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

Opposition school or not, it might be worth picking up Command Undead. That spell would be incredible against the hordes of undead we're likely to run into again.


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)

Honestly, considering the other campaign, I am not terribly enthused by the prospect of encountering plague zombies. Granted, our levels are high enough that a small group likely wouldn't pose too terrible a threat (especially with the variety of spells we can hose into the group from range). But a larger group that we can't just hit the "delete" button on with a few mass-target spells, or an encounter at close quarters with little room to maneuver? Not a thrilling idea, to be honest.

I wouldn't mind visiting the Tower of Conjuration as a sidetrip that takes the form of a stealthy entry, poking around to see what might be left of use there, and seeing how much of it we can take for ourselves before leaving (either quietly or at the head of an angry mob of enemies). It's been a while since we had the chance and the reason to skulk about properly.

(I have this mental image of Niyut, Garidan, and Gruskorb doing the sneaky bits, while Malthazir uses magic senses to act as mission controller from a distance, and Truk'tosh guards him, the minion, and our precious ox full of loot).

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