The Emerald Spire

Game Master Stormstrider

BATTLE GRID

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Male NG Half Elf Bladebound Kensai 1|Character Page | HP: 11/11 | AC: 15 (12 Tch, 13 Fl) | CMB: +3, CMD: 14 | F: +5, R: +1, W: +4 | Init: +1 | Perc: +3, LLV, SM: 0 | Speed 30ft | Magnus Pool: 4/4 | 1st Level Spell: 1/1 | Spell Failure:15%|Active conditions: None.

Sorry, wrong alias Stormstrider.

One thing to note is I know my Kensai and at least one of the eidolans are combat specced. The barbarian might be using a +4 Table of Doom, but our +3 Chairs will work :D


I guess we could take the NPC for the first one or two trips into the dungeon.

How much do you dislike the 2 summoner idea? I like the roleplaying potential, but can take another route. I maybe overdo the master summoner, I have played them 3 times.

whosawhatsis wrote:

I'm trying to learn the summoner class, so I want to try some very different types of eidolon. The plan, at the moment, is to have one wolf-like quadruped that's spec'd for battle and has most of the hit points and whatnot, and a second squishier flying eidolon that's spec'd for skills like stealth and maybe UMD (to get some wands later on), but that won't get into battle except maybe to offer a flanking bonus from above. Also planning to make use of some of the shadow caller summoning options, so eidolons won't be out all the time. Broodmaster might turn out to have been a terrible idea, but I want to try it. Having a more traditional summoner alongside will help me see the strength and weaknesses of the choice.

As for names, I was thinking "Ozzy" (and there are plenty of "Ozzy and ____ combos that could be parodied), but I'm open to other suggestions.

It is weird me teaching you Pathfinder stuff.

I have not played them but the broodmaster's problem from what I hear is that diving your eidolon into 2 or more weaker eidolons just results in the weaker eidolons being ineffective.
I have a vague idea there is some powergaming idea where you have a bunch of eidolons with teamwork feats shared by the broodmaster. But I am not sure and it would take time to set up.


Aldhranhald Male N Elf Cle 1/Inq 4 of Irori | Elven Immunities: sleep immune +2 vs. enchantments | Judgement 2/day | Lorekeeper/Track @ will | | HP: 25/25 | AC: 21 (14 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +6, R: +4, W: +9 | Init: +8 | Perc:+13, SM: +5 | Low-light vision Quarterstaff +4/1d6+1 | +1 Lt. X-bow +7/1d8+1 (19/20x2) | Gauntlet: +4/1d3+1 | Speed 30/20 ft. | Spells 0th:9~; 1st:6; 2nd:2 | Inspiration: +1d6 to Skills (4/4 per day) | Active Conditions: None
Stormstrider wrote:
Aldhranhald wrote:

So, by "like a Tanglefoot Bag" you mean I'd need a successful ranged touch attack to hit, and then they get a Reflex save to not be stuck?

Does that sound like what you're thinking? If that's the case, could we at least keep the extracts range of 15' instead of the bag's 10'? Also, would you be willing, in that case, to allow it to be just one standard action? Drink the extract and immediately make the ranged attack as part of that standard action?

I'm sorry! I completely forgot about this question!

Yes, ranged touch attack to hit, and then they get a Reflex save to not be stuck. I have no problem keeping it at 15' & making it all one standard action. Is that reasonable & acceptable to you?

Yes, that is absolutely acceptable to me, thank you!

As far as the Detect Magic goes, I don't think people are realizing that my Knowledge Arcana and Spellcraft are really only useful if I cast that spell. In order to make the K:A check, and or the Spellcraft check to identify magic items, I need to be able to cast the spell. As it stands now I could only drink (read - cast the spell) Identify extract twice a day, and then I'd be out of extracts (read spells). So useful is it, that I'm really considering dropping reactionary, and taking Rich parents Nephew (read my background and you'll understand) as a trait to up my starting wealth just so I can purchase said wand. I'm strongly leaning toward that right now actually. I'm very willing to sacrifice the +2 to Initiative, in order to be able to cast that spell whenever needed. Working on fixing those other Hero Lab output issues, right now.


Aldhranhald Male N Elf Cle 1/Inq 4 of Irori | Elven Immunities: sleep immune +2 vs. enchantments | Judgement 2/day | Lorekeeper/Track @ will | | HP: 25/25 | AC: 21 (14 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +6, R: +4, W: +9 | Init: +8 | Perc:+13, SM: +5 | Low-light vision Quarterstaff +4/1d6+1 | +1 Lt. X-bow +7/1d8+1 (19/20x2) | Gauntlet: +4/1d3+1 | Speed 30/20 ft. | Spells 0th:9~; 1st:6; 2nd:2 | Inspiration: +1d6 to Skills (4/4 per day) | Active Conditions: None

Okay, character sheet is updated. I tried the regular Hero Lab PDF print output and it actually had less information on it than the custom output I use (AncientOne's Custom Sheet). Since that's the case, the +2 trait bonus is still not showing up for Initiative, and the +2 racial bonus is still not showing up for Perception, but I did switch to the fast track for XP. I am still very much thinking about swapping Reactionary for Rich Nephew, and buying a wand of Detect Magic, but even if I did that I'd have to make a DC 20 UMD check every time I wanted to use the wand. My only other thought is to switch my Con and Charisma, and swap Reactionary for Arcane Talent (that, at least gives me a cantrip three times a day). If I do that I'm going to drop hit points though, because my Con will be 7! Mulling these things over. I'll sleep on it and see how I feel in the morning. Still super excited about this. I'm also still not at all opposed to scrapping Aldhranhald in favor of a half-orc cleric. :) Who knows, if I don't sleep well maybe I'll be presenting a fully fleshed out half-orc cleric of [insert deity here] tomorrow morning. :P G'night all!


@ Aldhranhald. I'm going to offer you a DM house ruling. If your willing to give up (not get) your Investigator Talent at 3rd level, I'll give you Detect Magic right now. Your choice, but you have to choose before we start playing. :) (Bwahahahahahahahaha!!! - Read evil maniacal laughter fading into the distance ...)

Does anybody have a problem with that? Any issues or concerns? Seem fair? Any other suggestions?

And I'm only offering this because I think the detect magic combined with the knowledge arcana & spellcraft will be at the very least useful, and maybe necessary for this module.

See? I may be demanding on some points, but I am a DM that's willing to work with you!


Joynt Jezebel wrote:
How much do you dislike the 2 summoner idea? I like the roleplaying potential, but can take another route. I maybe overdo the master summoner, I have played them 3 times.

Mainly because of how complicated the gaming board/map will get with that many creatures running around, I dislike it a LOT. I dislike it a LOT. Did I say I dislike it a LOT? right? I'm not going to say no to it, I dislike it a LOT. By the way, did I tell you how much I dislike the idea?


@ Mandraiv, Sent you an email with a question, but maybe someone on here knows the answer? For Aasimar, I'm told taking the angel blooded variant heritage, will give you wings eventually? Does anybody know where I can find that info?

EDIT: Never mind! Of course after I pose the question I find the answer!


I just found a list of campaign traits specifically for the Emerald Spire. feel free to take a look and use any of these if you want. However, for the 'Merchant Connections' one, I am going to limit it to Fort Inevitable.

EDIT: oops! I forgot tp include the link!

Campaign traits


Added weapons and armor to my inventory, and prices for everything. Glad I did it too, because it turned out that I had paid too much for something, and fixing the error gave me just enough to upgrade to a masterwork backpack.


Anyone planning to take any item creation feats? I think I'm going to have to take Extra Evolution every chance I get, and my character is already kinda feat-starved.I might be able to set up Mr. Winky for crafting, but it would cost an additional feat (master craftsman) out of my Eidolon feats, which are already being split.

Of course, if the game is one big dungeon, there might not be any time for crafting. By level 5, we should have a better sense for this.


Yeah, crafting anything is only going to happen if for example, the party came out of the dungeon & decided they wanted to stay in town for a few weeks doing that or something. We could do that & just do all the rolls & fast forward it, but the whole party would have to agree to it.

And an empty underground terrain left empty for weeks on end, in a place where monsters appear out of nowhere? (By the way, this place is full of planar portals! ;) Bwahahahahahaha!) I'm sure it would still be empty when you went back right?


whosawhatsis wrote:
Added weapons and armor to my inventory, and prices for everything. Glad I did it too, because it turned out that I had paid too much for something, and fixing the error gave me just enough to upgrade to a masterwork backpack.

WOW! I didn't realize a masterwork backpack is only 50 Gp! Just out of curiosity, what are the benefits of it being masterwork?

And just to mention, for your Gauntlet & javelin you did not include the crit range.

And could you please go ahead and choose your avatar & name please & create your tag line? And then post only in that name please. I'd like to get rid of any 'extra' 'faces' & names we can.


Character sheet

I'm just finishing that up now.

Mwk backpack lets you calculate carrying capacity as if your strength score was one point higher.

I didn't bother with crit info because the crit range is 20 and the multiplier is x2.


By the way, those campaign specific traits? There's something that makes that first one, a good one to take. And this is the second clue I've given to this specific, so don't blame me if it doesn't happen! Another hint, you don't actually have to take this trait to get the useful part!

Just in case, here it is again:

Emerald Campaign Traits


Everybody, A DM house rule I forgot to mention, if your race gives you a bonus to a skill check, then that skill is a class skill for you. (To me it does not make sense that you would get a bonus to it but your not 'proficient' with it, you know?)

And if it is already a class skill, then you get a 1 bonus.


Character sheet

How do you feel about alternative summoning options (orange boxes on the Summon Monster page)?

Edit: Btw, I think that's a great house rule. Might have to start using it in my games. Atypical skill specializations for a character's class make for more interesting characters.


Male Aasimar (Angel-Blooded) NG Oracle of Life Lev.2 | HP: 22/22 (1d8+2+1 FCB) Resist Acid, Cold, & Electricity 5 | Init: +2 | Perc: +1 (DV), SM: +1 (Roll twice, take the lowest) | Defense AC: 17, Tch: 12, FF: 15 (Armor +3, Shld + 2, Dex. +2) | F: +2, R: +2, W: +4 | CMB: +2, CMD: +14 | Offense Spd: 20' Land & 25' Swim | Melee: +2 (1d8+1, X2) Ranged: +3(1d8, 19-20/X2) | Spells: 1st 5/5 | Channel Energy 5/5, DC 15 | Active Conditions: None. | Character sheet

This is Stormstrider speaking - Here's what I've got so far for an Oracle. Still have to get spells & equipment, but can already Channel Positive energy to heal (or harm undead) in a 30' burst centered on me for 1d6+1 & choose who all gets that healing (so I don't heal enemies!) and do that 5 times per day and expend my spell-like ability (alter self) to cast a CLW 1d8+1 before I have even got to any spells!

Oh! And I have a swim speed of 25'! (Hint, hint!)


Aldhranhald Male N Elf Cle 1/Inq 4 of Irori | Elven Immunities: sleep immune +2 vs. enchantments | Judgement 2/day | Lorekeeper/Track @ will | | HP: 25/25 | AC: 21 (14 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +6, R: +4, W: +9 | Init: +8 | Perc:+13, SM: +5 | Low-light vision Quarterstaff +4/1d6+1 | +1 Lt. X-bow +7/1d8+1 (19/20x2) | Gauntlet: +4/1d3+1 | Speed 30/20 ft. | Spells 0th:9~; 1st:6; 2nd:2 | Inspiration: +1d6 to Skills (4/4 per day) | Active Conditions: None

Alert!!! Stormstrider, I'm going to need your okay on this. After sleeping on it, and doing some research I think I found a way to please everybody, including myself. I switched my DEX with my WIS, and I switched classes to Inquisitor (they get more gold, but the same number of skill ranks!) instead of investigator. Then, I swapped out the feat Weapon Finesse, for Amateur Investigator which gives me the use of the Investigator's inspiration pool to augment my Knowledge, Linguistics and Spellcraft checks. If you take a look at my new character sheet (quickbar is updated too), you'll see that the character is very much true to the original intent, with the added bonus of the Judgement, Monster Lore, and Lorekeeper abilities, and the negatives of less armor class, and much less combat effectiveness. I took away the sword cane, due to no proficiency, and just took the Quarterstaff, to keep the flavor of the walking stick. I also kept the rank in Craft Alchemy because much of his backstory is predicated on it. Maybe that will actually come in handy, who knows.

Being an inquisitor gives me access to Cure Light Wounds as a spell. Which I took. I also took Keep Watch, so that our Barbarian can stay awake all night, and not be fatigued. Which should make resting in the dungeon that much easier. Inquisitors actually cast Divine spells from a much smaller list, and they cast them like Sorcerers, they can cast any spell they know as long as they have an open slot. So I could cast two cure light wounds a day, or two Keep Watch, or one cure, one keep.

I hope this makes everyone happy, and makes things easier. As soon as we have treasure enough I'll purchase some cure wounds wands, and I can really be a dedicated skill monkey and healer. OH! That reminds me, I traded out the trait Pragmatic Activator (because duh!) for Vagabond Child, so I still get Disable Device as a class skill, only difference is I cannot use Disable Device to disarm magical traps. That might come back to bite us... we'll see. Anyway, so Aldhranhald is still a skill monkey, and still, very much an investigator that sees the world as a place to learn, he now gets Detect Magic at will, and is also a decent healer.

Sound good!!! Let me know if you have any questions. I did not make this switch hastily, and I think what I've done really is the best benefit to all involved. I still get to play the character I want, and the party has someone that can heal fairly well...

Cheers!
Mended


Aldhranhald Male N Elf Cle 1/Inq 4 of Irori | Elven Immunities: sleep immune +2 vs. enchantments | Judgement 2/day | Lorekeeper/Track @ will | | HP: 25/25 | AC: 21 (14 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +6, R: +4, W: +9 | Init: +8 | Perc:+13, SM: +5 | Low-light vision Quarterstaff +4/1d6+1 | +1 Lt. X-bow +7/1d8+1 (19/20x2) | Gauntlet: +4/1d3+1 | Speed 30/20 ft. | Spells 0th:9~; 1st:6; 2nd:2 | Inspiration: +1d6 to Skills (4/4 per day) | Active Conditions: None

Also, Stormstrider, since I'm sure you'll ask. Perception is now +10 because I moved my 18 from Dex into WIS, which means the ability modifier is now +4. Yes, that's right, I can make any DC 20 Perception check with a Take 10!!! And if I take 20 I can make any check up to DC 30!!!! :) Woot!


I don't know Aldhranhald. I'll have to look at all the class changes and so forth, but right off losing that 'disarm magical traps' is a BAD idea. Did you take a look at the oracle NPC I'm offering? (not finished yet!)

ok, I've been up a large portion of the night so I'm going to sleep now & will look at your changes in more detail later on.


Aldhranhald Male N Elf Cle 1/Inq 4 of Irori | Elven Immunities: sleep immune +2 vs. enchantments | Judgement 2/day | Lorekeeper/Track @ will | | HP: 25/25 | AC: 21 (14 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +6, R: +4, W: +9 | Init: +8 | Perc:+13, SM: +5 | Low-light vision Quarterstaff +4/1d6+1 | +1 Lt. X-bow +7/1d8+1 (19/20x2) | Gauntlet: +4/1d3+1 | Speed 30/20 ft. | Spells 0th:9~; 1st:6; 2nd:2 | Inspiration: +1d6 to Skills (4/4 per day) | Active Conditions: None

Well I could take the Trap Finder Trait instead, but I didn't because that is a campaign specific trait from Mummy's Mask, think. If you'd be willing to let me take Trap Finder instead of Vagabond child, which is still very much in keeping with Aldhranhald's backstory, since exploration has been his thing ever since leaving Caliphas, that would take care of everything!

Let me know, I'll switch it out and update things if you're okay with it?


Aldhranhald Male N Elf Cle 1/Inq 4 of Irori | Elven Immunities: sleep immune +2 vs. enchantments | Judgement 2/day | Lorekeeper/Track @ will | | HP: 25/25 | AC: 21 (14 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +6, R: +4, W: +9 | Init: +8 | Perc:+13, SM: +5 | Low-light vision Quarterstaff +4/1d6+1 | +1 Lt. X-bow +7/1d8+1 (19/20x2) | Gauntlet: +4/1d3+1 | Speed 30/20 ft. | Spells 0th:9~; 1st:6; 2nd:2 | Inspiration: +1d6 to Skills (4/4 per day) | Active Conditions: None

Maybe I should trade out one of my languages for Azlanti as well...


Aldhranhald wrote:
Maybe I should trade out one of my languages for Azlanti as well...

YAY! Someone's getting my hints! (or at least one of my hints ... You have some time before you run out of breath yet ... -_- )


Aldhranhald Male N Elf Cle 1/Inq 4 of Irori | Elven Immunities: sleep immune +2 vs. enchantments | Judgement 2/day | Lorekeeper/Track @ will | | HP: 25/25 | AC: 21 (14 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +6, R: +4, W: +9 | Init: +8 | Perc:+13, SM: +5 | Low-light vision Quarterstaff +4/1d6+1 | +1 Lt. X-bow +7/1d8+1 (19/20x2) | Gauntlet: +4/1d3+1 | Speed 30/20 ft. | Spells 0th:9~; 1st:6; 2nd:2 | Inspiration: +1d6 to Skills (4/4 per day) | Active Conditions: None

Okay, I traded out one of my languages for Azlanti. I also, which I hope you'll approve, took the Trap Finder trait, which means Disable Device is a class skill, and I can disarm magical traps. I'm getting the idea that we are going to need to swim... Right now I have a +1 bonus to swim... Might need to think about that. I hope you'll approve Trap Finder, if so, we should be good, and I still would be happy to have your Oracle NPC along!!! More healing is always better than less. :)


Aldhranhald Male N Elf Cle 1/Inq 4 of Irori | Elven Immunities: sleep immune +2 vs. enchantments | Judgement 2/day | Lorekeeper/Track @ will | | HP: 25/25 | AC: 21 (14 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +6, R: +4, W: +9 | Init: +8 | Perc:+13, SM: +5 | Low-light vision Quarterstaff +4/1d6+1 | +1 Lt. X-bow +7/1d8+1 (19/20x2) | Gauntlet: +4/1d3+1 | Speed 30/20 ft. | Spells 0th:9~; 1st:6; 2nd:2 | Inspiration: +1d6 to Skills (4/4 per day) | Active Conditions: None

Wow! I was just playing around looking at Archetypes for the Inquisitor, and saw that Green Ronin's Player's Guide to Freeport (which I have access to in Hero Lab) has an archetype called the Inquisitor-Mage!!! Unfortunately there is NOTHING online about it, you have to have the book. I could certainly copy paste all of the rules out of Hero Lab into a document so you could read it if you want. Essentially I would forgo both the Judgment and Domain abilities of being an inquisitor, which would only get rid of Lorekeeper, Monster Lore, and Judgement. In exchange!!!! I'd get to add one 0 level spell AND one 1st level spell from the Sorcerer/Wizard list, with one of the spells having to be an abjuration, divination, or necromancy school...

Interesting, I could take Touch of Fatigue for 0 and Air Bubble for 1st... Eh? Let me know Stormstrider, if your willing, I might make that change...


OK I suspect my not clarifying what I am playing is holding things up.

So I have decided to go with an idea Stormstrider has approved [I think] and i have been wanting to play for a while.

This is a Skinwalker [Bloodmarked or Were-Bat] Witch with the Bat-shape racial feat.

Unlike Chillel, who has both the Winter Witch and Evoker Archetypes, this one probably has none.

The idea is that the character can turn into a [normal] bat, in which form they cannot use spells but can use SLA's, including Hexes. The first Hex is Slumber. It also allow you to spy and good stealth.

Apart from that they are a full arcane caster, something the party has zero of. Note that CLW is on the Witch spell list, though at present I have not taken it.

I have the character near finished on Herolab. However, in the past I have failed to get stuff from Herolab, so will get the details online and new Ikon Tuesday, when my more computer literate friends show up to roleplay tabletop.

Sorry if I am holding matters up.


We are still waiting on another character as well, so no problem there Joynt! Plus my oracle is not ready yet either.

I have not seen a link to the witch class though, and since all I know about them is what I've seen in Mended's game, I do want to read over the witch rules to approve it or not please. Link please!

I'll plan to finish up the oracle anyways just in case, but before we begin actual game-play I'll want to hear from at least a majority (or preferably everybody) if you all want me to bring the NPC oracle or not. Just remember, he will get an equal share of the XP & treasure & level up the same as you.


@ Aldhranhald, Sure, copy the info and send it to me & I'll look it over. Try to do it in some way so that it's obvious it came out of a book or something like that though please? In other words I don't want it to look like something that you just typed up yourself you understand? Again, I have trust issues. Sorry.


EVERYBODY!, swimming is a few levels away, but not many! You will gain at least one level if not more before getting there, but just be thinking about it. Don't say I didn't warn you! (There have been at least two other 'hints' about this before this straight up telling you.)

Also my Oracle's Curse (Every oracle has to choose one) I chose, specifically because it gave me a swim speed! And I only had to give up 5' of land speed! Also gives me a +1 Nat armor @5th lev and other bonuses later!


Male Aasimar (Angel-Blooded) NG Oracle of Life Lev.2 | HP: 22/22 (1d8+2+1 FCB) Resist Acid, Cold, & Electricity 5 | Init: +2 | Perc: +1 (DV), SM: +1 (Roll twice, take the lowest) | Defense AC: 17, Tch: 12, FF: 15 (Armor +3, Shld + 2, Dex. +2) | F: +2, R: +2, W: +4 | CMB: +2, CMD: +14 | Offense Spd: 20' Land & 25' Swim | Melee: +2 (1d8+1, X2) Ranged: +3(1d8, 19-20/X2) | Spells: 1st 5/5 | Channel Energy 5/5, DC 15 | Active Conditions: None. | Character sheet

Question: For the Oracle, on the first table: "Table: Oracle" it says I get 3 1st lev spells, but on the the 2nd table: "Table: Oracle Spells Known" it says I only get 2?!?! Anybody have any idea which it is please?


Character sheet

Oracle is a spontaneous caster, so just like sorcerer, the first table is how times you can cast a spell of each level per day (don't forget ability-based bonuses!), and the second is how many spells you know of each level.

Edit: I've been waiting to see what the other PCs end up looking like before weighing in on the Oracle, but I lean toward trying to get sufficient healing from PCs, if possible. Warforged could still decide to go Cleric and make the decision really easy. If not, would you be willing to start us with the oracle, then have him go away later if we no longer feel we need him?

Also Ozzy doesn't have Cure spells, but she does have infernal/celestial healing on her spell list (making them wand-able), which gives cheaper and much more reliable out-of-combat healing (10 points per casting, almost double the average CLW, but it takes a full minute to do it).


Male NG Half Elf Bladebound Kensai 1|Character Page | HP: 11/11 | AC: 15 (12 Tch, 13 Fl) | CMB: +3, CMD: 14 | F: +5, R: +1, W: +4 | Init: +1 | Perc: +3, LLV, SM: 0 | Speed 30ft | Magnus Pool: 4/4 | 1st Level Spell: 1/1 | Spell Failure:15%|Active conditions: None.

All the work is done, I'm just finishing up transferring it over to my profle.

I don't care either way in regards to the oracle.


Stormstrider wrote:
I have not seen a link to the witch class though, and since all I know about them is what I've seen in Mended's game, I do want to read over the witch rules to approve it or not please. Link please!

If my GM want a link, a Link to Witch he will get.

I gave you a link earlier to d20pfsrd which is where most or all these links go earlier.

I figure a full arcane caster would be of use. In Mended's campaign we have 3.


@ Ozara "Ozzy", I'd have no problem with taking out the Oracle later. He is shaping up to have no offensive capabilities what-so-ever! Purely heal & protect. Will have weapons, but that will be the only offense at 1st level.

@ Joynt, you did not voice an opinion on the NPC.


Character sheet

Btw, you can just call my character Ozzy.


Male NG Half Elf Bladebound Kensai 1|Character Page | HP: 11/11 | AC: 15 (12 Tch, 13 Fl) | CMB: +3, CMD: 14 | F: +5, R: +1, W: +4 | Init: +1 | Perc: +3, LLV, SM: 0 | Speed 30ft | Magnus Pool: 4/4 | 1st Level Spell: 1/1 | Spell Failure:15%|Active conditions: None.

Out of curiosity, are there any land owners in Fort Inevitable that would be willing to hire a strong back?


Character sheet
Zero Zephyrus wrote:
Out of curiosity, are there any land owners in Fort Inevitable that would be willing to hire a strong back?

Already rethinking your life as an adventurer and looking for a farm to settle down on?


Male NG Half Elf Bladebound Kensai 1|Character Page | HP: 11/11 | AC: 15 (12 Tch, 13 Fl) | CMB: +3, CMD: 14 | F: +5, R: +1, W: +4 | Init: +1 | Perc: +3, LLV, SM: 0 | Speed 30ft | Magnus Pool: 4/4 | 1st Level Spell: 1/1 | Spell Failure:15%|Active conditions: None.

Not quite. Amnesiac vagabonds have to eat as well. It will make more sense as soon as I get my background up ;)


Aldhranhald Male N Elf Cle 1/Inq 4 of Irori | Elven Immunities: sleep immune +2 vs. enchantments | Judgement 2/day | Lorekeeper/Track @ will | | HP: 25/25 | AC: 21 (14 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +6, R: +4, W: +9 | Init: +8 | Perc:+13, SM: +5 | Low-light vision Quarterstaff +4/1d6+1 | +1 Lt. X-bow +7/1d8+1 (19/20x2) | Gauntlet: +4/1d3+1 | Speed 30/20 ft. | Spells 0th:9~; 1st:6; 2nd:2 | Inspiration: +1d6 to Skills (4/4 per day) | Active Conditions: None

@Stormstrider, the best I could come up with so you know it isn't me making things up was to take screenshots of my Hero Lab window. Three separate pictures as I scrolled down through the window. It shows the source on the third picture. I'm honestly not sure I want to do it myself, what with losing a bunch of what makes the Inquisitor an inquisitor, but it is definitely intriguing.

Link to Google Drive folder with the pictures.

I still need to go in and do some retconning of my backstory now too... Since, Aldhranhald now has magic more than alchemy, and is, sort of, a priest of Irori... I may not get to that today though. Definitely by Monday afternoon.


Zero Zephyrus wrote:
Out of curiosity, are there any land owners in Fort Inevitable that would be willing to hire a strong back?

Absolutely! If you looked at the map you can see a lot of farmland around the area!


I have added quite a bit more information about the town, people & organizations under the Campaign Info if anybody is interested. Nothing vital, all public info. More information about the locations on the town map is forthcoming.

Everybody, By the way, the party will want to spend some time around town to start with, as that is where you can pick up several extra quests (all involving the spire) to get more XP & possible treasure/rewards. The expected XP progression for the game assumes you gather these extra quests, so if you don't your leveling could be slower. :(


Character sheet

Was there a document with campaign setting/background info (other than the map)? I think I missed the link.


Stormstrider wrote:

@ Ozara "Ozzy", I'd have no problem with taking out the Oracle later. He is shaping up to have no offensive capabilities what-so-ever! Purely heal & protect. Will have weapons, but that will be the only offense at 1st level.

@ Joynt, you did not voice an opinion on the NPC.

I didn't voice an opinion as we are communicating by internet, so it is impossible. :P I say take them for the first mission sure. Especially as you have gone to the trouble of creating them for that purpose and a healer will be needed at first.

Ozzy- That is a very cool picture and suits your concept well.


Character sheet

She even has the goggles (smoked goggles, from UE), though she'll wear them up on her forehead steampunk-style until she needs them.


On steampunk, has anyone played the RPG "Unhallowed Metropolis". Steampunk, zombies and total and absolute doom. It is great.


Character sheet

No, but the game I'm running is currently taking place in Alkenstar and the surrounding areas, a steampunk setting in Golarion


Ozara "Ozzy" wrote:
Was there a document with campaign setting/background info (other than the map)? I think I missed the link.

No document per such. Just click on the tab that says "Campaign Info" at the top of the screen, next to "Gameplay" & "Discussion".

By the way, everybody, I'm going to rule right now that combat (and other instances were an initiative order may be needed) are going to be run in initiative order, not the block initiative style. I realize this may cause some delay in having to wait for someone to post, but I think it helps keep things clearer. Now, that said, if someone sees their turn is coming up soon, and they know it is going to be several hours or more before they can post again, then by all means go ahead and post your action and we'll adjust to it the best we can, though I will say it still happens in the proper order. So, for example someone getting out of the way for an area spell ... then we may have to wait or the spell caster can choose to go ahead.


Male Aasimar (Angel-Blooded) NG Oracle of Life Lev.2 | HP: 22/22 (1d8+2+1 FCB) Resist Acid, Cold, & Electricity 5 | Init: +2 | Perc: +1 (DV), SM: +1 (Roll twice, take the lowest) | Defense AC: 17, Tch: 12, FF: 15 (Armor +3, Shld + 2, Dex. +2) | F: +2, R: +2, W: +4 | CMB: +2, CMD: +14 | Offense Spd: 20' Land & 25' Swim | Melee: +2 (1d8+1, X2) Ranged: +3(1d8, 19-20/X2) | Spells: 1st 5/5 | Channel Energy 5/5, DC 15 | Active Conditions: None. | Character sheet

Rules question, my normal land speed would be 30 ft, except that I took the curse that reduces my land speed by 5 ft., so it is now 25 ft.. If my equipment weight takes me to a medium encumbrance, does my speed drop to 20 or 15?

I already asked the DM and he wasn't sure and said to ask you all. ;)


Ozara "Ozzy" wrote:
How do you feel about alternative summoning options (orange boxes on the Summon Monster page)?

Sorry it took so long to get back to you. I forgot honestly. but in all fairness Mended is still waiting for me to answer about his new class & Joynt/Chillel is waiting for an answer on the witch as well! I'm trying to do everything in the order it came in though.

I take it your referring to the alternate creatures you can summon? (to me the boxes look pink or reddish, not orange. That's why I ask.)

If that's it, are you ok with we go on a case by case basis as the game progresses?

And I'm finally all done with the Oracle, except for updating his attacks & AC in the tagline.


Everybody, if you have any questions about how to do your tag line or your character sheet (especially if your using myth-weavers!) please feel free to take a look at the oracle Alex. He's all done. Of course if you still need help, feel free to ask me.

EDIT:Oh! and on your tag line after your Perc, please add either LLV or DV for Low light vision or Darkvision please, if you have either.

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