Talanor, the Last Haven (Table #1)

Game Master Valjoen_KC

Current Date: 18th of Selefis, 7995 E.C.

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Welcome, we have a few things to discuss prior to opening the Gameplay thread.

More to come...


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Samurai (Warrior Poet) 1 l HP: 21/21 l AC: 19/T: 19/FF: 14 l Fort: +4, Ref: +5, W: +0 l Init: +5 l Per: +5 I Sp: 40'

Reporting


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,

Reporting in!


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

You burn the dross from me, but the iron remains!


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

I have a question about gear: are a portable smelter and forge feasible? I've looked it up, and it exists and is relatively straightforward. Such a forge would likely only allow for smaller weapons and such things as axeheads and hammerheads, and it would certainly be impossible to forge masterwork weapons, but it would be pretty cool in a very cumbersome way!

...and I'd be curious to hear your thoughts on the Forgemaster archetype. Personally, I would love to include your custom feats!


Human Empiricist Investigator | Inspiration 4/4 | HP: 15/20 AC: 19 TAC: 14 FF: 15 CMD: 15 | +4 Initiative | +7(+1 traps/+2 dim) Perception | Saves: 1/7/3 | Speed 30 ft. | Darkvision 60ft.

I'm reporting as well!


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,
Toraim Highhammer wrote:
I have a question about gear: are a portable smelter and forge feasible?

We might need a rickshaw for this, but I think it's a great idea.

Later we can get a portable hole and turn it into a full scale mobile smithy.


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5
Akula the Herald wrote:
We might need a rickshaw for this, but I think it's a great idea

For the time being, I was thinking a mule and cart...

I also have a question about pre-game crafting... Yea or nay?


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Hey Everyone.

A few of housekeeping items:

1. I’d ask everyone to create an account on Obsidian Portal. It’s free to sign up. Then, let me know your user name and I’ll invite you to the campaign. I ask this for a couple of reasons. First, when I update things on the wiki that directly impact you, I can auto-email a notification to you. Secondly, I can attach your character on the wiki to your user and grant you some authoring rights.

2. Over the next couple of days, I’ll be scouring your character profiles making sure everything looks right, and I’ll be PMing you about your backgrounds. We need to tweak some locations and such on a few of your backgrounds and I’ll be adding more details for you to digest. Also, I’ll be working out with you, what happened to your character following the Shaping… leading up to the moments before the campaign starts. A lot of the information I’ll be providing to you, may be known only to your character. I’ll leave it to you if/when to share it with the group.

3. I like to make use of spoilers in the gameplay thread. I ask all my players to resist the urge to metagame and look at other characters info. If the group prefers, I’m happy to use PM’s instead but spoilers make archiving information within the game much easier.

4. As mentioned in the recruitment thread, I ask everyone to post daily during the work week. I let the weekends go by before starting any counters. I usually don’t post on weekends, but may on occasion. If you’re going on vacation or ill, please let us know as soon as possible and I’ll DMPC your character unless you work something out between yourselves.

5. I will roll for initiative and perception when I’m needing it outside of combat. Usually, once we are in combat, I tend to ask you to roll for attacks, saves, skill checks, etc. If 24 hours passes, I may roll for you to keep the game going.

6. If I call for a roll from you, please do it in your next post.

7. I try to roll everything in chronological order under my GM Screen although I may post it differently if the narrative works better that way.

8. If I have some long posts, I may post a “marker” post to let you know something’s coming. Hopefully, I’ll post over these markers, but if I’m doing a long, combat post it may take more than an hour and I won’t be able to edit it. Just FYI.

9. I ask everyone to user the profile to display HP/MaxHP, AC/Touch/FF, CMD, Saves, and Speed under their character name in the game thread. If you get buffed in combat, please update your profile if possible. I know it can be a pain, but it’s hard to track all the buffs as a GM and it’ll help against having to retcon a lot.

10. I use Google Slides for Maps. The notes section is for everyone to use. I’ll often make notes using color-coding on the map for conditions.

A few notes about my GM’ing style:

1. I customize and home-brew a lot of material. Most, if not all, encounters will have stat blocks tweaked. That is, I rarely use a monster straight out of the Paizo Beastiary. I may up some resistances and lower others. I may give a monster a special attack. I may give it a bonus feat. I may do all kinds of funky things. I do this to keep things fresh for my players… so, my players are learning about the monsters right with the characters. Secondly, I’m adding Lore to them. So, what you know about them in Golarion may be very different how they are considered here. A great example is hobgoblins as they are a civilized race with nobility and laws. Additionally, I consider all sentient beings as living, breathing mortals. That is they have a name and personality that is distinctly unique and different from others of their race and their race’s culture(s).

2. Not all encounters are are meant to be fights. Sure, there will be social encounters. But, I’m talking about an encounter where the characters spot a monster, a battle map is laid out, and I’ve called for initiative… Running is always an option and may be necessary as Talanor is loaded with NPC’s and monsters of all CR’s. You may stumble into an encounter you can’t beat. I’m not out to kill your characters, but if you run into a dragon next week, don’t think, “The GM wouldn’t put one there unless we were meant to kill it. Attack!”

3. Speaking of encounters. I like to plan out encounters with certain events to occur X number of rounds into it… or under certain conditions. Let’s call them scripts. A good example from the Bright Tower campaign was the Ice Giants from the Plane of Water. Fire damage was permanent to them, but all other damage was not. I tracked all types of damage. Once the monster hit zero HP, it exploded in shards of ice damaging all nearby creatures. Then a few rounds later, the ice giant reformed with total HP’s equaling a percentage the non-fire damage it previously absorbed. Combat, much to the players’ surprise, resumed while they were mulling about! This happened multiple times, until they learned to kill it exclusively with fire.

Basic Group Setup:

1. Since the Shaping, Toraim has been helping the dwarves keep the road between the entrance to Eastgate and the Bright Gate clear of undead to allow for traffic between Eastgate and the Bright Tower. The Bright Gate is a gatehouse separating Oldtown and The Point along the Dragon Road. Mercenaries from the Bright Tower and a few survivors from the City Watch have been keeping the path clear from the Bright Gate and the Bright Tower. The route is Eastgate <-> Oldtown <-> The Point <-> The Bright Tower.

2. One week ago, on the 10th of Selefis, Toraim and a group of dwarves were escorting Ysildaë, two other elf companions of hers, a tiefling and six humans to the Tower Gate. They were overrun by undead along the Dragon Road and escaped through the Bright Gate before it was shut and barricaded. With the aid of the people from the Bright Tower, you retreated there.

3. Three days ago, on the 14th of Selefis, a portal from Earthenwork opened inside the Bright Tower and refugees began to flock out.

4. On the 15th of Selefis, the portal closed. Among the refugees is Akula and Maria. The soldiers of Haemil are coordinating with the Bright Tower to begin clearing The Point for the refugees to inhabit. However, things haven't gone smoothly as undead are being found in most dwellings.

5. This morning, the 17th of Selefis, a call has gone out to all able bodied persons to report to the Bridge to assist.

I'll have a larger write up as the first post on the Gameplay thread, but this will get you started thinking and planning. I'll be working out more details with each of you individually.

A few things to do:

1. Make an alias for your character and update their profile with needed info.
2. Keep checking your PM’s for questions/comments from me.
3. Work out any details between the characters of any interactions in the couple of days since the refugees have arrived from Earthenwork.
4. Please ask any other questions you have for me.

@Toraim - Any kind of smithing gear you would have had in Eastgate is likely still there. So, no portable smelter or forge as you would not have anticipated needing it on the escort run you were making. You would have brought a backpack with "emergency" stuff. However, you know there is a forge in the lower levels of the Bright Tower that may be available for use. And, sorry, no pregame crafting... also keep in mind the magic item creation rules are very different in this campaign.


Female Half Orc Oracle (Spirit Guide) 8 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 71/71 l AC: 14 (Current AC: 22)/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

Has the Forge-Master archetype been updated to be campaign compliant? Should the smith's worshipers know about their goddess' specific feats?


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,

Obsidian Portal name: DoomedHero

As for character connections, clearly Maria and I know each other since we are coming in with the same caravan.

Toraim and I need to work out if we know each other already, or if we should let our mutual religious and professional interests be revealed in gameplay.


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@Niyut - Not yet. I'm working on a list of things with those included.


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Also, I forgot to ask for Initiative and Perception bonuses to be listed on the visible profile.


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HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

Toraim will have spent some time with Ysildaë and expressed definite interest in her sword, marvelling at its craftsmanship if she allows it...?

Unless we find a time and place when Akula's and Toraim's paths would have crossed, we can let their mutual interests do the work. I find it interesting that two warriors who, more often than not, would have been enemies are bonded by faith and passion. The makings of a surprising friendship?


Human Empiricist Investigator | Inspiration 4/4 | HP: 15/20 AC: 19 TAC: 14 FF: 15 CMD: 15 | +4 Initiative | +7(+1 traps/+2 dim) Perception | Saves: 1/7/3 | Speed 30 ft. | Darkvision 60ft.

Sorry, been busy in class so far. I should have this done in a few hours.

Also, unless Akula introduced herself to Maria, its very unlikely they had substantive interaction. Maria wouldn't have introduced herself, and I assume there are quite a few refugees

(If it sounds like I dont want our characters to know eachother, thats not the case, simply wanna make sure it makes sense character wise. Feel free to have spotted her out, or something. She doesn't always blend in particularly well)


Human Empiricist Investigator | Inspiration 4/4 | HP: 15/20 AC: 19 TAC: 14 FF: 15 CMD: 15 | +4 Initiative | +7(+1 traps/+2 dim) Perception | Saves: 1/7/3 | Speed 30 ft. | Darkvision 60ft.

Rolling to see which spells from intelligence modifier Maria has!

Adhesive Spittle: 1d20 + 8 ⇒ (4) + 8 = 12
Cure Light Wounds: 1d20 + 8 ⇒ (16) + 8 = 24
Long Arm: 1d20 + 8 ⇒ (12) + 8 = 20


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Samurai (Warrior Poet) 1 l HP: 21/21 l AC: 19/T: 19/FF: 14 l Fort: +4, Ref: +5, W: +0 l Init: +5 l Per: +5 I Sp: 40'

Ysildaë would be willing to show Toriam the pieces of Favored Daughter, since he is a priest of the goddess who son/lover/priest who forged the blade (the stories are vague about the exact relationship and the Celes tree is very tangle with many of the great spirits). However, I'm not sure she would be waving the pieces of the relic around.

That being said, she is very respectful of his calling, and if he led a worship she would attend. He may have also heard her offering prayers to Dasyra.


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,
Maria Riedgasse wrote:
(If it sounds like I dont want our characters to know eachother, thats not the case, simply wanna make sure it makes sense character wise. Feel free to have spotted her out, or something. She doesn't always blend in particularly well)

Helping lead refugees to safety is a big part of Akula's job. She's probably the refugee caravan's guide and/or one of it's leaders. I figured Akula had probably talked with just about everyone in the caravan because of that.


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

@GM: FYI, Forgemaster page is GM only on Obsidian... Noooo!


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Haha! It’s still in draft form. Also, it ties to several other pages that I’m having to edit first. I should have it ready for you to review later this morning


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@Toraim - Forgemaster is up on the Wiki. I've added a different feat at 3rd level and the ability to add ability to weapons starting at 5th level.

I've toyed with making the 5th level power usable daily (3 +Wis Bonus per day) that grants the Godsmelt power to a weapon that you touch for X number of rounds. It's current form is more of a smithing feature where you can permenantly empower the weapon. However, I haven't worked out the cost or Smithing DC yet... still have a few levels.

One way is faster but temporary. The other takes longer but is permenant. I'm open to comments & suggestions.


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Akula the Herald wrote:
Maria Riedgasse wrote:
(If it sounds like I dont want our characters to know eachother, thats not the case, simply wanna make sure it makes sense character wise. Feel free to have spotted her out, or something. She doesn't always blend in particularly well)
Helping lead refugees to safety is a big part of Akula's job. She's probably the refugee caravan's guide and/or one of it's leaders. I figured Akula had probably talked with just about everyone in the caravan because of that.

The portal the refugees took is a Teleportation Circle that deposits them inside the Bright Tower. At this time, its now filled way beyond capacity and they are camping all around the grounds including the bridge to the Point district of the Vale... which is currently overrun with undead.

So, there really isn't a caravan at this point since there is no where else to go.


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5
Valjoen_GM wrote:
I've added a different feat at 3rd level...

I am not sure that I understand the feat...

1) the Forgemaster can forge divine foci,
and 2) if cast, a consecrate spell is permanent so long as the focus remains in the area.

Is that right?

Valjoen_GM wrote:

...the ability to add an ability to weapons starting at 5th level...

One way is faster but temporary. The other takes longer but is permanent...

Dwarves – and smiths in particular – are more the permanent type, as far as I am concerned! It's perhaps less optimized this way, but it's definitely more in line with the concept!


Female Half Orc Oracle (Spirit Guide) 8 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 71/71 l AC: 14 (Current AC: 22)/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

Ixos became a fan on the wiki.


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

Pray for additional spell DC 12: Burning Disarm: 1d20 + 3 ⇒ (6) + 3 = 9 X
Pray for additional spell DC 12: Divine Favor: 1d20 + 3 ⇒ (12) + 3 = 15
Pray for additional spell DC 12: Magic Weapon: 1d20 + 3 ⇒ (2) + 3 = 5 X


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Toraim, reviewing the class rules, it seems I have the clerics at a disadvantage compared to the other casters for getting their spells.

First, most DC's are 10+spell level, but cleric was 11+spell level. Secondly, everyone else uses a skill check while the cleric has to make a wisdom check. While the cleric gets a bonus for 1/2 level, the others get full credit for a skill point and if its a class skill which so far for all of them it has been, they get the +3 for a class skill bonus.

Since there isn't a wisdom based skill that makes sense for this check, I'm adjusting the cleric to DC 7+Spell Level and a Wisdom check with a +1 bonus per cleric level.

This makes your DC 8 for 1st level spells, and your bonus is +4. Therefore, Burning Disarm passes, but that woefull roll of 2 on Magic Weapon fails. It seems Valthyra wasn't please too much that you left your family. :)

I'm still looking at Valthyra's entry and will likely add some spells as auto-granted for her that make thematic sense.


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

I, for one, never minded unfair! I once played in a campaign in which priests had no idea of the power and effects of their prayers. You simply had to pray, roleplay, and hope for the best. But I'll take it!

PS: skills should now be in order...


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Thanks for the patience. Below is a list of a few things I'm working on to get us started:

1. Review character sheets: Done except Akula.
2. Fleshout the deity entries for Amus & Valthyra.
3. Update Forgepriest archtype for Valthyra, specifically the 5th level feat.
4. Lastly, finish adding elements of The Point from my notes to the wiki.
5. Provide some background bits for some of you and respond to questions in PM's.

Let me know if there is anything I'm missing.

I'm hoping to have the first post by the end of the week.


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Samurai (Warrior Poet) 1 l HP: 21/21 l AC: 19/T: 19/FF: 14 l Fort: +4, Ref: +5, W: +0 l Init: +5 l Per: +5 I Sp: 40'

I'm not sure what the replacement feat for Forgemaster does. This won't be immediately relevant, but Dasyra's Paladin code would be awesome before we level for the first time. (Again, not a top priority.)


Human Empiricist Investigator | Inspiration 4/4 | HP: 15/20 AC: 19 TAC: 14 FF: 15 CMD: 15 | +4 Initiative | +7(+1 traps/+2 dim) Perception | Saves: 1/7/3 | Speed 30 ft. | Darkvision 60ft.
Valjoen_GM wrote:
Akula the Herald wrote:
Maria Riedgasse wrote:
(If it sounds like I dont want our characters to know eachother, thats not the case, simply wanna make sure it makes sense character wise. Feel free to have spotted her out, or something. She doesn't always blend in particularly well)
Helping lead refugees to safety is a big part of Akula's job. She's probably the refugee caravan's guide and/or one of it's leaders. I figured Akula had probably talked with just about everyone in the caravan because of that.

The portal the refugees took is a Teleportation Circle that deposits them inside the Bright Tower. At this time, its now filled way beyond capacity and they are camping all around the grounds including the bridge to the Point district of the Vale... which is currently overrun with undead.

So, there really isn't a caravan at this point since there is no where else to go.

In that case, I think its safe to assume they briefly met via circumstance. Just stood near eachother while they all got ported to (relative) safety.


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,
Valjoen_GM wrote:
1. Review character sheets: Done except Akula.

I left a Trait blank in case there were Campaign traits for this game. Any suggestions?

Also, I have Divine Fighting Technique and Divine Obedience. Do you want me to just steal something fromt he Golarion gods, or do you have homebrew stuff in mind?


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5
Valjoen_GM wrote:
Since there isn't a wisdom based skill that makes sense for this check...

Knowledge (Religion) could fit the part?


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Toraim Highhammer wrote:
Valjoen_GM wrote:
Since there isn't a wisdom based skill that makes sense for this check...
Knowledge (Religion) could fit the part?

Yes, religion would fit thematically, but it is an intelligence skill. I’m satisfied with it at this point. I’ll be using the same methodology for inquisitors and warpriests.


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Akula the Herald wrote:
Valjoen_GM wrote:
1. Review character sheets: Done except Akula.

I left a Trait blank in case there were Campaign traits for this game. Any suggestions?

Also, I have Divine Fighting Technique and Divine Obedience. Do you want me to just steal something fromt he Golarion gods, or do you have homebrew stuff in mind?

I don’t have any campaign traits at this point. I am fine re-flavoring any of the normal pathfinder traits to fit the campaign. And your backstory.

I’m currently working on your deity’s wiki entry. It will contain both the Deific obedience and the divine fighting technique for her.


Human Empiricist Investigator | Inspiration 4/4 | HP: 15/20 AC: 19 TAC: 14 FF: 15 CMD: 15 | +4 Initiative | +7(+1 traps/+2 dim) Perception | Saves: 1/7/3 | Speed 30 ft. | Darkvision 60ft.

Honestly I'm not quite sure why Religion isnt wisdom based aside from consistency, or at least have some trait or class ability of divine casters that brings them up to par. Its a little weird if the wizard has more religious knowledge than the cleric.


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

I've studied religion on the graduate level and I knew more about the theory, history, and philosophy of some religions than the pastors and priests who I interviewed. They knew more about community organizing and counseling. The day to day stuff. So, honestly, I would be surprised that wizards know more than clerics about certain religious stuff. :-)


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Samurai (Warrior Poet) 1 l HP: 21/21 l AC: 19/T: 19/FF: 14 l Fort: +4, Ref: +5, W: +0 l Init: +5 l Per: +5 I Sp: 40'
Valjoen_GM wrote:
Akula the Herald wrote:
Valjoen_GM wrote:
1. Review character sheets: Done except Akula.

I left a Trait blank in case there were Campaign traits for this game. Any suggestions?

Also, I have Divine Fighting Technique and Divine Obedience. Do you want me to just steal something fromt he Golarion gods, or do you have homebrew stuff in mind?

I don’t have any campaign traits at this point. I am fine re-flavoring any of the normal pathfinder traits to fit the campaign. And your backstory.

I’m currently working on your deity’s wiki entry. It will contain both the Deific obedience and the divine fighting technique for her.

I have a custom campaign trait. It might be the only one.


Human Empiricist Investigator | Inspiration 4/4 | HP: 15/20 AC: 19 TAC: 14 FF: 15 CMD: 15 | +4 Initiative | +7(+1 traps/+2 dim) Perception | Saves: 1/7/3 | Speed 30 ft. | Darkvision 60ft.

Yeah, but I certianly doubt all wizards specialize anywhere near as much in theology as you- and what wisdom is as opposed to intelligence is frustratingly hard to place. Many wisdom skills could easily be switched to intelligence or charisma- survival overlaps with nature a ton, sense motive with charisma... the big one is perception of course. I realize wisdom is supposed to represent some innate, gut-feeling type knowledge, but such things are weird to accurately describe. Besides, clerics are supposed to be pretty damn learned clergy.

Again, it makes theoretical sense, but the idea that the wizard or other int-based class is better at religion than the dedicated cleric is all kinds of bizzare on the mechanical side.

I know I'm getting a bit off topic, so I'll stop it here, but its always rubbed me the wrong way.

Edit: Because a Cleric isnt some random member of the lay clergy. They've got a hotline to a diety, I imagine if they get divine magic they also get some hot info.


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Below is a list of a few things I'm working on to get us started:

1. Review character sheets. Done.
2. Fleshout the deity entries for Amus & Valthyra; including Paladin Codes!
3. Update Forgepriest archtype for Valthyra, specifically the 5th level feat. Done.
4. Lastly, finish adding elements of The Point from my notes to the wiki.
5. Provide some background bits for some of you and respond to questions in PM's.

Let me know if there is anything I'm missing.


Female Half Orc Oracle (Spirit Guide) 8 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 71/71 l AC: 14 (Current AC: 22)/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

100% agree on the deity hotline, if the god in question is a Chatty Cathy.

I also think all clerics should have 4+ skill points. 2+ is an insult to their training.


Female Aasimar (Muse Touched) (Noble Elf) Monk (Scaled Fist) 1/Samurai (Warrior Poet) 1 l HP: 21/21 l AC: 19/T: 19/FF: 14 l Fort: +4, Ref: +5, W: +0 l Init: +5 l Per: +5 I Sp: 40'

Dasyra update when you have the time.


Human Empiricist Investigator | Inspiration 4/4 | HP: 15/20 AC: 19 TAC: 14 FF: 15 CMD: 15 | +4 Initiative | +7(+1 traps/+2 dim) Perception | Saves: 1/7/3 | Speed 30 ft. | Darkvision 60ft.
Niyut wrote:

100% agree on the deity hotline, if the god in question is a Chatty Cathy.

I also think all clerics should have 4+ skill points. 2+ is an insult to their training.

I honestly wish skill points were higher but detatched from intelligence.

How does intelligence help you learn how to climb, exactly? Any more than intuition (wisdom I guess) does. Intelligence based classes get to double up on skills. Puts dumping int more in line with dumping charisma.

Pf2's skill system is one of the few parts of that system I actually like, though its faaar from perfect.


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Below is a list of a few things I'm working on to get us started:

1. Review character sheets. Done.
2. Fleshout the deity entries for Amus, Dasyra & Valthyra; including Paladin Codes!
3. Update Forgepriest archtype for Valthyra, specifically the 5th level feat. Done.
4. Lastly, finish adding elements of The Point from my notes to the wiki.
5. Provide some background bits for some of you and respond to questions in PM's.

Let me know if there is anything I'm missing.


Female Half Orc Oracle (Spirit Guide) 8 (Bound Soul: Sorcerer (Cross-blooded) 1) l HP: 71/71 l AC: 14 (Current AC: 22)/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 Ptahh or Quistaine ever show up in Talanor while Thomas and his friends or the new character were there?


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Thomas never saw them and they are not currently at the Bright Tower.


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,

Life exploded on me. I'm not going to be able to fix my sheet or post much until monday.


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Ysildaë Ralomenor wrote:
I'm not sure what the replacement feat for Forgemaster does.

Toraim inquired about this feat via PM as well. I didn't make this feat, it can be found on here on Archives of Nethys.

I believe it allows you to make the any arms or armor into a Reliquary to count as a holy symbol for casting purposes. It also counts as a "permenant fixture" for Consecrate.


HP 88/88 Panache 6/7 Stamina 8/10 | 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)

Here is a handy Reddit post that explains how this would be useful.

Note that one of the replies was wrong about what the feature does, but their mistake would actually make for an interesting expansion of the ability.


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Akula the Herald wrote:
Life exploded on me. I'm not going to be able to fix my sheet or post much until monday.

No worries! Yesterday was crazy busy for me and I’m still trying to finish up the last few things on my to do list. I am working feverishly and hope to have a post up by Monday morning.

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