Talanor, the Last Haven (Table #2)

Game Master Valjoen_KC

Current Date: 19th 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...


Asura-spawn Tiefling Monk 8/Rogue 4 | HP 105 | AC 26 (T 26, FF 20) | Per +21 (+2 vs Traps, +1 vs Ambush) | F +10* | R+16* | W +10* (* +2 vs Ench, +4 vs Prone) | Hero Points 0/3 | Ki Pool 10/day | Stunning Fist 8/day | Active Conditions None

Randll Shadowcrown, reporting for duty!


Paladin 2 | HP 26/26 | AC 20, T 11, FF 19 | Fort +9, Ref +4, Will +5 (+2 vs Evil) | CMB +4, CMD 16 | Perc-1 | Init +3 | LoH 4/4
Skills:
Acrobatics -5 (-9 to jump), Craft (armor) +7, Diplomacy +8, Handle Animal +8, Heal +1, Knowledge (religion) +5, Knowledge (Planes) +9, Sense Motive +4, Stealth -7, Survival -1 (+1 to avoid becoming lost)

Hello =^^=


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Kayin here. Since my inclusion was unexpected and last-minute, I've got some work to do on the character before he's fully ready, but I'm chugging right along on it.

No peeking at the character sheet please :D, there's a pretty hefty spoiler of sorts in there; I had to replace Kayin's stock avatar to avoid revealing it, in fact.


Barbarian 2 | HP 26/26 | AC 20, T 13, FF 17 | Fort +4 (+1 vs Poison), Ref +1, Will +1 (+2 vs Enchantment) | CMB +2, CMD 17 | Perc +9 | Init +3 | Rage - 8 rounds | DR/1-

Heyo.

One question for the curious - are both we and the other table still going to be in the same universe as the main story, meaning a potential narrative a trois, as it were?


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 believe so, yes. You might run into me one night.


Asura-spawn Tiefling Monk 8/Rogue 4 | HP 105 | AC 26 (T 26, FF 20) | Per +21 (+2 vs Traps, +1 vs Ambush) | F +10* | R+16* | W +10* (* +2 vs Ench, +4 vs Prone) | Hero Points 0/3 | Ki Pool 10/day | Stunning Fist 8/day | Active Conditions None

So exciting! Sautekh and I had some ideas about how our characters knew each other; I can post them when I get home (unless you remember what they were off-hand, Sautekh!)


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Okay, so one of my (eventual) oracle tricks is forcing a reroll of a d20. Now, it's probably meant to be offensively--going by the name "Misfortune"--but it doesn't actually specify that the target of the ability has to be hostile. Just "a creature within 30 feet."

After some thought on the matter, I've come to the conclusion that forcing an ally's d20 to reroll can be construed as misfortune for an enemy, if the initial roll sucked and the reroll is better. The thing is, this a reactive ability and the reroll result is taken even if its worse than the original.

I feel that asking permission each time I use this would not only clog gameplay unnecessarily--even though a creature can only be affected 1/day by the ability--and while allowances must be made for the nature of PbP, it also kind of steps all over the ability's use an immediate action. What I'd like from my fellow party members is preemptive permission (or refusal) to use this ability on your rolls; just tell me what kind of roll you want it used on (attack, skill, ability, save, and/or multiple ranked by preference) and what failure threshold you consider it worth taking the risk of a worse result coming up on the reroll (i.e., don't use unless the original roll is 10 or less, 5 or less, etc.).


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Asura-spawn Tiefling Monk 8/Rogue 4 | HP 105 | AC 26 (T 26, FF 20) | Per +21 (+2 vs Traps, +1 vs Ambush) | F +10* | R+16* | W +10* (* +2 vs Ench, +4 vs Prone) | Hero Points 0/3 | Ki Pool 10/day | Stunning Fist 8/day | Active Conditions None

Rand is all about making things interesting. Permission granted! I would say use it on a roll of 5 or less (in case of emergency, basically).


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Barbarian 2 | HP 26/26 | AC 20, T 13, FF 17 | Fort +4 (+1 vs Poison), Ref +1, Will +1 (+2 vs Enchantment) | CMB +2, CMD 17 | Perc +9 | Init +3 | Rage - 8 rounds | DR/1-

If it's allowed, then stopping the axe-wielding lunatic from attacking you all seems like a good thing. I'll let you judge when it's smart.


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Alrighty, Randall is down for a threshold of 5 or less, any roll. And Muraisa is willing to do dealer's choice, how very daring :D.


Barbarian 2 | HP 26/26 | AC 20, T 13, FF 17 | Fort +4 (+1 vs Poison), Ref +1, Will +1 (+2 vs Enchantment) | CMB +2, CMD 17 | Perc +9 | Init +3 | Rage - 8 rounds | DR/1-

I also like to live...dangerously *Eats cheese before bed.*


Asura-spawn Tiefling Monk 8/Rogue 4 | HP 105 | AC 26 (T 26, FF 20) | Per +21 (+2 vs Traps, +1 vs Ambush) | F +10* | R+16* | W +10* (* +2 vs Ench, +4 vs Prone) | Hero Points 0/3 | Ki Pool 10/day | Stunning Fist 8/day | Active Conditions None

Whoa, nelly!


Paladin 2 | HP 26/26 | AC 20, T 11, FF 19 | Fort +9, Ref +4, Will +5 (+2 vs Evil) | CMB +4, CMD 16 | Perc-1 | Init +3 | LoH 4/4
Skills:
Acrobatics -5 (-9 to jump), Craft (armor) +7, Diplomacy +8, Handle Animal +8, Heal +1, Knowledge (religion) +5, Knowledge (Planes) +9, Sense Motive +4, Stealth -7, Survival -1 (+1 to avoid becoming lost)

Randall is an ex-inmate that Sautekh had to oversee during his rehab


Asura-spawn Tiefling Monk 8/Rogue 4 | HP 105 | AC 26 (T 26, FF 20) | Per +21 (+2 vs Traps, +1 vs Ambush) | F +10* | R+16* | W +10* (* +2 vs Ench, +4 vs Prone) | Hero Points 0/3 | Ki Pool 10/day | Stunning Fist 8/day | Active Conditions None

Here's a more detailed explanation of Rand and Sautekh's connection. Sautekh, I'm pretty sure this is what we agreed on via PM, but if I'm mistaken and you want to adjust something let me know and I'll change it! :)

Relationship to Sautekh:
Among the officers who arrested Randall was a jackal-faced aasimar named Sautekh, one of the paladins on loan from the church of Selefahn to take down the body snatchers. The fact that an aasimar helped to bring him to justice felt particularly damning to Randall.

Though Master Jonetsu clearly had some strange pull over the officials in the city guard, they were loathe to let Randall out of their sights. The Picks Watch and the Church of Selefahn agreed to send young Sautekh with the tiefling as his warden, to keep an eye on Rand as he trained and made certain he kept on the straight and narrow path. The church even went so far as to place upon Randall the Doom of Anotuk, stating that it if Randall strayed from his probation even a little, it was Sautekh’s duty to take his head and return it to the church.

Thankfully, it never came to that. After six years, Master Jonetsu released Randall from his training, and Randall and Sautekh went their separate ways. That was two years ago now, and Randall would never have expected he'd be meeting up again with his erstwhile warden, but Fate can spin some strange looms indeed.


Paladin 2 | HP 26/26 | AC 20, T 11, FF 19 | Fort +9, Ref +4, Will +5 (+2 vs Evil) | CMB +4, CMD 16 | Perc-1 | Init +3 | LoH 4/4
Skills:
Acrobatics -5 (-9 to jump), Craft (armor) +7, Diplomacy +8, Handle Animal +8, Heal +1, Knowledge (religion) +5, Knowledge (Planes) +9, Sense Motive +4, Stealth -7, Survival -1 (+1 to avoid becoming lost)

Yup. Looks fine


Paladin 2 | HP 26/26 | AC 20, T 11, FF 19 | Fort +9, Ref +4, Will +5 (+2 vs Evil) | CMB +4, CMD 16 | Perc-1 | Init +3 | LoH 4/4
Skills:
Acrobatics -5 (-9 to jump), Craft (armor) +7, Diplomacy +8, Handle Animal +8, Heal +1, Knowledge (religion) +5, Knowledge (Planes) +9, Sense Motive +4, Stealth -7, Survival -1 (+1 to avoid becoming lost)

Will we be allowed to craft weapon/armour? (Non magical)
If yes. Prior to game start?


Paladin 2 | HP 26/26 | AC 20, T 11, FF 19 | Fort +9, Ref +4, Will +5 (+2 vs Evil) | CMB +4, CMD 16 | Perc-1 | Init +3 | LoH 4/4
Skills:
Acrobatics -5 (-9 to jump), Craft (armor) +7, Diplomacy +8, Handle Animal +8, Heal +1, Knowledge (religion) +5, Knowledge (Planes) +9, Sense Motive +4, Stealth -7, Survival -1 (+1 to avoid becoming lost)

Ready for Adventure:

Sautekh
Angel-blooded aasimar (Bone-Touched) paladin (temple champion) 2 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Advanced Class Guide 107, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception -1
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)
hp 28 (2d10+8)
Fort +9, Ref +4, Will +5; +2 vs. [evil]
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk khopesh +5 (1d8+5/19-20)
Ranged longbow +3 (1d8/×3)
Special Attacks smite evil 1/day (+3 attack and AC, +2 damage)
Spell-Like Abilities (CL 2nd; concentration +5)
. . 1/day—sanctify corpse
Paladin Spell-Like Abilities (CL 2nd; concentration +5)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 16, Int 10, Wis 8, Cha 16
Base Atk +2; CMB +4; CMD 16
Feats Angelic Blood[ARG], Combat Expertise, Combat Stamina, Deadly Aim, Power Attack
Traits blessed touch, reactionary
Skills Acrobatics -5 (-9 to jump), Craft (armor) +7, Diplomacy +8, Handle Animal +8, Heal +1, Knowledge (religion) +5, Sense Motive +4, Stealth -7, Survival -1 (+1 to avoid becoming lost); Racial Modifiers +2 Heal
Languages Celestial, Common
SQ agile maneuvers, combat expertise, deadly aim, finesse weapon attack attribute, lay on hands 4/day (1d6+1), point-blank shot, power attack
Other Gear mwk banded mail, mwk heavy steel shield, arrows (20), blunt arrows[APG] (20), longbow, mwk khopesh[APG], bedroll, bell net[UE], belt pouch, blanket[APG], box of fishing tackle (2 lb), canteen[UE], chalk (10), compass[APG], fishing net, fishing pole, simple (1 lb), flint and steel, folding pole[UE], folding shovel[UE], hammock[UE], holy text (Selefahn)[UE], masterwork armorsmithing tools, masterwork backpack[APG], mess kit[UE], signal whistle, silver holy symbol of Selefahn, small tent, soap, spider's silk rope (50 ft.)[APG], trail rations (14), waterskin, winter blanket, 18 gp, 7 sp, 5 cp
--------------------
Special Abilities
--------------------
Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus)
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Lay on Hands (1d6+1 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.


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

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. At the time of the Shaping on the 17th of Loris, Sautekh was in the Peaks district of the Vale of Talanor. Hiding and surviving for about a week, he began to make his way down towards the lake. On the 5th of Faelis, he spied several people on the Lake Road in the Estates who appeared to be headed toward the Tower. He fought his way to the Point, but didn't find the group of people and collapsed from his injuries. He awoke several days later to discover he had been found by the group, including a man named Marcusic who was organizing a make-shift militia to clear the Dragon Road from the Tower to Eastgate. After recovering from his wounds, Sautekh joined Marcusic in this effort on the 17th of Faelis.

2. Kaylin was in the Point at the time of the Shaping, peddling his wares to make any money he could. He attempted to make for the Bright Tower that was clearly still occupied, but was thwarted by a horde of undead that swarmed the bridge leading to the tower. After several days, he saw a flying wizard leave the Tower heading north which drew the attention of the masse of undead. Using this opportunity, he was able to get to the Tower safely.

3. On the 10th of Faelis, Randall had found his way to Eastgate from the outside world having survived the Shaping. Wanting to make for the city, he joined several dwarves making their way towards the Tower. At the Bright Gate, a gatehouse separating Oldtown and The Point along the Dragon Road, they found the gatehouse was occupied by several men, led by Maddox, a warrior from Nynasis. Apparently, mercenaries from the Bright Tower and a few other 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. Randall was led to the tower with the men, while the dwarves returned to Eastgate, intent on keeping the road between the gatehouse and Eastgate clear. At the tower, he found an old friend, Sautekh, recovering from his wounds.

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 Muraisa. 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. A long, blonde haired man walking by spotted Muraisa's axe. Giving the half-elf a look of respect and approval, he motioned for her to follow and led her to the other recruits.

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.

@Muraisa - Everyone is in the same universe and may overlap, however with different paces, the games may be on different game dates.

@Kayin - Sounds good on Misfortune. Keep in mind that it can only be used 1/day for each person.

@Sautekh - No pregame crafting. Things must be purchased at full strength. Keep in mind, that you'll only have things on you that your character would have carried on the day of the Shaping... although I'll assume that some things came from looting and scavenging (still cost you though for starting equipment... this is just flavor.) Things like, "I have a forge", would have been left where ever you lived previously... so those things may be 'found' later on.


Barbarian 2 | HP 26/26 | AC 20, T 13, FF 17 | Fort +4 (+1 vs Poison), Ref +1, Will +1 (+2 vs Enchantment) | CMB +2, CMD 17 | Perc +9 | Init +3 | Rage - 8 rounds | DR/1-

Never used Obsidian Portal before, but I popped over and did so now, so here you go - https://www.obsidianportal.com/profile/lord_darkmoon.

I imagine that since we've arrived Muraisa will have mostly served as some kind of guard and/or scout, possibly tracking down food and water supplies if the local ones have been tainted with cases of floating undead (why do zombies so love going down a well?) and the like. Anyone helping with those things has probably run into her, and her axe and fire tattoos makes her...memorable.

Plus she's great for cuddling on a cold night.


Paladin 2 | HP 26/26 | AC 20, T 11, FF 19 | Fort +9, Ref +4, Will +5 (+2 vs Evil) | CMB +4, CMD 16 | Perc-1 | Init +3 | LoH 4/4
Skills:
Acrobatics -5 (-9 to jump), Craft (armor) +7, Diplomacy +8, Handle Animal +8, Heal +1, Knowledge (religion) +5, Knowledge (Planes) +9, Sense Motive +4, Stealth -7, Survival -1 (+1 to avoid becoming lost)

@GM = Thanks

Uhm, new to the boards, anyone have a template for the stats that the GM asked needed to be in the profile?

Thanks


Paladin 2 | HP 26/26 | AC 20, T 11, FF 19 | Fort +9, Ref +4, Will +5 (+2 vs Evil) | CMB +4, CMD 16 | Perc-1 | Init +3 | LoH 4/4
Skills:
Acrobatics -5 (-9 to jump), Craft (armor) +7, Diplomacy +8, Handle Animal +8, Heal +1, Knowledge (religion) +5, Knowledge (Planes) +9, Sense Motive +4, Stealth -7, Survival -1 (+1 to avoid becoming lost)

Well, zombies have very poor vision i guess, so the well is in the way and they tumble forward and in. OR, folks that get infected are dumped down a well and forgotten

Also, if there are undead about, Sautekh will happily help with making them go away. His whole religion and following is about making them go away


Barbarian 2 | HP 26/26 | AC 20, T 13, FF 17 | Fort +4 (+1 vs Poison), Ref +1, Will +1 (+2 vs Enchantment) | CMB +2, CMD 17 | Perc +9 | Init +3 | Rage - 8 rounds | DR/1-

Well, the info bar you can see below my name here - it's the one with my class, AC, Rounds of Rage left, etc. Just copy and paste that, edit it for your character's needs, and put it in the Race box on your profile (if you click on my name on the profile, it'll show you how it looks on mine) and it should show up on your profile.


Paladin 2 | HP 26/26 | AC 20, T 11, FF 19 | Fort +9, Ref +4, Will +5 (+2 vs Evil) | CMB +4, CMD 16 | Perc-1 | Init +3 | LoH 4/4
Skills:
Acrobatics -5 (-9 to jump), Craft (armor) +7, Diplomacy +8, Handle Animal +8, Heal +1, Knowledge (religion) +5, Knowledge (Planes) +9, Sense Motive +4, Stealth -7, Survival -1 (+1 to avoid becoming lost)

Thanks. will do so when im not on my phone


Asura-spawn Tiefling Monk 8/Rogue 4 | HP 105 | AC 26 (T 26, FF 20) | Per +21 (+2 vs Traps, +1 vs Ambush) | F +10* | R+16* | W +10* (* +2 vs Ench, +4 vs Prone) | Hero Points 0/3 | Ki Pool 10/day | Stunning Fist 8/day | Active Conditions None

Profile is here.

Lucky me, already had one from when I put my old homebrew up on OP.


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

After reaching the Bright Tower--with whatever he could loot or salvage at minimal risk to himself--Kayin would resume his little business in peddling minor alchemical wares and providing spells-for-hire, though he would quickly recognize that money was losing value fast and switched to bartering for supplies and favors.

Any attempt to get him out and about in the ruins of the city would have met with stiff resistance, unless he was paid to do so beforehand; appeals to his sense of decency would have met with an eyeroll and a dismissive snort. He makes it clear that he doesn't do anything--especially if it puts him at risk--without getting something in return. (At the same time, however, he makes no secret of the fact that he routinely uses one of his spells to provide hungry people with a full belly after a night's sleep, at no cost. A curious exception to his mercenary attitude.)

Valjoen, would you be open to Kayin claiming either a modest-sized single room, or a suite of three-four connected smaller rooms within the Bright Tower as his residence/workshop/storefront? In keeping with his "pay me" mindset, perhaps his rent for this space is/will be paid by his getting out and about on behalf of the survivors?


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

How do you three feel about using alchemical goodies regularly? I'm using the skill in the BT campaign--and was the one that pushed for pretty much all of the Craft rules that Talanor now uses--but find that my party has almost no interest in the end result (which is okay, I can still use it myself just fine).

If there's little to no interest among you, then I'll just focus on making whatever seems most appealing and/or useful to me (and pass out spares as the situation warrants). Otherwise, though, I'll cheerfully take requests, and even look into more exotic stuff like concoctions and the like.

@Valjoen: Speaking of alchemy, can I assume that the same holds for Kayin as for Garidan, in that he gets two recipes to start him off for spontaneous alchemy, and the rest have to be uncovered via play?


Paladin 2 | HP 26/26 | AC 20, T 11, FF 19 | Fort +9, Ref +4, Will +5 (+2 vs Evil) | CMB +4, CMD 16 | Perc-1 | Init +3 | LoH 4/4
Skills:
Acrobatics -5 (-9 to jump), Craft (armor) +7, Diplomacy +8, Handle Animal +8, Heal +1, Knowledge (religion) +5, Knowledge (Planes) +9, Sense Motive +4, Stealth -7, Survival -1 (+1 to avoid becoming lost)

Alchemy can be very useful


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Well, if Valjoen agrees that Kayin starts with two recipes here, then I know beyond doubt that Muraisa will be happy, because one of the two I'll take will be for BOOZE :D.


Paladin 2 | HP 26/26 | AC 20, T 11, FF 19 | Fort +9, Ref +4, Will +5 (+2 vs Evil) | CMB +4, CMD 16 | Perc-1 | Init +3 | LoH 4/4
Skills:
Acrobatics -5 (-9 to jump), Craft (armor) +7, Diplomacy +8, Handle Animal +8, Heal +1, Knowledge (religion) +5, Knowledge (Planes) +9, Sense Motive +4, Stealth -7, Survival -1 (+1 to avoid becoming lost)

Huzzah!


Asura-spawn Tiefling Monk 8/Rogue 4 | HP 105 | AC 26 (T 26, FF 20) | Per +21 (+2 vs Traps, +1 vs Ambush) | F +10* | R+16* | W +10* (* +2 vs Ench, +4 vs Prone) | Hero Points 0/3 | Ki Pool 10/day | Stunning Fist 8/day | Active Conditions None

@Valjoen: Rand is happily lending a hand wherever he can, preferring to work with Sautekh when possible and badgering the aasimar for stories about what he's been up to since the two parted ways. He requests no food and no shelter, only a little clean water when available. He's used to squalid conditions, and does not appear to eat. Ever.

@Kayin: I mean, I'm not sure what would be useful to Rand exactly, but if you think of anything, I will absolutely find a use for it! I promise not to go Final Fantasy and hoard 99 Phoenix Downs "for emergencies." :D


Paladin 2 | HP 26/26 | AC 20, T 11, FF 19 | Fort +9, Ref +4, Will +5 (+2 vs Evil) | CMB +4, CMD 16 | Perc-1 | Init +3 | LoH 4/4
Skills:
Acrobatics -5 (-9 to jump), Craft (armor) +7, Diplomacy +8, Handle Animal +8, Heal +1, Knowledge (religion) +5, Knowledge (Planes) +9, Sense Motive +4, Stealth -7, Survival -1 (+1 to avoid becoming lost)

@Randall, not much. order business that he can discuss, daily duties, and what happened to him and how he got here mostly. Obviously leaving out key details that perhaps he does not wish to discuss


Barbarian 2 | HP 26/26 | AC 20, T 13, FF 17 | Fort +4 (+1 vs Poison), Ref +1, Will +1 (+2 vs Enchantment) | CMB +2, CMD 17 | Perc +9 | Init +3 | Rage - 8 rounds | DR/1-

More Booze is a good thing, since it's a pretty vital part of my build for early levels (later on I'll have enough rage that it won't matter as much, but as anyone with an axe this large can guess I'll be going the Vital Strike route and might as well keep using those Movement actions for more rage when I can) so yay, drinks.

And yeah, part of the reason I made a character that can gulp potions in a fight is so I actually try using potions occasionally. I, too, tend to horde all my consumables.


Bright Tower Maps | Last Haven Table #1 Maps | Last Haven Table #2 Maps
Kayin Ashok wrote:

After reaching the Bright Tower--with whatever he could loot or salvage at minimal risk to himself--Kayin would resume his little business in peddling minor alchemical wares and providing spells-for-hire, though he would quickly recognize that money was losing value fast and switched to bartering for supplies and favors.

Any attempt to get him out and about in the ruins of the city would have met with stiff resistance, unless he was paid to do so beforehand; appeals to his sense of decency would have met with an eyeroll and a dismissive snort. He makes it clear that he doesn't do anything--especially if it puts him at risk--without getting something in return. (At the same time, however, he makes no secret of the fact that he routinely uses one of his spells to provide hungry people with a full belly after a night's sleep, at no cost. A curious exception to his mercenary attitude.)

Valjoen, would you be open to Kayin claiming either a modest-sized single room, or a suite of three-four connected smaller rooms within the Bright Tower as his residence/workshop/storefront? In keeping with his "pay me" mindset, perhaps his rent for this space is/will be paid by his getting out and about on behalf of the survivors?

When you first arrived at the Tower, you would have been given a single room to call home, and you could have procured another room to "work" out of. However, with the arrival of the refugees, the Tower is over crowded. Many of the refugees will be in lining the bridge on both the upper and lower levels. Your work room would have been cleaned out and used for refugees. You may find yourself having a roommate before long.


Bright Tower Maps | Last Haven Table #1 Maps | Last Haven Table #2 Maps
Kayin Ashok wrote:
@Valjoen: Speaking of alchemy, can I assume that the same holds for Kayin as for Garidan, in that he gets two recipes to start him off for spontaneous alchemy, and the rest have to be uncovered via play?

Correct.


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No
Valjoen_GM wrote:
When you first arrived at the Tower, you would have been given a single room to call home, and you could have procured another room to "work" out of. However, with the arrival of the refugees, the Tower is over crowded. Many of the refugees will be in lining the bridge on both the upper and lower levels. Your work room would have been cleaned out and used for refugees. You may find yourself having a roommate before long.

Well, it's better than having to haul his every worldly possession everywhere on the back of, say, an ox or something :D. Still, if things in the Tower are getting that cramped up, then perhaps a short-term goal of Kayin's will be to lay claim to something a bit roomier in the city proper. I rather fancy the idea of him being a property owner, to be honest.

Valjoen_GM wrote:
Kayin Ashok wrote:
@Valjoen: Speaking of alchemy, can I assume that the same holds for Kayin as for Garidan, in that he gets two recipes to start him off for spontaneous alchemy, and the rest have to be uncovered via play?
Correct.

Excellent, thank you!


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

For my two recipes, I've chosen the tanglefoot bag and icecap ale.


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

And Kayin is all done now, ready for play!

Appearance:

Kayin appears as a slight-bodied young male human of Braonin extraction, possessing a narrow face with sharp, fox-like features, a pale complexion, and a curly tangle of shoulder-length auburn hair frosted white at the tips. His face has a dusting of freckles across the bridge of the nose and the upper checks, and gold-green eyes, fringed by thick lashes, that reflect light quite unnervingly in the dark.

Kayin wears a suit of studded leather armor worn over a surprisingly effective mish-mash of clothing meant to ward off the intense cold. He carries little in the way of equipment, just a leather pouch with several compartments of varying sizes, an empty bandolier slung from left shoulder to right hip across his chest, and a few weapons; a rapier sheathed on his right hip, a kukri tucked into a hardened leather scabbard at the small of his back and angled for a right-handed draw, a small mace dangling from a stout leather strap hooked onto his bandolier, and a nasty-looking whip wound into a tight coil--and kept that way by what appears to be a quick-release binding--and dangling from another strap attached to the bandolier. A small gray stone, emitting a pale white light with the intensity of a torch, lazily circles around his head, and his armor and clothing both are festooned with an assortment of charms and talismans meant to either attract good luck or ward off bad luck.


Paladin 2 | HP 26/26 | AC 20, T 11, FF 19 | Fort +9, Ref +4, Will +5 (+2 vs Evil) | CMB +4, CMD 16 | Perc-1 | Init +3 | LoH 4/4
Skills:
Acrobatics -5 (-9 to jump), Craft (armor) +7, Diplomacy +8, Handle Animal +8, Heal +1, Knowledge (religion) +5, Knowledge (Planes) +9, Sense Motive +4, Stealth -7, Survival -1 (+1 to avoid becoming lost)

We're going on an adventure!


Paladin 2 | HP 26/26 | AC 20, T 11, FF 19 | Fort +9, Ref +4, Will +5 (+2 vs Evil) | CMB +4, CMD 16 | Perc-1 | Init +3 | LoH 4/4
Skills:
Acrobatics -5 (-9 to jump), Craft (armor) +7, Diplomacy +8, Handle Animal +8, Heal +1, Knowledge (religion) +5, Knowledge (Planes) +9, Sense Motive +4, Stealth -7, Survival -1 (+1 to avoid becoming lost)

I'm thinking of changing my skills a bit. Drop 2 HP and the +1 to LoH and get a trait that allows me to have K.Planes

Secret Knowledge


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Knowledge skills are not useless in this campaign, and Valjoen has added a bestiary to the wiki wherein the various monsters encountered and successfully identified have the revealed knowledge collected for reference.

So far, the only thing encountered that used Knowledge (planes) has been elementals. But I expect that'll change in time.


Paladin 2 | HP 26/26 | AC 20, T 11, FF 19 | Fort +9, Ref +4, Will +5 (+2 vs Evil) | CMB +4, CMD 16 | Perc-1 | Init +3 | LoH 4/4
Skills:
Acrobatics -5 (-9 to jump), Craft (armor) +7, Diplomacy +8, Handle Animal +8, Heal +1, Knowledge (religion) +5, Knowledge (Planes) +9, Sense Motive +4, Stealth -7, Survival -1 (+1 to avoid becoming lost)

Well. I'd like to cover all religious aspects. So that includes outsiders. Hence the change =^^=


Asura-spawn Tiefling Monk 8/Rogue 4 | HP 105 | AC 26 (T 26, FF 20) | Per +21 (+2 vs Traps, +1 vs Ambush) | F +10* | R+16* | W +10* (* +2 vs Ench, +4 vs Prone) | Hero Points 0/3 | Ki Pool 10/day | Stunning Fist 8/day | Active Conditions None

Not a bad idea at all! More knowledge can only help us.


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Since Valjoen is busier than a one-legged man in an ass-kicking contest--seriously, almost every time I check the Obsidian Portal, he's got one or more things updated and/or added--it might be just a bit until the campaign kicks off. So until then, I figured I'd throw out some ideas on getting by in the post-apocalypse when magic is available.

Having played the BT campaign for nearly three years--and may it last many more, especially my participation therein--I've already learned a few tricks. There's the obvious ones, of course, like using create water to keep hydrated, and the various spells that create food (or extend the reach of existing food; abstemiousness is awfully tempting as a spell choice, and if I can maybe apply it to a piece of a wandermeal cake...).

But then there's prestidigitation: heat cold rations when making a fire isn't possible (or advisable), flavor them somewhat--rather like magical Tabasco sauce, that--keep yourself and your gear cleaned and not stinking like a month's worth of road-ass.

Of course, with the great light in the sky no longer available--and I'll bet that the underside of these land chunks probably look the lobby to Hell by now--plants are pretty much gone. Now aside from no more food, which is an issue in its own right, it also means no more wood! So things like weapons with wooden components are going to be scarce in time; expect mending to become a very popular utility spell for getting damaged arrows and bolts back into service. But it also means wood for heating is going to be virtually gone, especially once everyone catches on to the fact that every chunk burned is a chunk that won't be made into something.

Of course, there are spells that can create wood, and I imagine those will be in great demand, especially in combination with spells that can shape it; in time, there'll probably be a steady increase in spellcasters with Craft skills. But that's then, and we're talking now. So wood gets scarce for burning, how do meals and such get heated up? Well, there's alchemy for a start, good old blackfire clay, but it doesn't last very long (note to self, research improved blackfire clay that last more than an hour), and we're talking about magic in any case. How about heat metal on an iron ingot then, or several ingots? That should do for hotting up a tub of water to bathe in. Cast it on cookware directly, for meal preparation. Of course, 7 rounds duration is an issue, but that'll just encourage creativity and research!

You know, there's a portion of the Ealintaine that are down on arcane magic for various reasons, but this disaster might just end up seeing arcane magic (and magic in general) becoming a great deal more common as people decide that maybe not freezing to death in the rubble that used to be a house is a bit more important than the edicts of some beings who aren't sharing their suffering.


Paladin 2 | HP 26/26 | AC 20, T 11, FF 19 | Fort +9, Ref +4, Will +5 (+2 vs Evil) | CMB +4, CMD 16 | Perc-1 | Init +3 | LoH 4/4
Skills:
Acrobatics -5 (-9 to jump), Craft (armor) +7, Diplomacy +8, Handle Animal +8, Heal +1, Knowledge (religion) +5, Knowledge (Planes) +9, Sense Motive +4, Stealth -7, Survival -1 (+1 to avoid becoming lost)

Just before I go to bed.

On the subject of altering or researching spells

Continual flame that actually radiates heat and or does fire damage


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Oh, that's a nifty idea. Could cast that on an iron ingot, or even just a worthless, useless chunk of rock, and toss into a fire place. As long as you don't need to move around too often, you won't have to worry about storing it for travel.


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Here's some more thoughts on getting by in the Talanor campaign.

As mentioned in my last post, the sun's not around anymore. And that means that, barring starlight, it's about as dark a yard up that proverbial hog's ass now. And while darkvision is perfectly able to cope under this, and low-light vision only less so thanks to that starlight, normal eyeballs are effectively screwed. So light is going to become important, and while candles and torches and lanterns may do for now, the things that make those work--oil, wax and/or tallow, and wood--are now functionally irreplaceable (even if nobody has yet clued in to that fact). And then there's the issue of having a light source around while you're out and about, generally doing things where you really need a light but also need your hands free.

Once again though, magic looks like it'll be very useful here. To start, the basic light cantrip. Only 10 minutes/level, but can be cast indefinitely over the course of a day and on anything that comes to hand; a rock, a coin, your armor, anything. Of course, a downside of this spell is that, depending on what it's cast on, you might need a container to snuff that light if you don't want to draw attention before the duration times out. A step up from that is dancing lantern, with a duration of an hour/level. And since the resulting lantern generates the illumination that it would if fueled, you can control your available light just by picking the right lantern to cast on. (As an added bonus, some lanterns can be shuttered to block off the light, making them easier to conceal if needed.) The next step up is the continual flame spell, which I imagine will become ridiculously popular in very short order. Not quite as bright as the lantern spell, but its innate permanency more than compensates for that. And, like the other two spells, it offers the possibility of hands-free lighting depending on what you cast it on, though the downside is that'll need some means to hide the light when sneaking is required.

Another aspect of the reduced lighting to consider is ranged combat. In this, folks with low-light vision might well have an advantage--outdoors, at least, where there's all of those stars--as their range of vision is twice that of human normal under the conditions that currently exist, while darkvision is increments 30 feet. But two of the three light spells I just mentioned previously offer a solution to this problem; cast one on a piece of ammunition and let fly! If you hit, then the target now has an light source stuck in them (unless you used a sling, of course), and even a miss could still light an area to a useful extent. And if the ranged attacker has low-light vision, then a light source near the target could be all that they need to fight as effectively as though it were daylight; a reading of the rules suggests that while darkvision's range is strictly limited to the character using it, low-light vision can be extended based on available light sources.


Asura-spawn Tiefling Monk 8/Rogue 4 | HP 105 | AC 26 (T 26, FF 20) | Per +21 (+2 vs Traps, +1 vs Ambush) | F +10* | R+16* | W +10* (* +2 vs Ench, +4 vs Prone) | Hero Points 0/3 | Ki Pool 10/day | Stunning Fist 8/day | Active Conditions None

As to the lighting situation, if it helps, I recommend an ioun torch. For 75gp it's probably the best purchase you'll make at lower levels, even in campaign settings where light sources aren't unbelievably precious.

These little buggers are super handy. It's a dead ioun stone with continual flame cast on it. Dead ioun stones (listed as "dull gray" in Ultimate Equipment, I believe) still float, so Rand (or anyone else, since he has darkvision 60ft) can set that bugger to orbit their noggin for a permanent hands-free light source. I believe putting up or taking down the stone from its orbit around your own head is a move action, similar to drawing or stowing an item, but I couldn't find specific information on that so it's basically GM call. Not sure if it will ever come up, anyway.


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Oh, I know about the ioun torch, Kayin has one and my BT character has one that is... well, not normal is pretty much the only way to summarize that situation :D. (And some of the most entertaining times I've ever had on this forum was reading the periodic threads from people screaming that ioun torches were gamebreakers, and needed "fixing" in some fashion. Of all the things in D&D/PF to fuss at...)

That post was more about the larger situation, rather than our own as characters; we're expected to be ready for weird shit and bad situations, it's part and parcel of our job as Adventurers! But since we're not operating in a vacuum, and because Valjoen takes considerable effort to make the world as immersive as he can, it's interesting to think about how the world at large will get by now, and that'll probably have an effect on us too. The ioun torches are a great example, in fact, as the Bright Tower has a number of them within used for lighting. I rather suspect that those will become a popular item for those with sticky fingers and dubious notions of property ownership to acquire. Which means, naturally, that ioun torches not owned by a Hazard who can--and kind of did--break the world might be a safer target.

And then there's the business aspect of it; I'm giving serious thought to playing Kayin as an aspiring post-apocalyptic businessman on the side--he has definite reasons to seek out the means to make himself indispensable and influential in this new world--so I'm putting effort into thinking of hustles that he'd get into to make deals around. So selling light (among other spells and services he's capable of) to those who otherwise can't see sounds like his sort of thing. Sautekh isn't built to be a walking spell dispenser like Kayin, so this would be a lot less valuable to him (nevermind that he's probably a much more upright sort who'd take a dim view of hustling spells to the needy). But even his spells could probably be turned to collecting a favor or two under the right circumstances, so it's worth putting out for him to consider.


Paladin 2 | HP 26/26 | AC 20, T 11, FF 19 | Fort +9, Ref +4, Will +5 (+2 vs Evil) | CMB +4, CMD 16 | Perc-1 | Init +3 | LoH 4/4
Skills:
Acrobatics -5 (-9 to jump), Craft (armor) +7, Diplomacy +8, Handle Animal +8, Heal +1, Knowledge (religion) +5, Knowledge (Planes) +9, Sense Motive +4, Stealth -7, Survival -1 (+1 to avoid becoming lost)

I have 2 spells. And I wont be getting more except through Deific Obedience.

I have Detect Evil and Sanctify Corpse. The latter I will be able to cast +1 per 2 levels.

At level 4 I get DR/3 levels. So I start at DR2

And at level 5 I can start using minor blessings. Though... my Domain has yet to be filled out what kind of blessing it gets:P but that is still some way off

I do plan to go into the Sentinal PrC at level 6

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