Talanor, the Last Haven (Table #2)

Game Master Valjoen_KC

Current Date: 19th of Selefis, 7995 E.C.

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

I don't know if it is common knowledge among the masses that the Hazard (and Kiravor) are at fault. Most of the people we talked to are elites of some kind.


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

Good point! Though it wouldn't be out of character for PC's with that information to assume others know that too, at least occasionally. People brains have this weird habit of assuming everyone knows as much as ourselves, which isn't always the case. We can even do it subconsciously, when we're consciously aware of the discrepancy. Humans are weird.

That's why I'm playing a tiefling! :D

Seriously, though. Could make for a really interesting roleplay moment, if someone lets slip to the wrong person that the Hazard is responsible. Next thing you know there's an angry mob and things start escalating. Though I'm sure the general public (or what's left of them) will likely figure it out eventually, it could be interesting.

It will take some doing on my part to remember to maintain dramatic irony. I know who's responsible for the calamity, but Randall is clueless.


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

You know, I'm not even surprised that, in all of those words, Niyut picks out and responds to my throw-away reference to the Hazard breaking stuff :p. Nonetheless, I will amend that line to instead suggest that stealing from the Hazard, period, would be a riskier proposition than a group of nobody adventurers.


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'm not in the habit of disagreeing with your recommendations. More power to you. I'm very concerned about lore transmission. ;-)


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

You know, I don't actually recall that we--from the BT campaign, that is--were very reticent about mentioning Baerwynnd's little "oops" moment with the Ether while we were tooling around in Haemil. So I'm not entirely sure how far that information might have spread among the refugees. I know for damn sure that we didn't think to hide it during our trip through Eastgate though. Something to consider.


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Randall Shadowcrown wrote:
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.

Don't think I've specifically mentioned it before, but the BT players would confirm... magic items are not for sale anywhere... so, ioun torches would need to be made, not bought.


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)

Not that it really affects me, but how would we be able to make such an item if we can not take crafting feats?


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:
Randall Shadowcrown wrote:
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.
Don't think I've specifically mentioned it before, but the BT players would confirm... magic items are not for sale anywhere... so, ioun torches would need to be made, not bought.

That's something that I should have recalled myself >_<.


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Good question!

You'd have to find a burnt out ioun stone or use an ethereal essence and an appropriate stone to create a ioun stone, then cast continual light upon it.

The knowledge of how to create magical items, other than scrolls and potions, has been lost for several millennia.

However, a few items can be made by current living mortals somewhere in the world, but none of the current player characters have discovered who or how... or even contemplated the idea that people might know how to do this.


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)

Okidoki. Just wanted to clarify about magic items. Good to know =^^=

Looking forward to start this show


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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.
2. Fleshout the deity entries for Korlez, Selefahn & Lorÿndol; including paladin codes, blessings, etc.
4. 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 weekend.


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, right off the bat, that list is missing #3 :p.


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Kayin Ashok wrote:
Well, right off the bat, that list is missing #3 :p.

Eep!


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
Kayin Ashok wrote:
You know, I don't actually recall that we--from the BT campaign, that is--were very reticent about mentioning Baerwynnd's little "oops" moment with the Ether while we were tooling around in Haemil. So I'm not entirely sure how far that information might have spread among the refugees. I know for damn sure that we didn't think to hide it during our trip through Eastgate though. Something to consider.

I'm reasonably certain that we have only told civic leaders. We didn't even tell the paladin and bone priest we ran into. We specifically told them to go ask for themselves.

The Exchange

Male Human Sacred Huntmaster 3 | HP: 30/30 l AC: 19 /T: 13/FF: 16 l Fort: +4, Ref: +5, W: +6 l Init: +6 l Per: +8 l Movement: 30

Hey guys.

It looks like I'll be crashing the party after all.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

rawr


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
Titan the Hunter wrote:

Hey guys.

It looks like I'll be crashing the party after all.

Welp, there go the property values :p. Piles of bear poo and everything sturdy enough to survive showing signs of being used as a backscratcher--never mind the shedding--don't make for a very attractive neighborhood :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-

Yay new bear friend! And his pet human too!


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

Aw yiss! Bears FTW!


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, here's hoping that, after a week of feverish work on the campaign--seriously, so much has been added to the campaign wiki--Valjoen kicks things off tomorrow.

Got to get into Kayin's personality, make sure I don't channel that of my BT character. It should be fun, playing someone like him.

By the way Valjoen, I almost didn't think to ask this, but when a spell cast by an oracle specifies Wis modifier for any additional or special effects (spiritual weapons, for example), I can use Cha instead, right?


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I hope everyone had a great weekend, and now it is time to get this game rolling.

My goal for today is to get the last couple of character sheets reviewed and commented on: provide a few other background and insights for every character and get the initial post completed. Secondarily, I’m trying to finish up the deities entries. You may notice several changes for them as I work through the details. Please note that these are draft versions. Until I post in the discussion thread that the deity is ready for play, it is still in draft form.

Kayin, I know the Oracle entry discusses the use of charisma instead of wisdom regarding certain class features, but I’m not entirely sure about spells. I’ll take a look at the language today and make a ruling if it’s not abundantly clear. Of course, if anybody has any references or FAQs to point out, please don’t hesitate.


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)

In regards to Kayin, yes, CHA is your key stat, replace everything that has WIS with CHA. you are in theory, the Sorcerer of the Divine classes


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
Sautekh wrote:
In regards to Kayin, yes, CHA is your key stat, replace everything that has WIS with CHA. you are in theory, the Sorcerer of the Divine classes

I know that Cha is the key stat, that's not what I meant. The oracle uses the cleric spell list, and cleric spells that have extra effects based on key stat all specifically call out Wis; as Valjoen mentions, the oracle class has a sidebar that recommends allowing Cha for those spells.


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I found this FAQ that states:

FAQ wrote:

Oracle: Can I use my Charisma modifier for cleric spells and effects that use Wisdom, such as spiritual weapon?

As written, those effects say "Wisdom" (because they were written before the idea of the oracle class as a Charisma-based caster), so an oracle has to use her Wisdom modifier.

However, it is a perfectly reasonable house rule to allow an oracle to use her Charisma modifier (or bonus) for cleric spells that refer to the caster's Wisdom modifier (or bonus).

So, my house ruling that has been added to the wiki:

Any spell that references a cleric's wisdom score uses the oracle's charisma score instead.


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

Excellent, then Kayin ready for action!


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@All - I've update Valthyra and Korlez. They still have some missing elements but those aren't used yet.


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

Neat favored weapon for Korlez.

The Exchange

Male Human Sacred Huntmaster 3 | HP: 30/30 l AC: 19 /T: 13/FF: 16 l Fort: +4, Ref: +5, W: +6 l Init: +6 l Per: +8 l Movement: 30

Sweet. I'll need to tweak my character sheet to account for those additions.

I assume the 1st level domain power for lycanthropy lasts for one round?


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

When I saw the picture for Korlez, I almost lost bowel control. That is one scary mofo.


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Titan the Hunter wrote:

Sweet. I'll need to tweak my character sheet to account for those additions.

I assume the 1st level domain power for lycanthropy lasts for one round?

Yes. I've updated the wiki.


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Reviewing characters sheets, couple quick issues.

Randall:

1. Impoved Disarm is removed and replaced with Deft Maneuvers that has a few "Improved" feats, such as disarm, steal, trip, etc. See this link for more details. I'll assume you are taking Deft Maneuvers.

2. Shadowtongue isn't spoken in this world. You're better off with another language.

3. Unfortunately, you aren't allowed magic items in your starting inventory. You'll need to remove the bandages, the stunstone and the potions. You may find/barter/make potions, but the other items won't be purchasable. The wiki has information on Ethereal Essences that explains how Legendary Items will be crafted in game.

4. You've only used 15 skill points, I calculated you to 16.

Titan:

1. Under traits you have: "heirloom weapon (proficiency)". Inquisitors have training with Longbow. Help me out here! What am I missing?

2. Also, there are some custom rules for Inquisitors and rolling for wisdom checks on spells to access them. See HERE. Pretty easy rolls to get the extra spells acquired from wisdom bonus and level.

The Exchange

Male Human Sacred Huntmaster 3 | HP: 30/30 l AC: 19 /T: 13/FF: 16 l Fort: +4, Ref: +5, W: +6 l Init: +6 l Per: +8 l Movement: 30

Derp. You're right. I'll fix that.

I'm not sure I understand the spell access thing. I need to make a wisdom check for each spell I'd like to learn? Which spells do I get access to without a check?

I was going to drop bowstaff anyway.

deadeye's lore: 1d20 + 4 ⇒ (8) + 4 = 12

divine favor: 1d20 + 4 ⇒ (17) + 4 = 21


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

@Titan: The spell access is for extra spells above and beyond what the class grants, effectively the deity's reward for pledging to their service as their voice/hand/whatever in the world.

So you'd start--at 2nd level--with the inquisitor's base of 5 orisons and 3 1st-level spells known. On top of that, you then add +3 (your Wis modifier) additional spells known of your choice (0 or 1st level only, however), but for those you have to roll to actually get them; the deity offers the power, but you have to actually have the strength to claim it, or something like that.

Oh, and you get to make those rolls for both of your inquisitor levels, by the way.

The Exchange

Male Human Sacred Huntmaster 3 | HP: 30/30 l AC: 19 /T: 13/FF: 16 l Fort: +4, Ref: +5, W: +6 l Init: +6 l Per: +8 l Movement: 30

Oh. So I'll potentially have access to more than my class/level normally allows?

Is this in place of the normal spell access progression?


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

Yep, potentially more spells than usual--and don't I envy clerics, inquisitors, and warpriests for that, lucky god-slaves :p--and not that I'm aware of.

The only thing I'm not sure of, though, is whether the extra spells known are from the inquisitor's spell list or (in your case) from Korlez's list of bonus arcane transmutation spells.


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No, your number of spells per day is the same.

In this case, you don't get the full spell list from which to choose spells. You must create a list of spells to which you are granted access. At 1st level, you get 4 orisons and three 1st level spells to choose from. Additionally, you get spells granted by any domains and, eventually, there will likely be some spells that Korlez grants to all his inquisitors.

Then at each new level, you get the opportunity to be granted access to a number of spells equal to your Wisdom modifier. So, with a 16 wisdom, you can roll for 3 spells at 1st level and 3 more spells at 2nd level.

All these spells create a "Spell Access List"... sort of like a wizard's spellbook. From this list you prepare your normal spells. This is just a mechanic to make divine prepared casters on a more equal footing as Wizards who have to collect their spells.


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

I think it might help if you provided a written out example :D. Because I get what you mean, but I had to read through it slowly and carefully a few times before then.


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_GM wrote:

Reviewing characters sheets, couple quick issues.

Randall:

1. Impoved Disarm is removed and replaced with Deft Maneuvers that has a few "Improved" feats, such as disarm, steal, trip, etc. See this link for more details. I'll assume you are taking Deft Maneuvers.

2. Shadowtongue isn't spoken in this world. You're better off with another language.

3. Unfortunately, you aren't allowed magic items in your starting inventory. You'll need to remove the bandages, the stunstone and the potions. You may find/barter/make potions, but the other items won't be purchasable. The wiki has information on Ethereal Essences that explains how Legendary Items will be crafted in game.

4. You've only used 15 skill points, I calculated you to 16.

1. Derp! Fixed.

2. Switched for Dwarven. I figured it's probably common in The Picks, due to its proximity to Kaladrym.

3. Wasn't sure what else to spend the money on, so I swapped those items for a pair of masterwork daggers.

4. Not sure where the extra skill point is coming from? 8 (rogue) + 4 (monk) +2 (Intx2) +1 (favored bonus) = 15. Is there a bonus from something that I'm missing?

OK, I think I got it all! Let me know if there's anything else.


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@Randall - I wasn't taking the favored bonus into account.

You are forgetting the +1/level campaign bonus for Knowledge only.

So, you've got 17 skill points to use. Since you've put plenty in Knowledge already, you can use them for anything.


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 I am! I'll find a home for those.

EDIT: Added a rank to Acrobatics and Sense Motive, since I'll be going into the Mantis Style feats.

The Exchange

Male Human Sacred Huntmaster 3 | HP: 30/30 l AC: 19 /T: 13/FF: 16 l Fort: +4, Ref: +5, W: +6 l Init: +6 l Per: +8 l Movement: 30
Valjoen_GM wrote:

No, your number of spells per day is the same.

In this case, you don't get the full spell list from which to choose spells. You must create a list of spells to which you are granted access. At 1st level, you get 4 orisons and three 1st level spells to choose from. Additionally, you get spells granted by any domains and, eventually, there will likely be some spells that Korlez grants to all his inquisitors.

Then at each new level, you get the opportunity to be granted access to a number of spells equal to your Wisdom modifier. So, with a 16 wisdom, you can roll for 3 spells at 1st level and 3 more spells at 2nd level.

All these spells create a "Spell Access List"... sort of like a wizard's spellbook. From this list you prepare your normal spells. This is just a mechanic to make divine prepared casters on a more equal footing as Wizards who have to collect their spells.

All of that makes sense but inquisitors are spontaneous casters normally. Are they house ruled to be prepared casters? That might be the piece I'm missing.

The Exchange

Male Human Sacred Huntmaster 3 | HP: 30/30 l AC: 19 /T: 13/FF: 16 l Fort: +4, Ref: +5, W: +6 l Init: +6 l Per: +8 l Movement: 30

Changlog

* replaced heirloom weapon with deadeye bowman
* updated attack profile to include Korlez's clawriffic blessing
* added Feral Attack domain power


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Titan the Hunter wrote:
Valjoen_GM wrote:

No, your number of spells per day is the same.

In this case, you don't get the full spell list from which to choose spells. You must create a list of spells to which you are granted access. At 1st level, you get 4 orisons and three 1st level spells to choose from. Additionally, you get spells granted by any domains and, eventually, there will likely be some spells that Korlez grants to all his inquisitors.

Then at each new level, you get the opportunity to be granted access to a number of spells equal to your Wisdom modifier. So, with a 16 wisdom, you can roll for 3 spells at 1st level and 3 more spells at 2nd level.

All these spells create a "Spell Access List"... sort of like a wizard's spellbook. From this list you prepare your normal spells. This is just a mechanic to make divine prepared casters on a more equal footing as Wizards who have to collect their spells.

All of that makes sense but inquisitors are spontaneous casters normally. Are they house ruled to be prepared casters? That might be the piece I'm missing.

Uhg, I knew that!

spontaneous casters do not have any of those House rules. l will remove it from the wiki. Totally my bad!


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

Lol, all of that work, and it don't even apply. At least that explains why Kayin doesn't get the extra spells, however. I'd thought it was because he wasn't properly dedicated to a deity's following like a cleric or a warpriest.


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@Kayin - Character Sheet

1. Acrobatics should be +11, think you forgot the trait bonus

2. I also have Appraise +6, and Sleight of Hand +4

3. I have 19 HP unless you're using your FCB for something else.

@Sautekh - Character Sheet

1. You don't have the Pre-requisites for Combat Expertise or Deadly Aim. Sorry.

2. You have Angelic Blood and Combat Stamina. I only see you having 1 feat to choose.

3. I'm off on your Knowledge Skills values. Can you show me the math?

4. I have your Khopesh at +6 to hit... +2 Bab, +3 Str, +1 Mwk


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I'll be giving out a few other background bits via PM, then opening the Gameplay thread this afternoon.


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:

@Kayin - Character Sheet

1. Acrobatics should be +11, think you forgot the trait bonus

2. I also have Appraise +6, and Sleight of Hand +4

3. I have 19 HP unless you're using your FCB for something else.

1) +3 (class) +1 (trait) +2 (ranks) +2 (race) +3 (Dex) -1 (armor).

2) Huh, you're right on Appraise, I forgot the lore warden archetype bonus; +3 (class) +1 (rank) +2 (Int). And you are almost correct on the latter; it's actually +3: +1 (rank) +3 (Dex) -1 (armor). I misplaced a class skill bonus between the two :D.

3) Oracle class bonus is being used to reduce Kayin's non-proficiency penalty on the scorpion whip; at Oracle 4, the non-proficiency penalty becomes -0, and I get a free Exotic Weapon Proficiency with it instead.


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)

Right. I simply checked the feat tax rule. I can remove those. Combat stamina is my bad. Was active and I didnt in check it

In what way is my knowledge checks incorrect? So I know where to look
Religion : +2 rank and +3 class bonus
Planes : +2 rank, +2 racial, +3 class
I forgot the trait actually gives me +2 too not just make it a class skill. So will add that for +9 then

On my khopesh: power attack is active. So it should be at 1 less than normal. But +2 damage

The Exchange

Male Human Sacred Huntmaster 3 | HP: 30/30 l AC: 19 /T: 13/FF: 16 l Fort: +4, Ref: +5, W: +6 l Init: +6 l Per: +8 l Movement: 30

One additional update:

* I forgot to pick up ammunition
* replaced bowstaff with shield of faith


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

@Titan: Almost forgot to ask, but Kayin will get an ability not too far off that will let him force rerolls on d20s. Though likely meant for use against enemies, it doesn't specify that the target of the ability has to be hostile. So my question for you is, do you want me to use that when you muff a roll? And if so, is there any type of d20 roll you'd like me to focus on--attack, skill, save, one or more in a certain order of importance, etc.--and what failure result do you consider it worth risking a worse result for (unmodified roll of 10, or 5, or what)?

@Sautekh: Same for you as per above.

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