Trouble in the Realms - a Forgotten Tale

Game Master TheLastGhost

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M Human

A place for all out of character and out of game communication, both on topic and off topic.


Female Changeling Magus (Bladebound/Hexcrafter) 1 HP: -2/12, NL:0 | AC: 17/12/15 | R: +2, F: +2, W: +2 (+2 v. Death Effects) | Perc: +0 (Darkvision 60ft.), Init: +2 | Arrows: 18 | Vulnerabilities: Cold Iron (+1 to damage rolls)

Hello! Thanks for having me. I was starting to get a little worried, but I have a feeling that this will be well worth the wait.


INACTIVE Elf Female Ranger LVL 4| HP 46/46| AC 17 (T 12, FF 15) | Perc +12 Darkv., Low-light | Init +4 | F +6 (+4 vs endurance feat topics), R +6, W +3 (+2 vs mind-affecting)| CMB +6, CMD 19 |

I was worried as well, not having heard back from you, GM. In any case, glad to be here!


Female Changeling Magus (Bladebound/Hexcrafter) 1 HP: -2/12, NL:0 | AC: 17/12/15 | R: +2, F: +2, W: +2 (+2 v. Death Effects) | Perc: +0 (Darkvision 60ft.), Init: +2 | Arrows: 18 | Vulnerabilities: Cold Iron (+1 to damage rolls)

So a couple of questions.

1. Do you have a certain way you want to handle buying gear? I know you mentioned that we'd take care of that later, so I haven't bought anything.

2. You mentioned that you wanted to look over the Eldritch Scoundrel archetype and adjust how that one works compared to other archetypes, not letting it be a fully free archetype. I was wondering if you had that ready since I was going to pick that as my rogue archetype to save on the multiclassing shenanigans I would otherwise be engaging in.

Once I have that, I should have Mia wrapped up and ready to go in short order.


NG F Rock Gnome Foresight Wizard (Scroll Scholar) 4 | HP 34/34 | AC 14 (touch 14, ff 11) | CMB 0, CMD +13 | F +5, R +5, W +6 | Init +9 | Perc +10, SM +1 | Speed 20 ft | Forewarned | Prescience 10/10 | Speak With Animals 3/3 | Mage Hand 1/1 | Open/Close 1/1 | Unseen Servant 1/1 | Effects: none

Hurray! I’m so stoked to be here, thank you for choosing me. :D It’s been quite some time since I got to play in the Realms.

What’s your policy on buying scrolls to add to my spellbook before the game begins? How about scribing scrolls?


F Half Moon Elf Cleric L4 | HP 28/28 | AC | Fort +3, Ref +3, Will +8 | Channel 9/9 | Meteors 7/7 | Flash 7/7 | Adoration 7/7 |

Ahren checking in!


INACTIVE Elf Female Ranger LVL 4| HP 46/46| AC 17 (T 12, FF 15) | Perc +12 Darkv., Low-light | Init +4 | F +6 (+4 vs endurance feat topics), R +6, W +3 (+2 vs mind-affecting)| CMB +6, CMD 19 |

I also am looking forward to this. I am definitely looking forward to how Rissa is played differently than your other character, Katrine. A curious gnome compared to a mostly-silent ranger!

Ahrendue’s zeal for making friends is definitely going to have Lilianne explode with excitement. Poor Mia and her shyness is going to have an overload in this party!


Female Changeling Magus (Bladebound/Hexcrafter) 1 HP: -2/12, NL:0 | AC: 17/12/15 | R: +2, F: +2, W: +2 (+2 v. Death Effects) | Perc: +0 (Darkvision 60ft.), Init: +2 | Arrows: 18 | Vulnerabilities: Cold Iron (+1 to damage rolls)

That's fine. Mia needs a good kick in the pants as far as that goes. ;)


CG Elf Magus 4 | Status: ok
Stats:
AC 23 (T 19 FF 14) | CMD 18 | Init +7 | Speed 35ft | F +8 R +8 W +8 | Perc +9 (Low-light) SM +6
HP 39/39 | Arcane Pool 6/6 | PoP 1/1 | BoH 1/1 | Wand 50

Morning, ladies! (and GM)

Please, be gentle with a poor guy who doesn't know where he's getting into :p


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INACTIVE Elf Female Ranger LVL 4| HP 46/46| AC 17 (T 12, FF 15) | Perc +12 Darkv., Low-light | Init +4 | F +6 (+4 vs endurance feat topics), R +6, W +3 (+2 vs mind-affecting)| CMB +6, CMD 19 |

Makes a floral wreath for Corwynt and encourages all the local children to practice their makeup skills on him.


CG female moon elf Witch (Mirror Witch, Hex Channeller) 4 | HP 30/30 | AC 15 (T 13, FF 12) | F+6 R+6 W+8 (-1 vs fear) | Speed 30 ft | Init +6 | Per +12, SM +12

Hail and well met, fellow travellers! Very excited to be here and what a great looking party. I'm going to spend some time reading through everyone's characters again - definitely up for making any existing connections with people if it makes sense.

Would probably also be useful to have a look through our collective strengths and weaknesses as a group so will aim to do that if I get time.

Also, although I've never found time zones really matter in games like this, I thought it was worth mentioning that I'm in the UK (GMT +0). That's 5 hours ahead of east coast US, 8 ahead of west coast.


Female Changeling Magus (Bladebound/Hexcrafter) 1 HP: -2/12, NL:0 | AC: 17/12/15 | R: +2, F: +2, W: +2 (+2 v. Death Effects) | Perc: +0 (Darkvision 60ft.), Init: +2 | Arrows: 18 | Vulnerabilities: Cold Iron (+1 to damage rolls)

Central time (GMT -6) here. I'm a nightowl, so I tend to post at odd hours of the night. Actually live in Alabama.

I can hopefully save you a little time. Mia is not good at any Charisma based stuff.


INACTIVE Elf Female Ranger LVL 4| HP 46/46| AC 17 (T 12, FF 15) | Perc +12 Darkv., Low-light | Init +4 | F +6 (+4 vs endurance feat topics), R +6, W +3 (+2 vs mind-affecting)| CMB +6, CMD 19 |

I am up at all sorts of hours.

Lilianne is a standard kind of ranger. She is good at melee primarily and can keep watch every night. She will gladly help us get from point A to B with luxury and comfort.


CG female moon elf Witch (Mirror Witch, Hex Channeller) 4 | HP 30/30 | AC 15 (T 13, FF 12) | F+6 R+6 W+8 (-1 vs fear) | Speed 30 ft | Init +6 | Per +12, SM +12

Well it's definitely a very cool party. Feel free to chip in, and we still have to add equipment which will make some things clearer (as well as improving bonuses to many of the things below), but here are some initial thoughts...

As has been pointed out, it's strongly female and pretty heavily elven - not a human among us. Clearly all the humans are already busy being co-opted into the Riders of Mistledale! There's a balance of classes and roles and we've got most bases covered to some degree.

Overall we're not a strongly melee party in the sense of Lilianne being our only full BAB character, with Mia and Corwynt being more potentially high damage but (maybe?) a bit fragile, and I assume Ahren isn't primarily a combat cleric. Fortunately the generous HD rolling means we're not as brittle as perhaps we would otherwise be. Hard to say for sure without equipment I don't think anyone has got heavy armour proficiency, so I don't think we're going to function like a dwarf fighter and a barbarian frontlining and just trading blows. That said, I don't think anyone is going down a ranged combat route as their primary focus.

The flip side of this is we're pretty mobile and fast, with overall good initiative, ranging from +2 (Ahren) to +9 (Rissa). Saves are also pretty solid, with a range of +3 to +8. Corwynt's +7 across the board is impressive. No humans means we all have at least low-light vision, with Mia and Lilianne boasting darkvision. Perception is good, with Mia and Lilianne leading the way with +12 each but four of us in double figures.

Exact spells will be TBC when spellbooks are padded out and will probably involve some dialogue between us but we have three full casters across both arcane and divine and a high variety of options here. Plenty of options for divination, control and support, less so for blasting (I think Ahren has some but this is definitely my bad for not being very familiar with VMC and how it works). Again, assumptions on my part but I think Corwynt will primarily be using his spells to buff himself and improve his damage output (it's the magus way). Ahren and Aelanurel can both heal and channel energy.

Skills-wise we've got most things up our sleeves to some degree. Even without a bard we're strong on knowledges via Rissa and Aelanurel. Mia and Corwynt can stealth (+12) and Mia has disable device sorted (+12). Ahren and Aelanurel cover face skills pretty well, with a bit of intimidation from Lilianne, though sense motive could maybe be better. We have three people who have solid heal skills, and Rissa is rocking a +12 to both UMD and spellcraft. Outside of Mia nobody's got a lot in acrobatics or escape artist, even if we're naturally quite an agile bunch. Perhaps unsurprisingly we're not amazing at climb or swim and Liliane's +9 is our sole reasonable survival bonus. Nobody's really gone down a disguise or sleight of hand route - clearly we're all far too honest. And I love that everyone has gone in on adding depth to their characters with things like profession that tie to their story. Overall we're pretty well covered I think and we've got flexibility between us to go down particular routes if we deem it useful.

Most importantly, I think there are some awesome characters here and I think this has the making of a really fun party. =)


Female Changeling Magus (Bladebound/Hexcrafter) 1 HP: -2/12, NL:0 | AC: 17/12/15 | R: +2, F: +2, W: +2 (+2 v. Death Effects) | Perc: +0 (Darkvision 60ft.), Init: +2 | Arrows: 18 | Vulnerabilities: Cold Iron (+1 to damage rolls)

Just a couple of things I wanted to point out. Mia is a Fighter(Cad) 3/Rogue(Eldritch Scoundrel) 1. She has heavy armor proficiency, and I started with fighter specifically for Armor Training 1, which does all sorts of nifty things, such as treating medium and mithral heavy armor as light armor. My plan was to grab a suit of mithral plate when I got the chance and wear it while sneaking around. I haven't updated Mia's stats because I have been waiting on TLG to let me know what, if any, adjustments need to be made to a rogue using eldritch scoundrel as their free archetype in the class. I'll go ahead and post what I've got at the moment.

Stats as they are right now:

Mia Curseborn
Female tiefling fighter (cad (tlg's faerun game)) 3/unchained rogue (eldritch scoundrel (tlg's faerun game)) 1 (Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 45, Pathfinder Unchained 20)
N Medium outsider (native)
Init +6; Senses darkvision 120 ft., low-light vision; Perception +12
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Defense
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AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge)
hp 46 (4 HD; 1d8+3d10+12)
Fort +5, Ref +7, Will +3 (+1 vs. fear)
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Special Attacks sneak attack (unchained) +1d6
Spell-Like Abilities (CL 4th; concentration +2)
. . 1/day—darkness
unchained rogue (Eldritch Scoundrel (TLG's Faerun Game)) Spells Prepared (CL 1st; concentration +4)
. . 1st—disguise self, vanish[APG] (DC 14)
. . 0 (at will)—ghost sound (DC 13), mage hand, prestidigitation
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Statistics
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Str 16, Dex 18, Con 15, Int 16, Wis 14, Cha 6
Base Atk +3; CMB +7 (+8 dirty trick, +8 disarm, +8 steal); CMD 21 (22 vs. dirty trick, 22 vs. disarm, 22 vs. steal)
Feats Agile Maneuvers, Catch Off-guard, Combat Expertise, Deadly Aim, Dodge, Fiend Sight[ARG], Power Attack, Precise Shot, Skill Focus (Perception), Throw Anything, Toughness
Traits fiendish sniper, orphaned, possessed, reactionary
Skills Acrobatics +11, Bluff +5, Climb +8, Craft (painting) +7, Disable Device +12, Escape Artist +9, Knowledge (local) +8, Perception +12, Perform (sing) +4, Profession (baker) +6, Profession (brewer) +6, Profession (butcher) +6, Profession (cook) +6, Sense Motive +9, Sleight of Hand +8, Stealth +13 (+18 to hide following a sniping attack), Survival +8, Swim +8; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Dwarven, Elven, Infernal
SQ armor training 1, dirty maneuvers, finesse weapon attack attribute, paranoid, prehensile tail[ARG], spells, trapfinding +1
Other Gear book of luck
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (120 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.
Dirty Maneuvers (Ex) Gain a bonus to CMB and CMD on disarm, dirty trick, and steal combat maneuvers.
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.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Paranoid Aid Another DC 15 for attempts to help you.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spells Can cast wizard spells with the number of slots of a magus.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

My plan was to have Mia mainly snipe from the shadows with melee being an option for when we needed someone to get into the thick of things. My plan is be hard to hit and hard to kill so she can stand in the line if she needs to. Ideally, thought, she's either hitting from hiding or flanking with someone.

Mia also has a +8 survival, which is only 1 lower than Lilianne's. Funnily enough, that's also what she has in Climb and Swim, so not amazing compared to some of her other skills, but still not bad.

I do want it noted that not only are 2/3's of the party elves, but the two non-elves are both the shortest members of the party. Rissa is 3 feet tall and Mia is a mighty 4 feet 9 inches tall.


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CG female moon elf Witch (Mirror Witch, Hex Channeller) 4 | HP 30/30 | AC 15 (T 13, FF 12) | F+6 R+6 W+8 (-1 vs fear) | Speed 30 ft | Init +6 | Per +12, SM +12

Ah nice, that is nifty. I’m sure there’s plenty else I’ve missed across everyone’s sheets, as well as the addition of gear to come. I saw the comment about ranged attacks shortly after I’d posted. Agreed that +8 is pretty solid, I just went with a totally arbitrary +10 or higher as being particularly noteworthy. And it’s only 7/12 elves! ;-)


INACTIVE Elf Female Ranger LVL 4| HP 46/46| AC 17 (T 12, FF 15) | Perc +12 Darkv., Low-light | Init +4 | F +6 (+4 vs endurance feat topics), R +6, W +3 (+2 vs mind-affecting)| CMB +6, CMD 19 |

Lilianne’s sense motive is a 10, which is ok.


Good morning all, everyone has checked in at this point. I am excited to be on this journey with all of you. I am on the east coast of the United States (EST, +5 hrs), but between having both a toddler and infant at home, and working in the hospitality industry, I keep very strange hours. We will spend the next few days tidying up characters and locking up gear.

To make sure I have everything clear in my notes, could each of you create a post with the following:
- your free archetype
- your race build
- your feat progression

Smooshie/Lilianne I just sent you a follow up email. Lots to think about.

Slowdrifter/Aelanurel nice synopsis of the party's capabilities overall. And indeed, while perhaps a little "less melee" driven, I feel a party of 6 helps overcome that.

Linnea/Rissa You can purchase scrolls and add them to your spellbook as per normal costs, but with no need to roll a check to learn them.

As to equipment, you each have all had bountiful adventures and start with 7500 gp worth of equipment. You do not need to account for anything valued at under 10 gp.


INACTIVE Elf Female Ranger LVL 4| HP 46/46| AC 17 (T 12, FF 15) | Perc +12 Darkv., Low-light | Init +4 | F +6 (+4 vs endurance feat topics), R +6, W +3 (+2 vs mind-affecting)| CMB +6, CMD 19 |

Thank you for the email! :)

Free Archetype:
Freebooter

I have taken this for the abilities more than for the piratey flavor. In flavor, her abilities come from tactics learned in the military, guarding High Forest in her youth. While the later skills, such as bonding with crewmates and swimming were taught by Captain Albatra Festus.


Race Build:
Blended View (2 rp): Most elves that represent having darkvision are of a drow heritage. In her case, this is a family trait tied to their ancient deal with a devil for power. It is hereditary much as a sorcerous bloodline would be. Instead of having ties to hell, it is more accurately the ties between the weave that grant it. Those rare elves of her household with this racial trait gain darkvision with a range of 60 feet as well as low-light vision.

Elven Immunities (2 rp): Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (3 rp): Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Fey Thoughts (1 rp): Select two skills: Diplomacy, Use Magic Device. The selected skills are always class skills for the character.

Keen Senses (Perception) (2 rp): Elves receive a +2 racial bonus on Perception checks.

Low-light Vision (1 rp): Elves can see twice as far as humans in conditions of dim light.

Weapon Familiarity (2 rp): Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.


Feat Progression:
The primary focus of Lilianne's feats is boosting swordplay. Her secondary focus may be battlefield positioning or intimidation. I tried to include feats in her progression that were not in her focuses, such as toughness which is for longevity, agile maiden which focuses on armor, and careful sneak which focuses on skills.
1. Weapon Focus
1B. Toughness
2B. Agile Maiden
3. Weapon Versatility
4B. Careful Sneak
5. Two-Weapon Fighting
6B. Conciliator (Story)
7. Improved Two-Weapon Fighting
8B. Change of Heart
9. Step Up


Female Changeling Magus (Bladebound/Hexcrafter) 1 HP: -2/12, NL:0 | AC: 17/12/15 | R: +2, F: +2, W: +2 (+2 v. Death Effects) | Perc: +0 (Darkvision 60ft.), Init: +2 | Arrows: 18 | Vulnerabilities: Cold Iron (+1 to damage rolls)

Free Archetypes:
Fighter - Cad
Rogue - Eldritch Scoundrel

Race Build:
Just a standard Tiefling as you would from the Bestiary or ARG with no changes or even heritages.

Feat Progression:
1st – Dodge
Fighter 1st – Catch Off Guard
Bonus 1st – Fiend Sight
Fighter 2nd – Throw Anything
Bonus 2nd – Skill Focus Perception
3rd – Toughness
Bonus 4th – Precise Shot

Note, that Eldritch Scoundrel really only adds spell casting as a magus with the wizard's spell list and alarm sense. The rest of the archetype is changing or removing stuff. I used HeroLab to make Mia's stats, and had to create copies of the Cad and Eldritch Scoundrel archetypes, which was "fun" in the latter case since I had basically build it from scratch instead of from a copy like I could with the Cad archetype. Right now, the archetype is set up to give me Alarm Sense and Spellcasting, but doesn't change anything else.

The one thing that I'd like to talk about is the spell failure chance if Mia wears armor. The Eldritch Scoundrel loses armor proficiency, but I still have it from fighter even if we make that part of what I give up in exchange for the spell casting stuff in the archetype. Is this something that I need to worry about? If it is, could taking my time out of combat be used to still cast a spell even if I'm wearing armor?


CG Elf Magus 4 | Status: ok
Stats:
AC 23 (T 19 FF 14) | CMD 18 | Init +7 | Speed 35ft | F +8 R +8 W +8 | Perc +9 (Low-light) SM +6
HP 39/39 | Arcane Pool 6/6 | PoP 1/1 | BoH 1/1 | Wand 50

Hello hello hello!

Corwynt is one of those mythical Bladesingers, elves who mesmerisingly mix might and magic. His focus is being in melee, weaving spells and sword to deal damage and debuff enemies. To achieve that goal, his primary trick is using Frostbite, modified with Rime Spell and with Intimidation on top. Combined - in the future - with a Cruel sword, this can deal the Fatigued, Entangled, Shaken and Sickened conditions. Of course, if needed he can nova with a classical Shocking Grasp, or try a different approach with True Strike and a combat maneuver.

His high Dex can be helped with defenses such as Shield and Mirror Image for some sustainability, at least while his full-caster friends finish their already weakened foes.

Free Archetype:

Kensai. This is a concept I love, though the diminished spellcasting has always deterred me from trying it. Thus, being free for this game, I had to take it.

Race Build:

Sun Elf
Elven immunities Moonkissed
Keen Senses Moonkissed
Elven Magic
Weapon Familiarity Arcane Focus
Low-light Vision
3 extra RP:
-Long-limbed
-Skill Training (Disable Device, Stealth)

Honestly, though I think having Keen Senses + Elven Immunities is better than Moonkissed, I always forget to apply specific bonuses to saves and thus prefer a general bonuses which is built-in in the scores and just forget about it :p
I also picked Disable Device as class skill in case no rogue was selected. Thankfully, we do have one, but it can come handy to have a back up even if I can't deal with magical traps.

Feat Progression:

1-
Rime Spell
Additional Traits (Special Bonus)
Weapon Focus (Kensai Bonus)
2-
Cosmopolitan: Perception, Perform (Special Bonus)
3-
Dervish Dance
4-
Blind Fight (Special Bonus)

Now for the future:
5-
Extra Arcana/Extra Arcane Pool/Intensify Spell
Enforcer (Magus Bonus)
6-
Extra Arcana/Extra Arcane Pool/Intensify Spell
Skill Focus/Precise Shot (Special Bonus)
7-
Weapon Specialization?


CG female moon elf Witch (Mirror Witch, Hex Channeller) 4 | HP 30/30 | AC 15 (T 13, FF 12) | F+6 R+6 W+8 (-1 vs fear) | Speed 30 ft | Init +6 | Per +12, SM +12

Here we go...

Archetypes:

I'm using mirror witch as a standard archetype. This simply swaps out the standard familiar for the patron mirror - though like a familiar, the mirror increases in power - and was where the germ of the idea for Aelanurel started.

My free archetype is hex channeller. Essentially it just lets me channel energy like a cleric. It fits nicely because Sehanine detests undead so feels like a way to destroy them is the kind of secret she would be whispering to Aelanurel.

Race build:

Starting with the 10 RP from Ancestries of Faerûn + lesser lucky (2 RP) + arcane focus (1 RP); alternative racial traits: fey thoughts replaces weapon familiarity, dreamspeaker replaces elven immunities.

Keen senses (2 RP) Elves receive a +2 racial bonus on Perception checks.

Fey thoughts [skill training] (1 RP) Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise. Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces weapon familiarity. Selected skills: Perception, Sense Motive.

Elven magic (3 RP) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Dreamspeaker (2 RP) A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf’s character level). This trait replaces elven immunities.

Low-light vision (1 RP) Elves can see twice as far as humans in conditions of dim light.

Moonkissed [lesser lucky] (2 RP) Elves with this racial trait gain a +1 racial bonus on all saving throws.

Arcane focus (1 RP) Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

Feats:

Extra Hex (1st)
Great Fortitude (3rd)
Breadth of Knowledge (1st bonus)
Healing Hands (2nd bonus)
Wanderer’s Fortune (4th bonus)

I don't really have a primary focus as such in the way of going down a weapon style or a metamagic focus. Extra Hex is the default choice (because hexes are good!) along with stuff that's useful to everyone (Iron Will, Toughness, Improved Initiative etc.) Therefore I didn't pick up anything like that with the bonuses, instead going for some flavourful things that I probably wouldn't get otherwise. Breadth of Knowledge is an ideal fit for someone who's dabbled in a lot of different things and the conduit feats likewise play into Sehanine's portfolios of travel and the heavens. Again, they feel like things that she would share with Aelanurel and helps build a mystic, someone straddling aspects of both arcane and divine magic.

Going forward my current thinking is I'll probably pick up Extra Hex (5th), Improved Initiative (7th), Spell Penetration (9th) as standard feats. For bonus feats I'm looking at Incredible Healer (6th) and then maybe Alertness (8th).


NG F Rock Gnome Foresight Wizard (Scroll Scholar) 4 | HP 34/34 | AC 14 (touch 14, ff 11) | CMB 0, CMD +13 | F +5, R +5, W +6 | Init +9 | Perc +10, SM +1 | Speed 20 ft | Forewarned | Prescience 10/10 | Speak With Animals 3/3 | Mage Hand 1/1 | Open/Close 1/1 | Unseen Servant 1/1 | Effects: none

I am on Mountain Standard Time, and currently attending graduate level university classes with a pretty heavy workload. I can't always predict when I'll be online, but I make an effort to check in on my games and post if necessary every day.

Lilianne Nightshade wrote:
I also am looking forward to this. I am definitely looking forward to how Rissa is played differently than your other character, Katrine. A curious gnome compared to a mostly-silent ranger!

Oh hey, Pelipe! I didn't recognize your user name right away. Yeah, I underestimated the amount of politics and diplomacy in that game. Poor Katrine is a small town girl way out of her depth and has been trying not to make a fool out of herself. But now that she is officially the Marshal, that will provide lots of opportunity for her to learn and grow as a character. :)

Rissa will be so stoked to have all these elves to observe firsthand. Normally elves kind of hold themselves aloof from other races, so this is a golden opportunity! And a tiefling too? Score!

As far as gameplay goes, Rissa excels at early warning and gathering information. She has at least one rank in every Knowledge skill, being especially good at Arcana with her Scroll Scholar bonus, plus a rank in Linguistics and max ranks in Spellcraft. While she doesn't have any ranks in Stealth, she has a +7 modifier thanks to Dex and size, and she knows invisibility. In combat, I envision her as a controller type, using illusions and such to distract and confound enemies. I might go the summoning route given our lack of a heavy frontliner.

Free Archetype:
I went with Scroll Scholar. It's not a terribly powerful archetype, but it fits Rissa's character perfectly, and the boost to Knowledge checks should come in handy. And let's be honest, wizards are plenty powerful without an archetype. ;)

Race Build:
I love, love, love the fact that our GM gave gnomes the Int bonus they so richly deserve! Seriously, they're supposed to be genius inventors and unparalleled illusionists, how do they not have at least an alternate race option for +Int instead of +Cha?

Small: +1 AC, +1 attack rolls, -1 CMB & CMD, +4 Stealth, 20 ft speed
Ability Scores: +2 Con, +2 Int, -2 Wis
Low-Light Vision
Defensive Training: +4 dodge AC vs. giant subtype
Illusion Resistance: +2 saves vs. illusions
Keen Senses: +2 Perception
Obsessive: +2 Craft or Profession skill of your choice (Craft [Jewelry])
Hatred: +2 attack rolls vs. reptilian and goblinoid subtypes
Weapon Familiarity: Any weapon with 'gnome' in the name is considered a martial weapon
Utilitarian Magic: +1 save DC on transmutation spells cast, Int-based SLA 1/day each- mage hand, open/close, prestidigitation, and unseen servant
Skill Training: Perception and Use Magic Device
Charming Diviner: +1 caster level to divination spells cast, Int-based SLA 3/day- charm animal

@GM: I got to thinking, and speak with animals is a quintessentially gnomish spell, as well as being far more on-brand for a diviner than charm animal. Can Rissa have speak with animals for Charming Diviner instead of charm animal?

Feat Progression:
[S = secondary feat]
Scribe Scroll (wizard 1)
Combat Casting (1)
Precise Shot (S 1)
Improved Initiative (S 2)
Spell Focus (Divination) (3)
Dodge (S 4)

I definitely want Improved Familiar at 5th level because TRESSYM. Beyond that, Spell Penetration for sure. Maybe Spell Focus (Illusion) if our enemies have too easy a time breaking free of Rissa's illusions, Greater Spell Focus (Divination) if she starts having trouble with opposing saves. If I end up using summoning spells to make up for our lack of a tank, Summon Good Monster and Augment Summoning (plus its prerequisite Spell Focus [Conjuration]) are good options. Or I could use shadow conjuration to fake summons and take Resilient Illusions instead.

Could I take item creation feats as secondary feats, since they aren't directly useful in combat? Given how small most towns in the Dales are, we'll probably run into availability issues with magic items.


Female Changeling Magus (Bladebound/Hexcrafter) 1 HP: -2/12, NL:0 | AC: 17/12/15 | R: +2, F: +2, W: +2 (+2 v. Death Effects) | Perc: +0 (Darkvision 60ft.), Init: +2 | Arrows: 18 | Vulnerabilities: Cold Iron (+1 to damage rolls)

Let's see.

If you've seen Bocchi the Rock, imagine Bocchi at the beginning. That's pretty much Mia at the moment.

I think she and Rissa would get a long great once Mia starts coming out of her shell. Ahren seems like she and Lili would be tag-teaming Mia to get her to do that. Aelanurel and Corwynt are definitely the group's mom and dad.


INACTIVE Elf Female Ranger LVL 4| HP 46/46| AC 17 (T 12, FF 15) | Perc +12 Darkv., Low-light | Init +4 | F +6 (+4 vs endurance feat topics), R +6, W +3 (+2 vs mind-affecting)| CMB +6, CMD 19 |

I am sorry, I forgot I needed to take heavy armor proficiency. For some reason, in my mind she had it. If you are making a list, if you can update it with her 3rd-level feat as HA proficiency instead of weapon versatility.


CG Elf Magus 4 | Status: ok
Stats:
AC 23 (T 19 FF 14) | CMD 18 | Init +7 | Speed 35ft | F +8 R +8 W +8 | Perc +9 (Low-light) SM +6
HP 39/39 | Arcane Pool 6/6 | PoP 1/1 | BoH 1/1 | Wand 50

Okay, gear, 7500 gp:

Scimitar +1 -- 1315 gp
Mithral Chainshirt -- 1100 gp
Cloak of Resistance +1 -- 1000 gp
Pearl of Power I -- 1000 gp
Wand of Shield -- 750 gp
Book of Harms -- 900 gp
Mwk Thieves' Tools -- 100 gp
Potion of CLW -- 50 gp
Scroll of Monkey Fish x2 -- 50 gp
Scroll of Blend x2 -- 50 gp
Urea x50 -- 100 gp

Total: 7415 gp

That should cover the basics :)


Hmm, looks like I lost a post again. Annoying...

Rissa Yes, you can go with Speak with Animals, and yes, you may select item creation feats with your bonus/secondary slots.

Camris/Ahrendue could you post your archetype, race, and feat breakdown as the others have?

Does anyone need assistance with purchasing equipment? I am happy to get you set up if you find the array of gear in pathfinder overwhelming.


Female Changeling Magus (Bladebound/Hexcrafter) 1 HP: -2/12, NL:0 | AC: 17/12/15 | R: +2, F: +2, W: +2 (+2 v. Death Effects) | Perc: +0 (Darkvision 60ft.), Init: +2 | Arrows: 18 | Vulnerabilities: Cold Iron (+1 to damage rolls)

Not help with the equipment, but I did have a couple of questions.

1. I'm using Eldritch Scoundrel as my free rogue archetype. That adds spell casting and Alarm Sense. Do I need to make any other changes? I know you talked about looking into changing some stuff.

2. Are you going to be enforcing the arcane spell failure chance for wearing armor for the archetype? If so, could taking your time casting the spell get around that outside of combat? I plan on taking the Arcane Armor training feat, but Mia's only a 1st level caster.

Sorry if I missed the answer to those. I've asked before and I haven't seen one, so I thought I'd ask again.


NG F Rock Gnome Foresight Wizard (Scroll Scholar) 4 | HP 34/34 | AC 14 (touch 14, ff 11) | CMB 0, CMD +13 | F +5, R +5, W +6 | Init +9 | Perc +10, SM +1 | Speed 20 ft | Forewarned | Prescience 10/10 | Speak With Animals 3/3 | Mage Hand 1/1 | Open/Close 1/1 | Unseen Servant 1/1 | Effects: none

Woohoo! Thank you, GM! In that case I’ll switch out Dodge for Craft Wondrous Item. How much crafting am I allowed to do with my 7500 gp?

@Mia, I’m curious about something. Why Eldritch Scoundrel when we have so many spellcasters in the party already?


Female Changeling Magus (Bladebound/Hexcrafter) 1 HP: -2/12, NL:0 | AC: 17/12/15 | R: +2, F: +2, W: +2 (+2 v. Death Effects) | Perc: +0 (Darkvision 60ft.), Init: +2 | Arrows: 18 | Vulnerabilities: Cold Iron (+1 to damage rolls)

Mainly for the cantrips, if I'm being honest.

and I like playing character that can cast illusions. Most of what I was planning on getting were illusion spells.


INACTIVE Elf Female Ranger LVL 4| HP 46/46| AC 17 (T 12, FF 15) | Perc +12 Darkv., Low-light | Init +4 | F +6 (+4 vs endurance feat topics), R +6, W +3 (+2 vs mind-affecting)| CMB +6, CMD 19 |

Also, when making a character in recruitment, you just make your character. You don't build it for a party, because you don't know who is going to be selected. I suppose the GM felt we needed lots of spellcasters for this game. One might question that! :P I have a feeling we are going to be dealing with lots of magical hoopla.

As for equipment, I don't need help with small stuff, but the piecemeal system I just do not understand. I have 3k to spend on armor and have no idea what I can get with it. I've read over the system like 4 times and still don't understand.


CG Elf Magus 4 | Status: ok
Stats:
AC 23 (T 19 FF 14) | CMD 18 | Init +7 | Speed 35ft | F +8 R +8 W +8 | Perc +9 (Low-light) SM +6
HP 39/39 | Arcane Pool 6/6 | PoP 1/1 | BoH 1/1 | Wand 50

Wait, piecemeal? Are we using such a system? If so, where can I find it?


Female Changeling Magus (Bladebound/Hexcrafter) 1 HP: -2/12, NL:0 | AC: 17/12/15 | R: +2, F: +2, W: +2 (+2 v. Death Effects) | Perc: +0 (Darkvision 60ft.), Init: +2 | Arrows: 18 | Vulnerabilities: Cold Iron (+1 to damage rolls)

Piecemeal armor, if I had to guess. It's from Ultimate Combat.


CG Elf Magus 4 | Status: ok
Stats:
AC 23 (T 19 FF 14) | CMD 18 | Init +7 | Speed 35ft | F +8 R +8 W +8 | Perc +9 (Low-light) SM +6
HP 39/39 | Arcane Pool 6/6 | PoP 1/1 | BoH 1/1 | Wand 50

I've had a look and well... I think I'll stay as I am.


F Half Moon Elf Cleric L4 | HP 28/28 | AC | Fort +3, Ref +3, Will +8 | Channel 9/9 | Meteors 7/7 | Flash 7/7 | Adoration 7/7 |

Ahrendue posting

- My free archetype:

Merciful Healer
A merciful healer has the following class features.
Channel Energy (Su)
As the cleric ability, save that a merciful healer must channel positive energy, and when she does, she cannot choose to target undead. This ability is otherwise identical to the cleric ability of the same name.
Combat Medic (Ex)
A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.
Merciful Healing (Su)
>>>At 3rd level, a merciful healer can channel positive energy to relieve one or more harmful conditions.
The merciful healer chooses one of the following harmful conditions at 3rd level: fatigued, shaken, or sickened. When the merciful healer channels energy she can remove the chosen condition from one living creature that she heals within her channel energy burst.
>>>At 6th level, she can choose another condition. It can be one of those she didn’t choose at 3rd level, or one of the following conditions: dazed, diseased, or staggered. She can remove the selected condition or the one she chose at 3rd level from up to two creatures within her channel energy burst.
>>>She gains another condition at 9th level, and can choose an above condition or one of the following conditions: cursed, exhausted, frightened, nauseated, or poisoned. She can remove that condition, or a condition she previously chose, from one or two creatures within the burst.
>>>Finally, at 12th level, she can choose a lower-level condition or one of the following conditions: blinded, deafened, paralyzed, or stunned. She can remove that condition or one she previously chose from one, two, or three creatures within her channel energy burst.
Feats and effects that affect a paladin’s mercy also affect this ability.
True Healer (Su)
At 8th level, when a merciful healer channels holy energy, she can choose to apply the benefits of merciful healing or to reroll any 1s when determining how much damage she heals with the holy energy. She must choose which benefit to take before she rolls to see how much damage she heals.

- My race build:

HALF-ELF - 10rp (+3)
Type Humanoid (elf, human) (0 rp)
Size Medium (0 rp)
Base Speed Normal (0 rp)
Languages Linguist (1 rp)
Traits
• Elven immunities (2 rp)
• Skill bonus (Perception) (2 rp)
• Static bonus feat (Skill Focus) (2 rp)
• Low-light vision (1 rp)
• Multitalented (2 rp)
• Gain 3 rp of elf, half-elf, or human abilities
• Take (human-raised): drop 'Linguist' (-1 rp), Skilled (Add 1 skill point/level)(4 rp)

- My feat progression:

Bonus Feat, Racial: Skill Focus (Bluff)
General Feat, Level 1: Extra Channel
Campaign Additional Feat, Level 1: Weapon Finesse
Campaign Additional Feat, Level 2: Weapon Focus (Bladed Scarf)
General Feat, Level 3: Selective Channeling
Campaign Additional Feat, Level 4: Dodge
General Feat, Level 5: Turn Undead
Campaign Additional Feat, Level 6: Fleet
General Feat, Level 7: Point Blank Shot
Campaign Additional Feat, Level 8: Combat Expertise
General Feat, Level 9: Extra Channel
Campaign Additional Feat, Level 10: Improved Feint


INACTIVE Elf Female Ranger LVL 4| HP 46/46| AC 17 (T 12, FF 15) | Perc +12 Darkv., Low-light | Init +4 | F +6 (+4 vs endurance feat topics), R +6, W +3 (+2 vs mind-affecting)| CMB +6, CMD 19 |

Ardenrue, we are using Elephant in the Room. You don't use PBS, Combat Expertise, or Weapon Finesse.


F Half Moon Elf Cleric L4 | HP 28/28 | AC | Fort +3, Ref +3, Will +8 | Channel 9/9 | Meteors 7/7 | Flash 7/7 | Adoration 7/7 |

Oh, man, I didn't see that.

Well then, to recalculate!


F Half Moon Elf Cleric L4 | HP 28/28 | AC | Fort +3, Ref +3, Will +8 | Channel 9/9 | Meteors 7/7 | Flash 7/7 | Adoration 7/7 |

Ahrendue posting

- My free archetype:

Merciful Healer
A merciful healer has the following class features.
Channel Energy (Su)
As the cleric ability, save that a merciful healer must channel positive energy, and when she does, she cannot choose to target undead. This ability is otherwise identical to the cleric ability of the same name.
Combat Medic (Ex)
A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.
Merciful Healing (Su)
>>>At 3rd level, a merciful healer can channel positive energy to relieve one or more harmful conditions.
The merciful healer chooses one of the following harmful conditions at 3rd level: fatigued, shaken, or sickened. When the merciful healer channels energy she can remove the chosen condition from one living creature that she heals within her channel energy burst.
>>>At 6th level, she can choose another condition. It can be one of those she didn’t choose at 3rd level, or one of the following conditions: dazed, diseased, or staggered. She can remove the selected condition or the one she chose at 3rd level from up to two creatures within her channel energy burst.
>>>She gains another condition at 9th level, and can choose an above condition or one of the following conditions: cursed, exhausted, frightened, nauseated, or poisoned. She can remove that condition, or a condition she previously chose, from one or two creatures within the burst.
>>>Finally, at 12th level, she can choose a lower-level condition or one of the following conditions: blinded, deafened, paralyzed, or stunned. She can remove that condition or one she previously chose from one, two, or three creatures within her channel energy burst.
Feats and effects that affect a paladin’s mercy also affect this ability.
True Healer (Su)
At 8th level, when a merciful healer channels holy energy, she can choose to apply the benefits of merciful healing or to reroll any 1s when determining how much damage she heals with the holy energy. She must choose which benefit to take before she rolls to see how much damage she heals.

- My race build:

HALF-ELF - 10rp (+3)
Type Humanoid (elf, human) (0 rp)
Size Medium (0 rp)
Base Speed Normal (0 rp)
Languages Linguist (1 rp)
Traits
• Elven immunities (2 rp)
• Skill bonus (Perception) (2 rp)
• Static bonus feat (Skill Focus) (2 rp)
• Low-light vision (1 rp)
• Multitalented (2 rp)
• Gain 3 rp of elf, half-elf, or human abilities
• Take (human-raised): drop 'Linguist' (-1 rp), Skilled (Add 1 skill point/level)(4 rp)

- My feat progression:

Bonus Feat, Racial: Skill Focus (Bluff)
General Feat, Level 1: Extra Channel
Campaign Additional Feat, Level 1: Fleet
Campaign Additional Feat, Level 2: Weapon Focus (Bladed Scarf)
General Feat, Level 3: Replaced by Secondary Class feature--Sorcerer bloodline level 1 power (Minute Meteors)
Campaign Additional Feat, Level 4: Dodge
General Feat, Level 5: Selective Channel


NG F Rock Gnome Foresight Wizard (Scroll Scholar) 4 | HP 34/34 | AC 14 (touch 14, ff 11) | CMB 0, CMD +13 | F +5, R +5, W +6 | Init +9 | Perc +10, SM +1 | Speed 20 ft | Forewarned | Prescience 10/10 | Speak With Animals 3/3 | Mage Hand 1/1 | Open/Close 1/1 | Unseen Servant 1/1 | Effects: none
Mia Curseborn wrote:

Mainly for the cantrips, if I'm being honest.

and I like playing character that can cast illusions. Most of what I was planning on getting were illusion spells.

Fair enough, illusions are fun! Another thing Mia and Rissa can bond over.

I'm still working on my gear. It's been a long, long week.


It seems like the party is concerned about having limited martial ability. If that is the case, I can certainly bring on one more player. The party was based around characters that I found interesting proposed by players with some solid standing and experience, with build awareness included. I am happy to add in a bit more 'muscle' to beef up the group, just please confirm if that is how people are feeling.

Rissa you can spend up to 3000 gp on items you have created yourself.

Mia My apologies, I had worked this mostly out last week and never got back to you.

Mia (archetype notes):

I did a little build out comparison (u-rogue w/ eldr scdrl vs u-rogue ++ eldr scdrl vs magus), and honestly the eldritch scoundrel added on top of unchained rogue and honestly its not that far off (guess it shows the strength of the magus class).
So, here is my proposal:
Unchained Rogue at full + Eldritch Scoundrel's added benefits, with the following adjustments:
- Sneak attack progresses every 3 levels, instead of 2.
- you will not gain debilitating injury.
- similar to my ruling on classes that add on monk abilities, you will retain light armor proficiency, and be able to cast in light armor with no penalty. If you want to be able to cast in medium armor without penalty, you will need to spend a rogue talent to gain that ability.

Liliane
I did not know there was a specific peacemeal armor system, but I had some ideas I had put together based on my message to you. Take a look below at how I built it out based on milestone armors (chain shirt, breastplate, full plate). There would not be specific location benefits, more thematic as you collect more components, increasing along the chart below.

elven chain & plate progression:

chain shirt (1100 gp): AC +4, MD +6, ACP 0, 10 lb
- mid tier (2600 gp): AC +5, MD +5, ACP 0, 13 lb
breastplate (4100 gp): AC +6, MD +5, ACP -1, 15 lb
- mid tier (6200 gp): AC +7, MD +4, ACP -1, 18 lb
- mid tier (8300 gp): AC +8, MD +4, ACP -2, 22 lb
full plate (10500 gp): AC +9, MD +3, ACP -3, 25 lb

In addition, it can be enchanted as per normal (+1 is 1000 gp, +2 is 4000 gp, etc.)

Liliane (archetype notes):

Warden definitely adds to your character and strengthens your skills, but at a substantially higher cost. As such, we can definitely work in a few arcane abilities as discussed in the PM. To start, you can use detect magic 3+Wis Mod times per day. I will spitball a few more over the levels.


NG F Rock Gnome Foresight Wizard (Scroll Scholar) 4 | HP 34/34 | AC 14 (touch 14, ff 11) | CMB 0, CMD +13 | F +5, R +5, W +6 | Init +9 | Perc +10, SM +1 | Speed 20 ft | Forewarned | Prescience 10/10 | Speak With Animals 3/3 | Mage Hand 1/1 | Open/Close 1/1 | Unseen Servant 1/1 | Effects: none

@GM: Perfect timing, I just sat down to work out my gear! 3000 gp it is. I plan to only craft items where I can pass the Spellcraft check by taking 10.

As far as martial characters go, I'm fine with the group the way it is. I'll just scribe summon monster II into my spellbook and make sure to keep it prepared in case Lilianne and Mia start getting overwhelmed.


CG female moon elf Witch (Mirror Witch, Hex Channeller) 4 | HP 30/30 | AC 15 (T 13, FF 12) | F+6 R+6 W+8 (-1 vs fear) | Speed 30 ft | Init +6 | Per +12, SM +12

@GM I’m also good with the party make up. No party is perfectly balanced and it often makes it more fun. I can access summon monster too if necessary. And on a different note, not sure if you’ve seen my PM from earlier in the week?


Female Changeling Magus (Bladebound/Hexcrafter) 1 HP: -2/12, NL:0 | AC: 17/12/15 | R: +2, F: +2, W: +2 (+2 v. Death Effects) | Perc: +0 (Darkvision 60ft.), Init: +2 | Arrows: 18 | Vulnerabilities: Cold Iron (+1 to damage rolls)

Alrighty. I'll work on that tomorrow and hopefully I should be ready to go.

As for martial ability. I think we're good. We don't have someone that's there to take and dish out hits, but that just means we'll have to be a little more tactical about how we fight.


NG F Rock Gnome Foresight Wizard (Scroll Scholar) 4 | HP 34/34 | AC 14 (touch 14, ff 11) | CMB 0, CMD +13 | F +5, R +5, W +6 | Init +9 | Perc +10, SM +1 | Speed 20 ft | Forewarned | Prescience 10/10 | Speak With Animals 3/3 | Mage Hand 1/1 | Open/Close 1/1 | Unseen Servant 1/1 | Effects: none

Okay, here we go. I spent a LOT of gold on spells for my spellbook, but there's never any such thing as enough spells for a wizard!

Crafted Magic Items:

1000 handy haversack
2000 pearl of power (2nd)
--------------------------------------
Total 3000 gp

Shopping List:

7500 gp
-3000 crafted magic items
-1000 cloak of resistance +1
-250 traveler's any-tool
-75 ioun torch
-335 masterwork light crossbow, small
-20 alchemical silver crossbow bolts x10, small
-190 summon monster II to spellbook
-190 mirror image to spellbook
-190 minor image to spellbook
-190 alter self to spellbook
-190 burst of radiance to spellbook
-190 spider climb to spellbook
-190 web to spellbook
-190 acid arrow to spellbook
-35 true strike to spellbook
-35 endure elements to spellbook
-35 thunderstomp to spellbook
-35 auditory hallucination to spellbook
-35 disguise self to spellbook
-35 expeditious retreat to spellbook
-35 magic weapon to spellbook
-35 monkey fish to spellbook
-375 wand of magic missile, 25 charges
-225 wand of shield, 15 charges
-25 scroll of identify
-25 scroll of expeditious retreat
-25 scroll of magic weapon
-25 scroll of monkey fish
-100 potion of cure light wounds x2
-45 pony, combat trained
-20 military saddle, small
-50 antiplague
-50 antitoxin
-------------------------------------------------
55 gp left

Items under 10 gp:
Spellbook (61 pages used)
Spell component pouch, small
Dagger, small
Bolts x10 in quiver, small
Bolts x20 in haversack, small
Cold iron bolts x10, small
Donkey
Pack saddle
Bit & bridle x2
Saddlebags
Feed x10
Buckets x2
1 man tent, small
Bedroll
Blankets x3 (1 small)
Waterskin x2, small
Rations x5, small
Explorer's outfit x2
Cold weather outfit x2
Cooking kit
Mess kit
Flint & steel
Grooming kit
Silk rope, 50 ft
Grappling hook
Sacks x12
Journal
Scrivener's kit
Scroll case w/10 sheets parchment
Signet ring, silver and red jasper (engraved with Rissa's arcane mark)
Sealing wax (purple)
Chalk x10
A couple chunks of semiprecious stone, Craft (Jewelry) projects in progress
Silver & agate holy symbol of Oghma


INACTIVE Elf Female Ranger LVL 4| HP 46/46| AC 17 (T 12, FF 15) | Perc +12 Darkv., Low-light | Init +4 | F +6 (+4 vs endurance feat topics), R +6, W +3 (+2 vs mind-affecting)| CMB +6, CMD 19 |

GM:
Ahh, wonderful. I was hoping we weren't using their system. Okay, so, I'll probably go for a mid-tier elven chain shirt.

I will add the spell capability and I'm looking forward to future level increases!

I also am alright with the party composition. I may not be the strongest frontline, but that's what we'll have to deal with, and the GM may have to adjust CR to avoid a party-wipe, or we will have to get nastier. We'll make due regardless.


CG Elf Magus 4 | Status: ok
Stats:
AC 23 (T 19 FF 14) | CMD 18 | Init +7 | Speed 35ft | F +8 R +8 W +8 | Perc +9 (Low-light) SM +6
HP 39/39 | Arcane Pool 6/6 | PoP 1/1 | BoH 1/1 | Wand 50

Yeah, I'm fine as it is with the current composition. For now, I'll be able to put some decent AC when using Shield. Later on AC is not worth a penny, but we'll have more tools by then.

Re: piecemeal armour, if I understood well, we can buy an elven chainshirt for 1100 gp (which has the same cost and stats as a mithrilmithral chainshirt), and then we can buy extra components/parts to upgrade it to the next step each time, right? So for an extra 1400 you upgrade it to +1 AC, -1 max Dex and 3 extra pounds of weight (though in those stats there's no Arcane casting failure).

If that's the thing, that's super cool; could you please add that to the campaign tan for easy and quick reference?

Thank you!


CG female moon elf Witch (Mirror Witch, Hex Channeller) 4 | HP 30/30 | AC 15 (T 13, FF 12) | F+6 R+6 W+8 (-1 vs fear) | Speed 30 ft | Init +6 | Per +12, SM +12

@Rissa You’re using costs for adding spells assuming purchasing scrolls, right? It’s a lot cheaper if you’re learning by copying from someone else’s spellbook. I could be wrong - and it might just be a GM fiat decision - but I thought the latter was the default cost? Or certainly at early levels where you can probably find the spells easily.


Female Changeling Magus (Bladebound/Hexcrafter) 1 HP: -2/12, NL:0 | AC: 17/12/15 | R: +2, F: +2, W: +2 (+2 v. Death Effects) | Perc: +0 (Darkvision 60ft.), Init: +2 | Arrows: 18 | Vulnerabilities: Cold Iron (+1 to damage rolls)

Couldn't sleep so I started working on this and HOLY COW! Fixing the sneak attack was painful and it still isn't perfect.

I think have everything working well enough for the moment. I'll work on Mia's gear and get that up.


Female Changeling Magus (Bladebound/Hexcrafter) 1 HP: -2/12, NL:0 | AC: 17/12/15 | R: +2, F: +2, W: +2 (+2 v. Death Effects) | Perc: +0 (Darkvision 60ft.), Init: +2 | Arrows: 18 | Vulnerabilities: Cold Iron (+1 to damage rolls)

Gear got. Also got a horse named Vault.

I bought spells using scrolls.

Under 10 GP:

3x Daggers
20x Arrows
Blanket
Blanket, Winter
Bedroll
Crowbar
Cooking Kit
10x Chalk
10x Charcoal
Belt Pouch
Flint & Steel
Grappling Hook
Inkpen
2x Waterskins
2x Artisan's outfits
Cold Weather Outfit
10x Trail Rations


CG female moon elf Witch (Mirror Witch, Hex Channeller) 4 | HP 30/30 | AC 15 (T 13, FF 12) | F+6 R+6 W+8 (-1 vs fear) | Speed 30 ft | Init +6 | Per +12, SM +12

@GM On a similar note, how do you want me to cost adding new spells? If we’re just going with learning from scrolls that’s easy as it’s just the straight cost of the scroll (no scribing/material cost). The other way is by witches teaching each other, which has no gp cost (because there’s no scribing) or any borrowing cost (because it’s a reciprocal action). Obviously just adding spells for free doesn’t seem right so this would need some kind of equivalent cost. Perhaps the material cost like a wizard but without the additional borrowing cost?

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