Dark Tower

Game Master brvheart

Roll20

Watch Order:
1st: Jhenn, Fralk
2nd: Ciri, Faffnyr
3rd: Thoron, Slim

Order of March:
single:
Thoron, Fralk, Slim, Ciri, Jhenn, Faffnyr
double:
Thoron and Fralk, Slim and Ciri, Jhenn and Faffnyr with bringing up the rear.


Something seemed odd about this town, Mitra’s Fist. And the tavern they were in, The Overlord’s Inn, was certainly
a bit strange as well. [Everyone in the town seemed to stare at them as they walked through, and he had heard more
than one comment about how they didn’t get any visitors here anymore. He began to wonder if they had made a
mistake coming here, but what choice did they have after their guide had died from a scorpion’s bite and a sandstorm
had driven them into this mysterious mountain pass?


1,001 to 1,050 of 1,351 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>

Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9

The movie is one of my favorites


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9

tiny solid gold coffin of raise dead (2 charges) (1,400 gp coffin, 13560 gp value for spells)

platinum bracelet of friends

+2 glass-steel demon bane longspear

There are 3 other items besides the +4 earrings Thoron got.

Grand Lodge

Male Dwarf Cleric/6

I don't think I have much choice on the amulet.


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9

I say it's up to you if you determine another worthy bearer.


Male Goblin Ftr 2 Rog (Scout) 4 Wiz (Transmuter) 2 | HP 68/68 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +19/Hidden +23/Traps +25 | Init +6

Awkward question... Was I kicked out of the Roll20 game?

Thinking Burning Hands, just need to know if I can reach any or both swarms.

Theatre of the mind is fine.

Do you do ASF lower or higher roll is better? He has 15% ASF.


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9

No, no one was "kicked out" by us, works fine, as far as we know.

ASF lower, but if you post higher, that's ok too, as long as it's prior to rolling, can't change after the roll.

However
Your spell failure for +1 mithril chain shirt is 5% and +1 buckler is 0% for a ASF of 5% total.

If you take the feat for armored caster, it would be 0

Elven Chain (non magic)

Aura: no aura (nonmagical); CL: -
Price: 5,150 gp; Weight: 20 lbs.
DESCRIPTION

This extremely light chainmail is made of very fine mithral links. This armor is treated, in all ways, like light armor, including when determining proficiency. The armor has an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of –2.

So MW and magic reduces ACP 1 and ASF 15%

Mithral full plate of speed

Aura: faint transmutation; CL: 5th
Price: 26,500 gp; Weight: 25 lbs.
CONSTRUCTION REQUIREMENTS

Cost: 18,500 gp; Requirements: Craft Magic Arms and Armor, haste;
DESCRIPTION

As a free action, the wearer of this fine set of +1 mithral full plate can activate it, enabling him to act as though affected by a haste spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds. The armor has an arcane spell failure chance of 25%, a maximum Dexterity bonus of +3, and an armor check penalty of –3. It is considered medium armor, except that you must be proficient in heavy armor to avoid taking nonproficiency penalties.

Mithral Shirt (non magic)

Aura: no aura (nonmagical); CL: -
Price: 1,100 gp; Weight: 10 lbs.
DESCRIPTION

This extremely light chain shirt is made of very fine mithral links. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor.

So MW and magic reduces ACP 0 and ASF 5

Price: 5 gp; Weight: 5 lbs.
Shield Bonus: +1;
ARMOR

Arcane SpellFailure Chance: 5%; Armor Type: Shields; Armor/ShieldBonus: +1; ArmorCheck Penalty: –1; MaxDex Bonus: —; Price: 5 gp; Speed (20 ft.): —; Speed (30 ft.): —;

So MW and magic reduces ACP 0 and ASF 0

When you add +1 to any Mw item, the spell failure reduces by 5%

craft masterwork armor wrote:

Just as with weapons, you can purchase or craft masterwork versions of armor or shields. Such a well-made item functions like the normal version, except that its armor check penalty is lessened by 1.

The masterwork transformation spell transforms a non-masterwork weapon into a masterwork weapon. Without using magic, you can't add the masterwork quality to armor or a shield after it is created; it must be crafted as a masterwork item (see the Craft skill).

A masterwork suit of armor or shield costs an extra 150 gp over and above the normal price for that type of armor or shield.

The masterwork quality of a suit of armor or shield never provides a bonus on attack or damage rolls, even if the armor or shield is used as a weapon.

All magic armors and shields are automatically considered to be of masterwork quality.

Even though some types of armor and shields can be used as weapons, you can't create a masterwork version of such an item that confers an enhancement bonus on attack rolls. However, you can create masterwork armor spikes and shield spikes, which do confer their enhancement bonus on attack rolls to attacks made with the spikes.

so additionally, the armor check penalty is reduced also for being mw, in addition to being special materials.


Male Goblin Ftr 2 Rog (Scout) 4 Wiz (Transmuter) 2 | HP 68/68 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +19/Hidden +23/Traps +25 | Init +6

I just don't see the game on Roll20.

ASF 5% works for me! Thanks!


Male Goblin Ftr 2 Rog (Scout) 4 Wiz (Transmuter) 2 | HP 68/68 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +19/Hidden +23/Traps +25 | Init +6

Anyone have a flaming, frost, etc... effect weapon?

I think that part of the damage would affect the swarm, even if the weapons damage die doesn't.


Male Human Rogue6/Clr1 Current Map
Fralk ibn Sabbah wrote:

Anyone have a flaming, frost, etc... effect weapon?

I think that part of the damage would affect the swarm, even if the weapons damage die doesn't.

The problem is the attack is still at a single creature which swarms are immune. You need AOE affects like a spell or a splash.

Quote:
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9

I can with my flame Blade power, but it's targeting a single foe.

I also can do the 3 elements or for 2 point sonic or force.


Human Swashbuckler 8 | HP 63 / 71 AC 25 T19 FF18 | Panache 3/4 | CMB +8 CMD 27 | F +8 R +12 W +7(10*) init +7 | Resource Tracker
Skills:
Acrobatics +16 Diplomacy +14 Escape Artist +12 Intimidate +14 Kn: Local +9 Perception +12 Ride +9

Doesn't help now, but can anyone in town make alchemy items?


Male Human Rogue6/Clr1 Current Map

There is the Trade Monopoly. Problem is about all the merchants are evil as hell and while he may sell some alchemical items, that doesn't means he makes them.


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9

+2 Keen Venomous Adamantine Blade of the Spellthief (Transformative)

CONSTRUCTION REQUIREMENTS
Aura: strong varied; CL: 18;
Price: 90,302 gp; Weight: 2 lbs.

DESCRIPTION

This +2 adamantine curved blade with a serrated edge is a +2 keen venomous spellstealing weapon, is the bane of spellcasters. Inscribed with flowing magical runes that purports to reveal the inner secrets of magic.

The Venomous Atheme of the Spellthief, allows its wielder to use the poison effect (3/day; as the spell poison, Fort DC16). The power is usable on any successful attack.

The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the dagger strikes.

The Venomous Atheme of the Spellthief grants the wielder a +2 bonus on Spellcraft and Use Magic Device checks. The Athame also reveals magical auras by touch at will; this functions as detect magic at will but affects only a single object or creature at a time, which must be touched with the blade while the wielder concentrates on detection, even while attacking, making auras visible to the wielder.

A spellstealing weapon allows its wielder to siphon protective magic from a target and transfer it to herself. When the wielder rolls a critical threat against a target, she can forgo confirming the critical hit and instead automatically learn which spells or magical effects are active upon the target. The wielder may then make a caster level check to steal her choice of one of those effects, using the spellstealing weapon's caster level plus its enhancement bonus, against a DC of 11 + the caster level of the effect, (a use magic device check can be substituted to emulate). If the check succeeds, the target immediately loses the benefits of that effect and the wielder gains the effect for 1 minute (or until the effect expires, whichever comes first). If the spellstealing weapon has a critical multiplier greater than ×2, the wielder may attempt to steal one additional spell effect per additional multiple beyond ×2 (two effects for ×3, and so on).

Transformative (Greater, Limited 9 minutes a day CL 18): Weapon becomes any other 1 handed medium weapon of similar type the wielder desires when a command word is spoken. The weapon cannot become ammunition, but can freely change between simple, martial, exotic, light, one-handed, melee, and ranged. The weapon retains all of its enhancement bonuses and weapon special abilities.

However, abilities prohibited by its current shape do not function. For example, a keen greater transformative weapon functions normally in the form of a piercing or slashing weapon, but cannot use the keen special ability when in the shape of a bludgeoning weapon. A double weapon that loses the double quality cannot use the abilities on one of its ends (wielder’s choice), whereas a non-double weapon that gains the double quality applies all its abilities to only one end. When unattended for 1 minute, the weapon reverts to its true shape.

Cost: 45,115 gp; Requirements: Craft Magic Arms and Armor, greater arcane sight, keen edge, limited wish, imbue with spell ability, Polymorph any object, spell turning, poison, keen edge.


Male Goblin Ftr 2 Rog (Scout) 4 Wiz (Transmuter) 2 | HP 68/68 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +19/Hidden +23/Traps +25 | Init +6

Not to be a spellthief... thief but, sounds like a decent magical weapon for the goblin.

Dogslicer!

Though, he might not make the best use of it? Will be difficult for him to steal effects because he's such a low level wizard.

Thematically, it fits.


Human Swashbuckler 8 | HP 63 / 71 AC 25 T19 FF18 | Panache 3/4 | CMB +8 CMD 27 | F +8 R +12 W +7(10*) init +7 | Resource Tracker
Skills:
Acrobatics +16 Diplomacy +14 Escape Artist +12 Intimidate +14 Kn: Local +9 Perception +12 Ride +9

That does sound like a great weapon for you tbh.


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9
Fralk ibn Sabbah wrote:

Not to be a spellthief... thief but, sounds like a decent magical weapon for the goblin.

Dogslicer!

Though, he might not make the best use of it? Will be difficult for him to steal effects because he's such a low level wizard.

Thematically, it fits.

being transformative allows is to reshape/resize into a short sword/dogslicer for you, no that doesn't count against the time limit for other shaped weapons because it's not exchanging attributes, damage and crit for a small short sword is the same as the medium dagger/kukri.

Still 1d4 damage

So if used as a dagger crit 17-20, if proficient, as a kukri crit 15-20 though a kukri is more like a scimitar.

As for caster level, once activated, the CL is 18 + the weapon modifier, reread the function.

spell stealing wrote:
make a caster level check to steal her choice of one of those effects, using the spellstealing weapon's caster level plus its enhancement bonus, against a DC of 11 + the caster level of the effect, (a use magic device check can be substituted to emulate).

technically, it's not based on your caster level, but on the weapons caster level and conforms to your needs. Key is being flexible.

Whom ever takes it, it will bond to you.

It's not truly intelligent in a sense, but seems empathetic to anticipate your needs based on its wielders abilities and enhances them.

Kind of like a

witchblade

btw, a gauntlet it a weapon form.

The Witchblade wrote:

The Witchblade is a conscious, intelligent, and ancient weapon with supernatural origins. It is one of 13 mystical artifacts, of which nine have been revealed: the Witchblade, the Angelus, the Darkness, the Ember Stone, the Glacier Stone, the Rapture, the Blood Sword, the Spear of Destiny, and the Wheel of Shadows.

It is the offspring of the universe's two opposing aspects, the Darkness and the Angelus (Light). The Witchblade is a male aspect created to act as a balance, which must have a female as a host, but has not spoken aloud as of yet.


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9

btw, a gauntlet is a weapon form but no ablative armor I'm afraid, it would not fit the male form possibly altering you and would leave you without clothing, but if you like, I have a belt of gender change and a belt of elemental form.

witchblade wrote:

witchblade

The Witchblade wrote:

The Witchblade is a conscious, intelligent, and ancient weapon with supernatural origins. It is one of 13 mystical artifacts, of which nine have been revealed: the Witchblade, the Angelus, the Darkness, the Ember Stone, the Glacier Stone, the Rapture, the Blood Sword, the Spear of Destiny, and the Wheel of Shadows.

It is the offspring of the universe's two opposing aspects, the Darkness and the Angelus (Light). The Witchblade is a male aspect created

...

Powers & Abilities
The Witchblade is sentient and responds to the bearer's will, as well as attempting to impose its own.

Adaptive Armor: The Witchblade's most recognizable powers is its ability to cover its host in protective armor, that adapts depending on how much damage the user is receiving. At its default form, the armor covers only the most sensitive areas around the user and usually takes the form of a metallic bikini. If the user receives continuous damage, the armor can cover the whole body if necessary. Because of the sharp surface of the armor, it always shreds the wielder's clothes. The armor itself is incredibly strong and is impervious to all manner of firearms, explosives and even energy blasts.
Shapeshifting: The Witchblade is capable of taking on a myriad of forms. Its dormant form is often a silver bracelet with a big, red jewel on top of it. In active form, the Witchblade covers the wielder's entire arm in sharp, silver metal with red and blue jewels on the back side of the palm.
Peak Human Condition
Superhuman Strength: The Witchblade increases the strength of its host. The hosts of The Witchblade are strong enough to overpower humans and fight supernatural beings and creatures.
Superhuman Endurance: The Witchblade increases the endurance of its host.
Accelerated Healing/Regenerative Factor: The Witchblade heals the wounds (even fatal ones) and disabilities of its hosts and cures them of any illness and ailments.
Invulnerability: The Witchblade's armor makes its hosts immune to most physical attacks, including bullets and intense trauma. Its hosts are also immune to heat and fire.
Pyrokinesis: The hosts of the Witchblade can create and project fire from their palms.
Tactile Telekinetic Healing: The Witchblade can be used to heal the wounds and cure the illnesses of other creatures.
Summoning: The Witcblade can be used to create sturdy armor, blades, whips, swords, spears and powerful weapons for its host's use. Sara Pezzini was able to summon Darklings while possessed by the Darkness half of the Witchblade.


Male Goblin Ftr 2 Rog (Scout) 4 Wiz (Transmuter) 2 | HP 68/68 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +19/Hidden +23/Traps +25 | Init +6

If transformative included flamethrower... still no great options for the goblin.

I mean necklace of fireballs but makes sense to have it for something... bigger?


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9
Fralk ibn Sabbah wrote:

If transformative included flamethrower... still no great options for the goblin.

I mean necklace of fireballs but makes sense to have it for something... bigger?

is that a weapon in pathfinder rules?

You could do a bastard sword, that's bigger.


Male Goblin Ftr 2 Rog (Scout) 4 Wiz (Transmuter) 2 | HP 68/68 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +19/Hidden +23/Traps +25 | Init +6

I hardly care about bigger, it's immune to weapon damage.


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9

Ok, guess I will fireball again, however if that defense is magical, you can steal it. Like DR from a spell spell like or supernatural ability, Extraordinary abilities may not unless related to magic somehow.


Male Goblin Ftr 2 Rog (Scout) 4 Wiz (Transmuter) 2 | HP 68/68 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +19/Hidden +23/Traps +25 | Init +6

I'll do my best, feel free to coach.


Male Goblin Ftr 2 Rog (Scout) 4 Wiz (Transmuter) 2 | HP 68/68 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +19/Hidden +23/Traps +25 | Init +6

I don't have access to the map currently, can the goblin move to flank? Even if he needs to tumble?


Male Human Rogue6/Clr1 Current Map
Fralk ibn Sabbah wrote:
I don't have access to the map currently, can the goblin move to flank? Even if he needs to tumble?

As of right now he needs to cross the bridge. He might be able to tumble to get a flank next round.


Male Human Rogue6/Clr1 Current Map

init Thoron: 1d20 + 2 ⇒ (12) + 2 = 14


Male Human Rogue6/Clr1 Current Map

Initiative Order Round One
Ciri
Jim
Owl Bears
No Mi Name
Thoron
Jhenn
Faffnyr


Female Human Paladin-8 | HP 88 / 88 AC 27 T 12 FF 23| Lay Hands 7/7 (4d6) | Smite 3/3 | CMB +xx/+xx CMD xx | F +13 R +7 W +11| Init + 1

Having trouble accessing Roll20 from my phone. Can someone move Jhenn up next to Ciri.


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Male Human Rogue6/Clr1 Current Map

done


Male Human Rogue6/Clr1 Current Map

Thoron is under the weather but hopes to be back soon!


Male Goblin Ftr 2 Rog (Scout) 4 Wiz (Transmuter) 2 | HP 68/68 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +19/Hidden +23/Traps +25 | Init +6

Get well soon wishes, Thoron!


Human Swashbuckler 8 | HP 63 / 71 AC 25 T19 FF18 | Panache 3/4 | CMB +8 CMD 27 | F +8 R +12 W +7(10*) init +7 | Resource Tracker
Skills:
Acrobatics +16 Diplomacy +14 Escape Artist +12 Intimidate +14 Kn: Local +9 Perception +12 Ride +9

Get well soon Thoron!


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9

Viper Familiar
N Tiny Animal
Init: +3; Senses: low-light vision, scent; Perception +9
Source: Bestiary
DEFENSE

AC: 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
HP: 3 (1d8-1)
Fort: +1; Ref: +5; Will: +1

OFFENSE

Speed: 20 ft., climb 20 ft., swim 20 ft.
Melee: bite +5 (1d2-2 plus poison)
Space: 2-1/2 ft.
Reach: 0 ft.
STATISTICS

Str: 4; Dex: 17; Con: 8; Int: 1; Wis: 13; Cha: 2
Base Atk: +0; CMB: +1; CMD: 8 (can't be tripped)
Feats: Weapon Finesse
Skills: Climb +11, Perception +9, Stealth +15, Swim +11; Racial Modifiers: +4 Perception, +4 Stealth

Special Abilities
Poison (Ex)
Bite
Viper Venom

Type: poison, injury; Save: Fortitude DC 14
Frequency: 1/round for 6 rounds
Effect: 1d2 Constituton
Cure: 1 save

Vipers are not particularly aggressive snakes, but their poisonous bite can be deadly

Master gains a +3 bonus on Bluff checks and +2 on reflex save

Master Class Level Natural Armor Adj. Int Special
1st–2nd +1 6 Alertness, improved
evasion, share spells,
empathic link
3rd–4th +2 7 Deliver touch spells
5th–6th +3 8 Speak with master
7th–8th +4 9 Speak w/animals
9th–10th +5 10 —
11th–12th +6 11 Spell resistance
13th–14th +7 12 Scry on familiar
15th–16th +8 13 —
17th–18th +9 14 —
19th–20th +10 15 —

Special Materials
Contents [show]

Weapons, armor and some other items can sometimes be crafted using materials that possess innate special properties. If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material. However, you can build a double weapon with each head made of a different special material.

Each of the special materials described below has a definite game effect. Some creatures have damage reduction making them resistant to all but a special type of damage, such as that dealt by evil-aligned weapons or bludgeoning weapons. Others are vulnerable to weapons of a particular material. Characters may choose to carry several different types of weapons, depending upon the types of creatures they most commonly encounter.

Glass Steele, Mithril, Cold Iron, Silver, Obsidian, Crystal Weapons and ARMOR.

adamantine

Price: 850 GP; Weight: 55 lbs.
DESCRIPTION

Mined from rocks that fell from the heavens, this ultrahard metal adds to the quality of a weapon or suit of armor. Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Armor made from adamantine grants its wearer damage reduction of 1/— if it's light armor, 2/— if it's medium armor, and 3/— if it's heavy armor. Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given below. Thus, adamantine weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of adamantine armor is lessened by 1 compared to ordinary armor of its type. Items without metal parts cannot be made from adamantine. An arrow could be made of adamantine, but a quarterstaff could not.

Weapons and armor normally made of steel that are made of adamantine have one-third more hit points than normal. Adamantine has 40 hit points per inch of thickness and hardness 20.

Cold Iron

Price: 850 GP; Weight: 55 lbs.
DESCRIPTION

This iron, mined deep underground and known for its effectiveness against demons and fey creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, adding any magical enhancements to a cold iron weapon increases its price by 2,000 gp. This increase is applied the first time the item is enhanced, not once per ability added.

Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not. A double weapon with one cold iron half costs 50% more than normal.

Cold iron has 30 hit points per inch of thickness and hardness 10.


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Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9

Glassteel
https://www.opengamingstore.com/products/101-special-materials-and-power-co mponents

HP/inch: 30; Hardness: 10; Cost: light armor +2,000 gp, medium armor +5,000 gp, heavy armor +10,000 gp, shield +500 gp, ammunition +50 gp, light weapon +500 gp, one-handed weapon, or one head of a double weapon +1,500 gp, two-handed weapon, or both heads of a double weapon +2,500 gp, other items 500 gp/lb.

This material has the strength and durability of steel while being as transparent as glass. Spellcasters and alchemists, via transmutation, have developed the ability to give glass the properties of steel, and steel the properties of glass.

Items can be made via Craft (armor), Craft (weapons), Craft (blacksmithing), or Craft (glassblowing) check, appropriate to the type of item.

Finished products must be masterwork quality if possible (included in the cost above). The resulting material is transparent and the color of the caster’s choice (though is most often colorless), appearing much like clear volcanic glass. The weight of the item is as normal for an item of that type. This material is subject to neither magnetism nor rust. The market price of light armor is increased by 2,000 gp, medium armor by 5,000 gp, heavy armor by 10,000 gp, shields by 500 gp, ammunition by 50 gp, light weapons by 500 gp, one-handed weapons, or one head of a double weapon by 1,500 gp, two-handed weapons, or both heads of a double weapon by 2,500 gp, and other items by 500 gp/lb.

Ophidian adamantine viper boons

Master gains a +3 bonus on Bluff checks and +2 on reflex save. This vipers scales are adamantine & it grants the viper and it's master damage reduction of 3/— .

Don't forget the magic enhancement from the constant magic eye, +2 to Spellcraft and UMD.

Also, familiars all Grant alertness, +2 perception


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9
Jhenn wrote:
Having trouble accessing Roll20 from my phone. Can someone move Jhenn up next to Ciri.

ok


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9
Fralk ibn Sabbah wrote:
I don't have access to the map currently, can the goblin move to flank? Even if he needs to tumble?

sure


Male Human Rogue6/Clr1 Current Map

Nuts
Emma


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9

Citadel of Fire:
: bring the horror home for Halloween
Post by IvarBoneCrusher » Tue Oct 30, 2007 7:03 pm

Just wanted to let you goblin-slayers know that at long last I'm beginning to deliver the updates to the Eostros folks so that we can get a Citadel of Fire errata/update out. Entirely my fault for the delays: too many hours on my day job lately (actually, I'm spanning day to night these days). This update will include the much clamored-for EL ratings (and, again, I'm so old school that I'm still not sure I love them: there was a day when the party had to negotiate with demons and dragons even if they were only 4th/5th level. Can't swing first and think later! But the base has been clear on wanting this). We'll also correct errors and oversights.

What I want to know is: in less than a 1/2 hour I have been able to whip out about 10 plot threads which would serve as a lead in to this adventure. I'm hesitant to be overt about plot threads in an adventure with the breadth that Citadel of Fire has, because I feel that a deep read-through by the DM/GM will generate these kind of ideas by the dozens and I don't want to skew those with my ideas if I don't have to. But, if you would like a list of 10 ideas for kick-starting the adventure, let me know and I'll put it out.

And, finally, a special 'shout-out' to Treebore. Saw your comments in response to Joe Kushner's fair and balanced review of Citadel of Fire on EN World:

Your definitely right about it being text heavy, but I enjoyed the read so much it had me seriously contempalting chucking my current campaign out the window and pulling out my Wilderlands material.

Very good module to be sure. Especially for people who like the Judges Guild style.

Nearly brought a tear to my sleep-deprived and bloodshot eyes, man, because that is exactly the response I had hoped to illicit with the adventure. Citadel of Fire is a rich tapestry of setting and character. If you really read it and think about it, the ideas should just start flowing. And by default, you should start customizing it (in small ways or in huge modifications) to fit your vision once you've kicked those ideas around a tad. Thank you for the comments, Treebore!

Hope to hear about some Halloween-night adventures where pc's get the pumpkin guts scared out of them tangling with the nasties in Citadel of Fire. Lemme know how it's going.

Thanks,

SS

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Citadel of Fire Review
Post by IvarBoneCrusher » Sun Aug 26, 2007 6:31 pm

Joe Kushner has posted a review of Citadel of Fire on EN World:

http://www.enworld.org/reviews.php?do=r ... id=3713180

Ah, well...back to work on getting Dark Tower ready for release...and then updating the .pdf's for CoF...

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Comments below By treebore
Its easy to say such things when you feel they are true. Thanks for putting the Citadel together. I'm still thinking about chucking my current campaign, and have been very intentionally leaving my copy of Citadel on the book shelf to let time, distance, and shielding keep me from doing so.

Now my twisted mind has been making me consider using it in my current campaign setting. One thing I liked about JG stuff is that it was fairly easy to use in any setting, so it isn't like I couldn't do it.

I suspect that its just an insidious plot by a secret part of my brain to get me to look at it again and give in to the temptation of tossing my two year old campaign aside.

2015 version comparison comments and concerns

https://www.kickstarter.com/projects/devillich/judges-guild-deluxe-collecto rs-edition


Male Goblin Ftr 2 Rog (Scout) 4 Wiz (Transmuter) 2 | HP 68/68 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +19/Hidden +23/Traps +25 | Init +6

I don't seem to be in this game anymore, on Roll20.
eversteele@gmail.com


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9

We will fix it


Male Human Rogue6/Clr1 Current Map

Roll20


Human Swashbuckler 8 | HP 63 / 71 AC 25 T19 FF18 | Panache 3/4 | CMB +8 CMD 27 | F +8 R +12 W +7(10*) init +7 | Resource Tracker
Skills:
Acrobatics +16 Diplomacy +14 Escape Artist +12 Intimidate +14 Kn: Local +9 Perception +12 Ride +9

Still here, waiting for Jim's turn.


Male Human Rogue6/Clr1 Current Map

Sorry, we have been wwaiting on Jhenn who has not posted since the 9th. May have to bot her today. I did dm her. I hope we have not lost yet another paladin. Working on a replacement for Ffafner also as he has not posted in over a month.


Male Goblin Ftr 2 Rog (Scout) 4 Wiz (Transmuter) 2 | HP 68/68 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +19/Hidden +23/Traps +25 | Init +6

I'm not offended, call him whatever you'd like :)


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9

I got in trouble using your real name


Male Goblin Ftr 2 Rog (Scout) 4 Wiz (Transmuter) 2 | HP 68/68 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +19/Hidden +23/Traps +25 | Init +6
Ciri Princess of Cintra wrote:
I got in trouble using your real name

No trouble, it's just that no one knows it yet... no one's asked or guessed.

It can come up later, no hurry. I just figured it would be his schtick!

I think it's because he was tossed in there during a trap or combat so there were more urgent matters to attend to.


Male Goblin Ftr 2 Rog (Scout) 4 Wiz (Transmuter) 2 | HP 68/68 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +19/Hidden +23/Traps +25 | Init +6

Not to be a glory hound, but are Fralk's attacks making any impact? I don't see them in the narrative (maybe I've missed it).


Male Human Rogue6/Clr1 Current Map
Fralk ibn Sabbah wrote:
Not to be a glory hound, but are Fralk's attacks making any impact? I don't see them in the narrative (maybe I've missed it).

Sorry I neglected to post it but you downed the one you were attacking with flanking.


Male Goblin Ftr 2 Rog (Scout) 4 Wiz (Transmuter) 2 | HP 68/68 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +19/Hidden +23/Traps +25 | Init +6
brvheart wrote:
Lol, I really didn't want one but the goblin overruled me lol! Make your case for brothers?

I certainly did not! You can tell anyone you feel like to... go scratch :)


Male Human Rogue6/Clr1 Current Map

My issues with the Inquisitor are two-fold. Besides just not liking the class, I have an issue with them since c1100 when the pope sent them into Spain for the Recognista. Being racially a jew if not by faith, I take exception to an institution based on torturing and killing my people. It started in Spain and spread through the rest of Europe. Where there was once tolerance there was now persecution. Led my Torquemada himself you can keep them.

Paladins and lawful good clerics should be holy and wise, good and just. A champion for the common man. Think the original Superman.


Male Goblin Ftr 2 Rog (Scout) 4 Wiz (Transmuter) 2 | HP 68/68 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +19/Hidden +23/Traps +25 | Init +6

I'm gonna skip to the paladin part :)

Every single one of my characters (ever) is a paladin under the surface. No matter what race or class.

Also, I recently wondered is paladin is derived from the Arabic baladeen which could loosely be translated as "of the people, of the land."

I tried finding the origin of the word/term.

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