HP: 52/60 ¦ Essence: 3/3 ¦ Dex: 18/18 ¦ AC: 21
Giving a friendly nod in Ridley's direction, Xanithrem adds in with, "Names' Xanithrem, a pleasure as well." As he casually leans back in order to take in the new scenery afforded by this room, Xanithrem will mention, "Newly arrived, as you said. Our Welcoming Committee", as he gives a glance over towards the direction that Caleb and Seles ultimately took, "thought that we should see you next."
HP: 52/60 ¦ Essence: 3/3 ¦ Dex: 18/18 ¦ AC: 21
Alshoodone wrote: The Essence isn't lost from your first death, no. It's considered officially in play, however. Deaths from here-on in are when you should be concerned, regarding Essence. Any ole freebie sounds good to me. Will adjust essence accordingly then. Also took the liberty of having all of us lined up near Caleb and Seles on the temple map. :)
HP: 52/60 ¦ Essence: 3/3 ¦ Dex: 18/18 ¦ AC: 21
Feeling much more whole and less weakened when Bedir waves his healing wands over at him, Xanithrem takes Bedir's offered hand up to right himself back up into a normal standing position- albeit with some experimental stretching, shifting of one's weight over one side to another, and getting used to the feel of being on one's own two feet once again. "Much obliged to you as well, Bedir", Xanithrem nods to self-proclaimed Defender of the Light before turning towards Lizbeth and Regina's respective directions. "And well met to you both under these strange... circumstances, Lizbeth, Regina", giving a nod in turn to the both of them. "If nothing else, I can offer my assistance to your cause. I've some knack for earth and stone." Xanithrem falls in step with Bedir, Regina, and Lizbeth as they prepare to make themselves known to the other inhabitants of this place. Taking this opportunity to stuff the strange lantern into his backpack, Xanithrem catches the tail end of Caleb's suggestion about joining a Covenant. "Covenant? What or who...?"
HP: 52/60 ¦ Essence: 3/3 ¦ Dex: 18/18 ¦ AC: 21
Alshoodone wrote: That was the literal first map I've done, and now I'm working on the actual prime starting area, seeing as this particular place will be the first one you most likely explore. That's cool; you're definitely way ahead of me, in that I'm not all that up to speed with making a google page- let alone doing an online map. ;) I do recall from another game about how you can move about and swipe images into a map that's been already been setup though. Alshoodone wrote:
From what I recall in a standard PF Golarion game, Oracles are the divine casters that can venerate a deity/deities but could still cast their spells without them. Of course, in El'Da'Vaughn, things probably work a bit differently from normal, so it can be confusing. :) That or the Fallen condition could be an after-effect from before Bedir arrived with us. ;)
HP: 52/60 ¦ Essence: 3/3 ¦ Dex: 18/18 ¦ AC: 21
Apologies on the late start from me as well. Regarding where we're all gathered at, the diamond shaped area, it's open to the sky above? If so, what time of day does it appear to be? Groggily stirring to wakefulness, Xanithrem stays mostly quiet although he does acknowledge to both Caleb and Seles with a nod and a muttered, "Much obliged..." once Seles is finished with her healing of everyone. Getting the chance to lean up so that he could get a better view of the others three folks laying nearby- especially now that the pain, shock, and disoriented feeling has worn off somewhat with Seles' healing, Xanithrem briefly glances down to note that he still has the strange lantern tautly gripped in his left hand before resuming his observation of everybody else, listening to what they have to say. Anything of note about or within the lantern? He does give answer to Bedir's query about serving the light with, "...sounds fine by me. I don't remember anything about any attacks or a blood red moon, for that matter... not much else really, except for falling... a long way down". Giving a little wince at that unpleasant memory, Xanithrem hastily adds,"Name's Xanithrem, by the way.", with a brief nod to his fellow not-corpses.
HP: 52/60 ¦ Essence: 3/3 ¦ Dex: 18/18 ¦ AC: 21
Deaths Adorable Apprentice wrote:
The above spells seem fine by me. There's also stuff like Adjuring Step, Bungle, Air Bubble, Monkey Fish, or Infernal Healing too. :)
HP: 52/60 ¦ Essence: 3/3 ¦ Dex: 18/18 ¦ AC: 21
This is my Geokineticist, thus far. Will add more or make any adjustments to this profile at a later date but the basics seem to be set in stone. His final equipment list comes out to: +1 Elven Chain: 6150 gp, 20 lbs., (+7 AC/+4 Dex/-2 ACP/20% ASF) Belt of Mighty Constitution +2: 4000 gp, 1 lb., belt worn. Hero's Release Pendant: 2800 gp, 1 lb, neck worn, (+2 Will saves, takes no AoO's to perform a Coup de Grace). *Ioun Stone: Cracked Vermillion Rhomboid (+1 acrobatics, swim): 400 gp, attached to Versatile vest. Versatile Vest: 2000 gp, 1 lb, chest worn (Versatile vest pocket 1 kept empty, otherwise has usual items already inside as normal). The first pocket contains 1 day’s worth of trail rations, a quart of water in a waterskin, two candles, and a tindertwig. The vest recreates these items if the first pocket is left empty for 3 days. 1 Potion of Cure Light Wounds: 50 gp, 1d8+1 healing, bandolier worn 1 Acid Flask: 10 gp, 1 lb., 10' thrown, 1d6 Acid/1 splash, each 5', bandolier worn MW Backpack: 50 gp, 4 lb., Carrying Str at +1 Bandolier: 5 sp Bedroll (Versatile vest pocket 2): 1 sp , 1 (5) lb Belt pouch (covering Everburning torch): 1 gp, .5 lb APG:Blanket (Versatile vest pocket 3): 2 sp, - (1) lb Mess kit (Versatile vest pocket 3): 2 sp, - (1) lb Common Thieves Tools extenders (Versatile vest pocket 3): 70 gp, 1 (3) lb. 1 Piton: 1 sp, .5 lb., bandolier worn *Prismatic Crystal: 30 gp, .5 lb, When held by psychic creatures, these crystals also emit light in a small area, increasing the light level in a 10-foot radius by one step (darkness becomes dim light, and dim light becomes normal light). A prismatic crystal can't increase the light level above normal light. 50' Silk Rope (Versatile vest pocket 4): 10 gp, 1 (5) lb Canteen: 2 gp, 1 lb, bandolier worn *Cold-Iron Kunai: 4 gp, 2 lbs., +8 hit [EO +9], 1d4 B/P dmg (20/x2), 10' throw range, usable as crowbar/piton, bandolier worn Compass: 10 gp, .5 lb, +2 Survival/Know:Dungeoneering, bandolier worn Everburning Torch: 110 gp, 1 lb Free Explorer's Outfit: - Flame fountain firework: 100 gp, 1d8 Fire, melee touch, no Str modifiers apply, 1 min. duration. MW Thieves Tools: 100 gp, 2 lb., bandolier worn *Troll styptic: 100 gp, Fast Heal 2/2d4 rounds, DC15 Fortitude Save or be sickened for the duration. 4 Wandermeal: 4 cp, 2 lb., if solely eaten past a week, DC15 Fortitude Save or be sickened until 1 day after other food is eaten. *Weaponcord: 5 sp (attached to Kunai and Bandolier) 1 Earplugs: 3 cp, bandolier worn *1 Veil: 1 sp Coins: 1 gp, 3 sp, 3 cp Enc: 42 lbs. total, light load (43/86/130) Haven't purchased a hammer though; figured that Xanithrem could just pick up any rock off the ground (thanks to his basic geokinesis) for use as a makeshift "hammer", if he happened to need one. |