Warforged

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Organized Play Member. 373 posts (3,605 including aliases). No reviews. No lists. No wishlists. 8 aliases.


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Howdy there, fellow gamers. Since this isn't related to the campaign, I'm not posting as my character's alt but as myself.

I have a Steam coupon available for 60% off Dead by Daylight, valid until 8/6/19. It looks interesting, but it's not quite my style of game and I feel that the coupon would instead be better offered to someone that might enjoy the game more.

If you want the coupon before the expiration date, simply send me a PM with your Steam name, at which point I will befriend you and send the coupon on via a trade. Please note that I'm making this offer in a few places that I frequent, so it's very much first come, first served.


Howdy there, fellow gamers. Since this isn't related to the campaign, I'm not posting as my character's alt but as myself.

I have a Steam coupon available for 60% off Dead by Daylight, valid until 8/6/19. It looks interesting, but it's not quite my style of game and I feel that the coupon would instead be better offered to someone that might enjoy the game more.

If you want the coupon before the expiration date, simply send me a PM with your Steam name, at which point I will befriend you and send the coupon on via a trade. Please note that I'm making this offer in a few places that I frequent, so it's very much first come, first served.


For you bargain-conscious Steam shoppers among us, Beamdog--makers of the various Enhanced Edition versions of the legendary Infinity Engine D&D games--is running a 24-hour sale (though it's a bit less of this post).

NWN Enhanced: $6.
PS:T Enhanced, BG Enhanced, BG II Enhanced: $5 each.
IWD Enhanced: $4.

That's $25 dollars for 5 of what are quite possibly the most influential and popular D&D PC release in, well, ever. There's literally hundreds, if not thousands, of hours of gaming to be had here and that's on the unmodded, base games with no DLC.


For you bargain-conscious Steam shoppers among us, Beamdog--makers of the various Enhanced Edition versions of the legendary Infinity Engine D&D games--is running a 24-hour sale (though it's a bit less of this post).

NWN Enhanced: $6.
PS:T Enhanced, BG Enhanced, BG II Enhanced: $5 each.
IWD Enhanced: $4.

That's $25 dollars for 5 of what are quite possibly the most influential and popular D&D PC release in, well, ever. There's literally hundreds, if not thousands, of hours of gaming to be had here and that's on the unmodded, base games with no DLC.


Humble Bundle currently has a PF offering available with various tiers. $18 U.S. will get you just barely over $500 worth of digital releases, including a huge number of the core rulebooks, lots of expansions, and even a full AP.


Humble Bundle currently has a PF offering available with various tiers. $18 U.S. will get you just barely over $500 worth of digital releases, including a huge number of the core rulebooks, lots of expansions, and even a full AP.


Humble Bundle currently has a PF offering available with various tiers. $18 U.S. will get you just barely over $500 worth of digital releases, including a huge number of the core rulebooks, lots of expansions, and even a full AP.


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I know something ya'll don't know :D. But I'm not going to tell, because that'd spoil Valjoen's fun and make him wrathful :p.


Well folks, tomorrow is decision day! Good look to those whose submissions are ready to go.


Bah, if I scared anyone away, then they didn't have the reproductive fortitude for such an awesome campaign to begin with :p.


Considering how enthusiastic I've been in providing any information that I think might help the various applicants, I don't think any claims on my part this campaign will be a terrible experience would be at all convincing :D.


@Jon: You forgot to tell them that this campaign is probably going to suck horribly, that nobody is going to have any fun at all under such a lousy GM stumbling through his hackneyed attempt at homebrew, and that the game will probably be overrun by min-max munchkin ruleslawyers too.

:D.


Friendly reminder, for those who haven't yet finished (or even started) their character applications, this coming Monday is the cut-off date. Valjoen will make his decision at that point, and no late arrivals will be considered.

If you want to play in this campaign--and you really do, because it'll be good stuff--please get cracking on your characters!

(Or don't, because the six that have been finished are all pretty damned solid, and that's a good party size right there :D. I'm sure Valjoen would appreciate an easy choice.)


Well, to help you consider the impact of the Shaping, the Talanor campaign originally had a (very distant) basis in scifi, in that it was a constructed ringworld (think Larry Niven's eponymous creation, or Halo's own version of the same). The Shaping chunked it, completely (and pulled the chunks in toward the epicenter of the Rift). A megastructure meant to withstand massive spatial stresses over a span of eons with potentially little or no maintenance on the part of the (mostly) clueless inhabitants got reduced to a jigsaw puzzle with most of the pieces either missing entirely or reduced down to something too small to host a rat successfully in a pretty much moments.

Even though that origin has been ditched, and the world made (I think, Valjoen hasn't ever clarified the point) a more standard sort, that just makes it worse, because it was still chunked up by the disaster.

The only visual I can remotely think of that helps is from one of the more recent remakes of The Time Machine, where the protagonist is on the streets just as people have begun evacuating to the underground shelters, and he looks up to see the moon in pieces. That's (y)our campaign world right there :D.


I would offer, as a counterpoint to foraging and the availability of materials/reagents, the following for consideration. A lot of stuff listed as reagents has fairly common uses besides being reagents, and carefully looting the right ruins--in Talanor or elsewhere--can offer a chance of getting a decent stock even when the landscape itself has been blighted beyond foraging. Pretty much all of the reagents (currently) found in the BT campaign were gathered by looting things like bakeries, tanners, lamp makers, and such.

Not saying that Valjoen will allow it (or allow it to be done regularly), but it might be might good to keep an eye out for the remnants of businesses, even ones that at first glance wouldn't normally be a likely targeting for a proper looting. A milliner (hatmaker), for example, could be a reasonable source for quicksilver and other chemical reagents/materials.


Should it prove relevant to any characters, please note that Valjoen has approved Spontaneous Alchemy for use. You'll have to negotiate with him to see what recipes you (might) start with, if any.

Those of you interested in alchemical pursuits--or the use of reagents as power components in spellcasting--should consider investing as much of your starting funds as you deem fit in reagents. In the BT campaign, Valjoen has approved acquiring alchemical reagents in a non-specific gold piece-valued group, instead of exact quantities of specified reagents--where you just subtract the cost of the reagents used in your recipe from the total value--at a weight of 1 lb. per 10 gp of value (0.5 lbs. per 5 gp for smaller amounts); I don't know if he'll do likewise here, but it won't hurt to ask.

Finally, a note on the Forgaging rules: characters may gather, as appropriate, generic alchemical raw materials and/or reagents using these rules.


@Apoc: I'm hoping he'll start as he did with the BT campaign, and select 6 characters. We had an early drop, unfortunately, but the remaining group has proven pretty workable.


Alias ad Tempus wrote:

At their anointment as a servant of a deity, the cleric is bestowed with four orisons and four 1st level spells of the character’s choice by their patron deity. Additionally, each deity will grant additional spells as outlined in the deity’s entry. At each level, including 1st level, the cleric can pray for a number of additional spells equal to the cleric’s wisdom bonus.

Not quite sure I understand... Does this mean that a 1st level cleric gets 4 orisons, 4 + Wisdom modifier 1st level spells + a domain spell?

The number of spells/day remains unchanged (3 orisons and 1+1 1st level spells)?

I do believe that's exactly what it means. Become a cleric, and get--at 1st level--4 + 4 + Wis + domain to start your career.


@Alias: In the BT campaign, we use mending to restore shattered flasks from splash weapons, if we can find the pieces after the fight. Valjoen's been handwaving the Search checks to recover bits (so far), so we haven't actually lost many of the flasks that we've accumulated. While it hasn't come up yet, there's also plans--in my character's head, at least--to use mending on any other supplies we may need to damage (such as cutting ropes, for example).

On the subject of utility spells though, create water is pretty important, since freestanding and unfrozen water isn't likely to be very common anymore. It's at-will nature means you can top off a waterskin, canteen, or flask on the spot, drink your fill, and not have to worry about hauling water (though having stored water in at least one container is a good idea just in case).

Prestidigitation is another one to treasure if you have it, because it allows the party (and their gear) to stay clean in the absence of regular bathing (which in turn prevents a host of hygiene-related issues).


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@Chloe: If Alias gets approved for the campaign, Valjoen will work with him to create a suitable and mutually acceptable alternative to any class features that conflict with the campaign's rules. Same goes for any other characters that have such features.


@Alias: Don't sweat the two combat traits just yet. If you can come up with a good reason why your character should have them, Valjoen might be amenable to letting it pass. He's pretty flexible, if you can make a case for it.


HighCatastrophe wrote:
I have a few questions about the character creation. How do we choose traits? What pool are they chosen from? I haven't had that in a PF game before. Also, do the character sheets need to be uploaded anywhere? I'm really new to the forum game.

Okay, for character sheets. The most common method is to make a Paizo messageboard alias. To do that, go to "My Account," choose "Account Settings," and then scroll down until you see the box labeled "Messageboard Aliases."

Click "Create New Alias" and just give the name you want, then assign a picture to represent it. Ignore the Organized Play thing at the bottom, that's only relevant for PF Organized Play.

After making your alias, go to "My Account," select "My Profile" this time, and then select the tab marked "Alias." Click on the name of the alias you just made. In the upper right corner of that page, you'll see an option to edit this blank sheet of future awesome. Your layout can be however you want it to be, to whatever level of detail you think is good. Some people like to copy the style of the official character sheets, others do something different. Here is a (mostly) blank example using one of my aliases. And this is a filled example using my character from the Bright Tower campaign. (One of the things that I like to do is create internal links to the d20pfsrd for classes, feats, skills, traits, and other elements that I may need to reference periodically. It takes a lot of effort and time, but it looks nice and can be faster than digging through a search engine for what you need.)

The only common aspect, regardless of how you do your sheet, is the three categories on the left, "Race," "Classes/Levels," and "Gender." When filled, those three actually show up as a sort of quick reference in the post, and so are commonly used to hold critical details that either you or your GM needs to see at a glance; HP, armor class, modifiers for attacks and key skills, saving throws, and so on. Those three categories don't have a lot of room in them, though, so keep it as short as you can.

And this is a guide on how to actually play by post (written by DoomedHero who, amusingly enough, has applied in this recruitment thread :D). A follow-up can be found here.


@High: Yep, application period is still on, so go ahead. Applications are still being accepted up to this Monday, and after that it's a one-week period to get things cleaned up and pretty for final submission.


Eh, not a problem, it was fun helping out where I could, even if it mostly on the logistical side with supply advice :D.


No, it's truth. Anyone who actually knows what a "proper" swashbuckler should be built like would instinctively try to reach through their monitor to wrap hands around my neck and throttle me :D. Splitting my feats the way I have, my skills, my stat allocations? Wasting feats--especially Valjoen's bonuses, which would make a min-maxer respond in very inappropriately happy ways--on things that are most assuredly not absolutely necessary?

No, my swashbuckler is very much not optimized, by the full meaning of the term :D. Now that's not to say that I'm not trying to tune it as much as I can within the role I have in mind, using what Valjoen gives me. But I am technically correct in my statement, and everyone knowns that that is the best kind of correct :p.

Further, I would argue that Tacal is actually very effective in his line of work, better than any of us certainly :D. He uses the standard point buy for his race and class quite well.


Now, just to be clear here, if you really want to play your dwarf Dex-based, because that's what fun for you, then do that by all means! Valjoen will certainly be willing to work with you to make it doable, if you get in. My own character is hardly optimized. Capable, yes, but the actual build is incredibly scattershot--split between ranged combat, melee combat, maneuvering, and utility feats--and would have even casual min-maxers shrieking in frustration :D.


Hmmm, you mention mobility on the battlefield, and that makes me think of the Circling Mongoose/Canny Tumble series. But that chain should be started pretty early, and I don't know that full plate is really suited to it (be surprising as f*@* though, seeing a wall of armor bounce around like that). And, as you mention, clerics hunger for feats like a vampire for blood. Circling Mongoose is pretty costly at four, and Canny Tumble makes it five. Plus, no Acrobatics ranks for the latter feat.

And then, there's no sign that you're going for Dex to damage either, which is its own feat chain. Since it's highly unlikely that you'll be able to just hang back and chill in the rear while tossing spells, you'll need to be able to lay hurt, and you can't really do that (unless you stick to ranged attacks exclusively, but again, that's another feat chain if you want to be even slightly good at it; Precise Shot is a bare minimum must-have).

That's not to say it isn't possible, though. If you get a good spread of life essences during play, you could buy the feats in question with those (or buy whatever cleric feats you want, or mix and match as the opportunity arises). And every four life essences spent on feats gets a bonus ability score increase too (the reverse also applies). But counting on those dropping as you need them for build-critical feats/ability increases feels very sloppy personally, and like a good way to get your build all screwed up if they don't come as you need them to.

Speaking purely for myself, if it were my character, I'd go with Wis 15 and use the first three or four level-based ability increases to get Wis up to whatever minimum needed for my highest (eventual) spell level; the remaining ability increases can be sent wherever they'd be most useful after that. I'd drop Dex to 10 or 11, and feed the spare points into as much Str as I could get. The other stats are fine (you really want hit points, more skills isn't a bad thing either, and the negative Cha feels appropriate for someone who was, until quite recently, effectively a shut-in).


Why Dex over Str?


Niyut wrote:
Hundreds of undead have been destroyed, thousands likely remain.

This. Talanor had a hefty population, never mind the people just visiting for whatever reasons, when the Shaping hit it. Even if only, as a round-number estimate, 10% of that number got converted into animated meat, that's a LOT of bodies, or things that used to have bodies, shuffling around through the city. And that doesn't even account for non-humanoids getting turned; we came close to an early TPK (like, just after leaving the Bright Tower-early) due to a single swarm of undead rats that we just couldn't successfully nail. If it hadn't been for some damned lucky rolls, endless cantrips, and some splash weapons...


No problem. Mind though, that Talanor itself is most certainly going to host undead, and undead never really go out style regardless of level :D. So goblins might make sense from a character perspective, but undead are a good contender mechanically speaking.


@Alias: If your dwarf hails from Eastgate, then goblins are the go-to enemy right now, the BT campaign actually had an early portion dealing with their attempt to invade the works through the defenses shattered--and casualties inflicted--by the Shaping. It was, barely, beaten back. But I doubt very much that they've stopped their efforts to get in and take over.

There were also encounters with flame drakes toward the end of the Eastgate portion; we literally raced those f!~@ers to the exit, with a horde of goblins baying along on the ground below them.


If anyone is up to expanding their collection of gaming ebooks, Humble Bundle right now has a tiered ($1, $8, and $15) selection of material from Numenera, with what looks to be most of the corebooks, a good helping of adventures, and an equal helping of splatbooks. 28 offerings in all.


I'm a horrible person. I have a mental image now of Gaeruhn having eaten the sun, gripping his stomach, and thinking--in very panicked manner--"this is going be worse than Taco Bell."

Some agonized time later, Asura...


Lol, trust the Talanor lore-nerd (;p) to come up with details on Pyrae, which I didn't even know about (and I did look, but obviously not as long, as deeply, and as thoroughly). I stand corrected :D.


Yeah, this isn't one those campaigns :D, not anymore. Spend it or you might as well load it into a sack and use it as an ersatz club to beat things with. Food, survival gear (cold weather stuff in particular), and basically anything consumable is the solid bet for purchases here. Because, thanks to the Shaping, those are going to be the hardest to acquire or replace during play. That's not to say you won't find anything, Valjoen isn't that sort of GM, but you'll almost certainly have negotiate (for non-hostiles) or kill (for everything else) to replenish your supplies. (Which can be fun, in its own way. My BT character has developed a fixation on his party's supply situation, which occasionally verges the unhealthy, and sometime manifests as a marked willingness to do some rather poorly-considered things to maintain or increase their assets. Like, for instance, challenge something that the clans in the First Lands don't really want to speak about in casual conversation, because that something might have what he needs to make the party better off :D.)

And no, special materials aren't available to start. But, a character in the BT campaign with an interest in crafting is looking for ways to add special material--or at least, metals--to existing items to grant those items the properties of the material in question. The only real clue he has so far is that he likely needs the Hazard of Transmutation (who hasn't been found yet) to make this happen or even get a starting point to work from. It could be that there are other methods available to make that happen though, and since one of the applicants is a Forgemaster, that might be another route. Aside from that possibility, if you really need a special material whatever for your character, Valjoen is quite willing to work out a way by which you can acquire it during play.


@Chloe: Pyrae hasn't really been fleshed out as far as details go. However, it was a major plot location in the BT campaign, where the party was required to travel to in order to find the Hazard of Necromancy, Sivantanpisil.

Pyrae was utterly wrecked, between the effects of the Shaping and the resulting surge of (re)animated dead overwhelming the shattered city almost immediately afterward. What few survivors of these twin blows remained were relocated to Eastgate by the Hazard while the party was off doing the relevant plot bits in the Tower of Necromancy. So while she may find people that she knew in Pyrae now squatting in Talanor (or Eastgate), it's likely to a bare handful at best.

I'll repeat a recommendation I made to JonGarrett: spend as much of your starting funds as you can manage, because it'll be increasingly unlikely that your coin will be worth anything as the campaign goes on. I see you want to make use of alchemy? Aside from buying ready-made goods of that sort, you may want to consider investing coin in a stockpile of generic ingredients; Valjoen has allowed this in the BT campaign with a weight of 1 pound per 100gp of raw material (or 0.5 pounds per 50gp, for smaller quantities). And that valuation is the market price of the raw material, so even under the standard Craft rules--where you pay 1/3 of the finished product's cost in material--you'll get good mileage out of a modest stockpile.

However, he's allowed the use of the Unchained Crafting rules, so you'll actually be able to stretch that further still due to needing only 1/4 the finished product's cost in material.

(And a further rules addition currently under his consideration is the Alchemy Manual's spontaneous rules, so reagents are something else to keep in mind.)


@Alias: Looks interesting. Note that the 3rd level bonus feat would have to replaced with something else, however, as making magic items--at least, anything more lasting and potent than a potion or scroll--isn't possible in this setting.


JonGarrett wrote:
(I can feel the spelling errors staring at me).

A feeling I know all too well, and it's amazing how I can make a visual spellcheck pass multiple times before posting, and the very instant the edit timer expires, notice all of those marvelous typos that managed to conceal themselves before >_<.

JonGarrett wrote:
Swim (and climb) are not high on my list of priorities, but I've found it's a terrible idea to leave them off a skill list. I'll bear in mind that Swim isn't likely to be too useful, but I'm glad I tossed at least one skill that way.

Climb actually might be useful, more than you'd initially think. Talanor is surrounded by mountains, remember, and they've been pretty heavily rattled by the Shaping to boot. There is a not-inconsiderable chance that you'll eventually be mucking about either on the slopes, or within the dwarven works that cross beneath them to the outside. I can't speak about conditions in Kaladrym and the Great Southern Gate, but Eastgate had serious internal damage that required some Climb checks to get around.

JonGarrett wrote:
Cooking is simply something she's learned to do ...

She must, of course, use the axe to cook on! Seriously, I'm getting such a thrill picturing this (relatively) huge, self-heating axe laid across some rocks, with a frying pan full of food sizzling away, a teapot on next to it, some bread baking on another segment, and her allies crowded around and warming their hands over any unoccupied part in reach :D.

Regarding the rest of your gear list, I see that you have money left unspent. YMMV on the following advice, but I really recommend that you spend down as far as you can. Have some coin, sure, but this is very much a post-apocalyptic campaign, and money is going to be quickly worthless; as this campaign starts with the arrival of the Haemil evacuees, that devaluation is already in effect and progressing quickly among them. 150 gp worth of food/rations will get more mileage, both for personal use and as trade goods, than 150 gp itself would by now. Skill kits, and individual things like more rope wouldn't be a bad choice either. You might find it a pain to carry, but dropping it to clear for a fight is better than not having it to begin with if it become necessary.

If you have Ultimate Wilderness, maybe some of the things in there would suit, such as the hydration backpack (drink up to a gallon of her favorite tipple, hands-free), nature climbing harness, or tent cover.

(Keep in mind, though, that this is just my recommendation. I'm in charge of my party's supplies, tracking and acquisition thereof, and I've developed a bit of a mania for making sure that we have what we need :D. Not that I've heard any complaints though, not yet at least.)


@Jon: Okay, commentary as requested.

I understand taking a rank in Swim as something of a background skill, something she made use of before the Shaping. I'll just point out that it'd be virtually useless to further invest in, however, as there either aren't any bodies of free-standing surface water worth talking about left, or that you could reasonably survive in; whatever the Shaping didn't quite literally suck up--the lake in the Talanor map, for example, is just a dried-out basin now--due to distance from the event has been reduced to temperatures that'd kill you in moments after entry.

(I get playing the character that you want, but I also don't you want to do like I did and invest in skills that turned out later to be so borderline useless due to how the campaign is structured that it required (a few separate acts of) GM intervention to remedy. Fortunately, Valjoen was quite willing to let me present my reasoning, and allowed the requested forms of remediation to be added, though the latest is still pending final review.)

You're pretty well kitted out for surviving though, and making said survival a little less dreary than sucking down another helping of cold (or, maybe, body temperature) rations. What's the background behind her cooking supplies, and the fancy accessories? It's interesting, and not at all something that seems suited to her initially. And why the use of alcohol to fuel her rage, another interesting character choice.

The background is pretty amazing, and it's interesting to have a character afraid of the dark in a world that will, in all likelihood, never see another sunrise (or at least, not see one in the foreseeable future).

I really hope that this one gets picked, and that Valjoen lets us do crossovers periodically. My character is sidelining as our party's purveyor of alchemical support, and he's just stumbled across the wondrous world of alchemical booze-craft. The prospect of fueling up your drunken barbarian with alchemical brews is... intriguing.


@Apoc & Jon: Lol, don't worry about the length. I'm maybe the least lore/background intensive player in the current BT campaign, and I've still kicked out some content somehow, the campaign just inspires that kind of investment in time and effort. Assuming you're selected, you won't be at all out of place :D.


Apoc Golem wrote:
@Valjoen: Almost done with Randall's backstory. Just figuring out a last detail or two. Would you rather I post it here when I'm done, or PM it to you?

Valjoen is off doing family things for the following week, and so is unlikely to chime in soon or frequently. As for your post, here would fine, especially if other players are interested in established links with your proposed character (and us lookie-loos want to read along too :D).


No, keep Loryndol if that's what speaks to you. An aspect of the character that you could potentially explore is "why him," why did a monk of a deity that is known mostly only to scholars of the esoteric among the general public seek out Randall while he was in lockup?


Niyut making with the lore, as usual :D. Hands down the biggest contributor after Valjoen since the first Talanor PbP campaign started.


@Apoc: What's your problem about the bonded item? Are you wondering if goggles can be one? They can, and they'd be considered a sundry bond for the sorts of abilities that they'd receive when taking in essences.


I don't know if you'll get accepted to the campaign, and I don't know if Valjoen will allow that axe. But if you do, and he does, I'm following the campaign just see that thing get used :D.

Also, if you missed it, the starting level is now 2, not 1.


@JonGarrett: In a test campaign--meant to see if the various Spheres rules would be workable--one character did indeed have a suit of masterwork full plate as their starter item. But special materials would probably be right out, unless they're particularly inexpensive ones like cold iron, darkwood, or silver. As always though, GM is the final arbiter of such things.

One of the characters in the Bright Tower campaign is looking into a way by which special material could be infused into an already-made item, though, and since Valjoen has mentioned the possibility of crossovers between campaigns--if only as background details--Last Haven could get that if he succeeds.

Also, for reference, the armor in question is presented below, along with a matching shield.

Rider's Plate:
(1,800 gp; AC Bonus +9, Max Dex Bonus +1; Armor Check Penalty -6; Arcane Spell Failure 35%; Speed 20 ft.; 55 lbs.)

This suit of full plate armor is a specialty of Haemil's craftsmen, who guard the secrets of its manufacture to such an extent that even the most basic of repairs are effectively impossible to other smiths. Made originally for Haemil's noted cavalry arm, it eventually became available to foot soldiers as well, some by purchase at great expense and others by rewards for outstanding service under Haemil's banner.

Though fully as heavy as full plate--a bit more, in fact--and just as restrictive for the most part, the armor is cunningly fashioned in such a way that it offers less impediment than usual to certain actions. The armor check penalty is only -3 for Climb and Riding skill checks and Acrobatics checks made to jump (masterwork and mithral versions reduce this penalty as well as the normal one). In addition, unlike most heavy armors, the wearer can still run at quadruple speed instead of triple speed.

The armor's drawback is that non-magical repairs (if needed) can only be done by a trained armorer from Haemil, and are quite expensive, costing double the normal amount.

Rider's Shield:
(82 gp; Shield Bonus +2; Armor Check Penalty -2; Arcane Spell Failure 15%; 17 lbs.)

This heavy steel shield is another bit of soldier's kit made and used exclusivesly by Haemil. In most hands, it's just another shield, albeit a touch heavier and more unwieldy than usual. But someone with the proper training can stow or equip it in less time than it takes to say as much.

A user with the Quick Draw feat can don or put away the shield as a swift action.

However, the shield is made in a manner that is proprietary to Haemil's craftsman, and any needed non-magical repairs can only be done by trained armorer from Haemil, at double the usual cost.


@Apoc: No, it's a good bit different from the Unchained system you reference, though I think--looking between the two--that the spirit/intent behind them is the same; get an item that means something to your character beyond just a generic item that's replaced the moment something numerically better comes to hand. And note that you can start this campaign with a masterwork item, if it's appropriate to your class, so grandpappy's shield could be a quality one here, that can become something that future historians talk about (or, depending on how the campaign goes, that the looters of your corpse b%~&$ about because it won't answer to them :p).

I know you mentioned having a bunch of campaigns going already, but if you can squeeze in one more, this'd be the one ;D. It sounds like it offers a few things that you're looking for in your games.


I'm a player in Valjoen's Bright Tower campaign, whose events are referenced in the opening. It's a fun campaign, and our GM has put in lots of solid work on building this world (and he's more than open to player involvement on that as well, if that sort of thing gets your lore-nerd juices flowing).

@Valjoen: Your link to the essence page is set to GM-only mode, nobody can look at it right now :D.

Since the Last Haven-specific essence rules aren't open to examination right now, I'll go with a brief look at how the Bright Tower version works, as it shouldn't be too far off (we're pretty much playtesting and refining the rules for use in other Talanor games :D).

The essence system is interesting, as it more or less allows for highly personalized, custom magic items to develop from your chosen bonded item(s)--you'll get the ability to gain or even make additional items suitable for bonding as your character levels increase--but at the cost of not having the usual bevy of widely-available magical trinkets and doodads you might be used to in other games. And your enemies aren't going to be sitting on their essence-imbued items, just waiting for you to roll up and take them away either.

Essences can also be used to directly enhance your character as well, and you can end up with bonuses to number of different character stats, such as skills, saves, or even ability scores (though those particular essences are understandably rare). Other effects are also possible, and I suggest that applicants keep in mind that the rules for their submitted class might not be the last word on what that class could (eventually) be capable of in this campaign.

General advice for characters is don't ignore Survival as a skill choice, rations are not optional--and starvation is a real prospect if you skimp--neither are light sources (or some innate means of seeing in the dark), expect to be very cold all the time unless steps are taken, and undead are a recurring problem.

Seriously, if you apply to this campaign, and you're able to stick with it for the long haul, you'll find it incredibly satisfying (particularly if you're actively seeking a long-term campaign to be a part of).


...Dang it!


A haiku, for you:

My games don't update,
The [New] tag is dearly missed,
Are we on hiatus?

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