Out of Character thread.

Feb 14, 2020 11:17 pm
here it is.
Feb 19, 2020 2:58 am
Name: Mara Marashepsut Numara
Ancestry: Elf, Ethnicity: Vourinoi, Female, 38, Chaotic Good, Faith: Desna.
Heritage: Desert Elf- You live under the desert’s blazing heat, gaining incredible resilience to warm environments. You gain fire resistance equal to half your level (min 1), and environmental heat effects are one step less extreme for you.
Background: Fortune Teller
Class: Sorceress Bloodline: Elemental Level: 5 Xp: 0
Str : 15+2 ____Per: +8 (*Tn+2, Lvl+5, Wis +1)
Dex: 18+4____Fort:+11 (*Ex+4, Lvl+5, Con +2)
Con: 15+2____Ref : +11 (*Tn+2, Lvl+5, Dex +4)
Int : 14+2 ____Will:+10 (*Ex+4, Lvl+5, Wis +1)
Wis: 13+1_____HP: 46 elf: 6+ 5x(Sorc: +6, Con+2)
Cha: 18+4_____Ac: 21 Unarmored (Tn+2, lvl+5, Dex+4)
Skill name: total Prof ___Lvl ___mod
Deception______:13____Ex+4, _+5 __cha+4
Intimidation____:11____tn+2,__+5 __cha+4
Lore-Fortune ___:9_____tn+2,__+5 __int+2
Medicine _____:10_____Ex+4,__+5__wis+1
Nature _____:8 _____tn+2,_+5 _wis+1
Occultism _____:9_____tn+2,__+5__int+2
Performance____:13____Ex+4,__+5__Cha +4
Survival _____:8_____tn+2,__+5__wis+1
ANCESTRY FEATS
1st-Elemental Wrath: You can call forth a bolt of energy from your surroundings. When you gain this feat, select acid, cold, electricity, or fire. You can call to the land to cast the acid splash cantrip as an innate primal spell at will, except the spell has only verbal components and deals the type of damage you chose; the spell gains the trait appropriate to its damage instead of the acid trait. A cantrip is heightened to a spell level equal to half your level rounded up.
5th- Elven Instincts: Your senses let you react rapidly. You gain a +2 circumstance bonus to Perception checks made as initiative rolls. Additionally, if your initiative roll result is tied with an opponent, you go first, regardless of whether you rolled Perception or not.

BACKGROUND
Oddity Identification: A sense for spells that twist minds or reveal secrets. You gain a +2 circumstance bonus to Occultism checks to Identify Magic with mental, possession, prediction, or scrying traits.

SKILL FEATS
2nd- Natural medicine: You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.
4th- Lie to me: You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.

GENERAL FEATS
3rd-ancestral paragon-> Elven Weapons

SORCERER FEAT
1st- Reach Spell
2nd- Cantrip Expansion
4th- Bespell Weapon

GM BONUS:Elements of the storm: you can choose the damage trait of your storm spells before each cast and (*META-MAGIC) if desired You may add an additional trait by spending one additional action to cast the spell.

Spells: "Storm spells" deal either bludgeoning, cold, electrical, force, sonic damage. declare damage type on use.
Bloodline elemental toss (damage trait variable, see above Elements of the storm)
cantrips (7/7):
(Produce flame)Gust of storm; detect magic; disrupt undead; (lightning arc)Storm strike; guidance; prestidigitation; stabilize
1st (4/4):
(Burning hands)Storming hands; create water; heal; pest form
2nd (4/4):
(Resist energy) Storm cloud shield; (acid arrow) Storm Arrow; create food;
3rd (3/3):
(Fireball) Storm-Ball; (stinking cloud) Storm cloud; wall of wind

Storm cloud shield "wraps you in a chilling mist, a static charge, and strong breezes circling about you." The chill, wet and wind can provide a resistance to Acid, cold, fire, force, electric, or inhaled poison damage. The rest should be a tweak on the text of the Resist energy spell.
Feb 20, 2020 1:14 pm
Equipment

you are 5th level. use the charts on page 512 Table 10:10 and Section guide on page 533 and items list on page 537 to select your items. Don't stress over "item level" its only an approximated guideline. what matters is the gold piece value. the cap for each item purchased is the lump sum: i.e. your mightiest magic items cannot cost more than 270 gold.

most potent: you get one permanent item with a max value 270 gp.
secondary: you get two permanent item with a max value 75 gp.
third: you can get one item max value 30 gp
fourth: you can get two items with a max value of 15 gp

example
Most potent: +1 striking weapon or +1 armor
Secondary A: Dancing scarf (lvl 3) page 609
Secondary B: Bag of holding type I Page 572
Third: Elixir of life, Lesser Page. 548
Fourth A: Healing potion lesser Page. 563
Fourth B: ever burning torch page 573
Feb 20, 2020 6:01 pm
What do we have for healing? I’ve got a low level heal spell bit nothing major. I was looking at Medic’s Gloves 80g slightly over the 75gp limit but if we don’t have real heals they might be worth a bargaining session with our GM.
Feb 20, 2020 7:07 pm
I have some kind of Lay on Hands ability but only once every 10 minutes if I understood Focus points correctly.
Feb 20, 2020 7:24 pm
I have the Divine Font - heal - from my deity Torag, if I understand that correctly.
[ +- ] Divine Font
Feb 20, 2020 8:05 pm
I’ve got a 1d8 heal too. Do you think it’s worth it to make a case for a pair of the gloves or don’t worry? I think they’d be a wise investment myself.

Do either of you have rogue like abilities? I’d had to have to end the adventure because of a locked door. 😂😂😂
Feb 20, 2020 8:27 pm
Stealth and thievery is about as close to rogue as I can get.
Feb 20, 2020 9:10 pm
Windyridge says:
I have the Divine Font - heal - from my deity Torag, if I understand that correctly.
[ +- ] Divine Font
uhm, no. you do not. Please read the cleric class. Divine font is a cleric class ability. It is not in the dwarven ancestry, nor the barbarian class. I've already extended a GM boon to you by granting you the Large sized bear as an animal companion.
Feb 20, 2020 9:14 pm
Oh ok then. :-)
Feb 20, 2020 9:19 pm
Qralloq says:
I have some kind of Lay on Hands ability but only once every 10 minutes if I understood Focus points correctly.
As a champion with Devotion spells you do have access to the Champion class Focus spells (page 300). The list for champion focus spells Starts on page 387 and ends on 388. Yes You have "Lay on Hands" and one focus point.

you can choose to gain a devotion spell and expand your focus list by changing your champion feat selection.
1st Deity Domain = devotion spell.
2nd divine grace or vengeful oath: bonus on saves or the ability to inflict harm with Lay on hands.
4th Mercy: lay on hands can counteract fear, or a paralysis effect.

**********for the future***********
6th Loyal warhorse= Your horse is now mature, and will NEVER attack you, even breaking free of spells that would compell it to do so.
8th advanced deities domain= gain your deities advanced Domain spell from the domain you choose with "Deity domain", you can cast that spell as a devotion spell, and increase your pool of focus points by 1.
Feb 21, 2020 12:18 am
I will beseech our wise and benevolent GM @REALIST to allow me to spend some extra cash or divert cash from second purchase such that I might obtain a pair of Healers Gloves. pg612
Quote:
These clean, white gloves never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks.
Activate [one-action] Interact; Frequency once per day; Effect You can soothe a willing, adjacent creature’s wounds, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can’t harm undead with this healing.
Type healer’s gloves; Level 4; Price 80 gp
Feb 21, 2020 2:39 am
I’ve made a temporary list, looking at the magic weapon I was looking at the "Bleeding Kukri," largely because bracers of protection are outside my budget, could I change it from a Kukri to an elven sword or knife?
Feb 22, 2020 2:52 am
Emberskyes says:
I will beseech our wise and benevolent GM @REALIST to allow me to spend some extra cash or divert cash from second purchase such that I might obtain a pair of Healers Gloves. pg612
I’ve made a temporary list, looking at the magic weapon I was looking at the "Bleeding Kukri," largely because bracers of protection are outside my budget, could I change it from a Kukri to an elven sword or knife?
The item list I offered was only a "lose" example of what might be, not an absolute hardball forced thing. Yes, I am flexible on items you would like. Get me a list of your items and let me know; here in OOC and I will be all over it.
Feb 22, 2020 3:36 am
Items:
Unarmored Price AC Bonus Dex Cap Check Penalty Speed Penalty Bulk Armor Traits

Explorers clothing 1 sp +0 +5 ? ? L Comfort
Fine Clothing 2 gp L -

Weapons Price Damage Bulk Hands Group Weapon Traits
Elven Longsword 1 gp 1d8 S 1 1 Sword Versatile P
Elven Dagger 4 sp 1d4 P L 1 Knife Agile, finesse, thrown 10 ft., versatile S (x2)

Composite shortbow 14 gp 1d6 P 60 ft. 0 1 1+ Bow Deadly d10, propulsive
20 arrows 2 sp L

Item Price Bulk Hands
Adventurer's pack 7 sp 2 ? - The pack contains the following items: backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks rations, soap, 5 torches, and a waterskin.
Bandolier 1 sp ? ?
Sheath 1 cp ? ? (x2)
Healer’s tools 5 gp 1 2

Riding Horse 8gp

Magic:
Bloodletting Elven Blade - This +1 striking weapon has a crimson blade that shimmers eerily in bright light. On a critical hit, the blade deals 1d8 persistent bleed damage. If the target didn’t already have persistent bleed damage when you scored the critical hit, you also gain 1d8 temporary Hit Points. Price 240 gp; Usage held in 1 hand; Bulk L
https://dl.dropbox.com/s/zjl726wx2bh71m9/2020-02-20%2017.56.07.jpg
Healers Gloves - These clean, white linen wraps never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks.
Activate [one-action] Interact; Frequency once per day; Effect You can soothe a willing, adjacent creature’s wounds, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can’t harm undead with this healing.
Type healer’s gloves; Level 4; Price 80 gp
Bag of Holding (Type I) - Level 4; Price 75 gp; Capacity 25 Bulk
Healing Potion - Type lesser; Level 3; Price 12 gp
The potion restores 2d8+5 Hit Points.
Healing Potion - Type lesser; Level 3; Price 12 gp
The potion restores 2d8+5 Hit Points.
Last edited February 23, 2020 4:52 pm
Feb 23, 2020 2:04 am
I’m pondering how useful a sword is for a caster, I mean we all want to be Gandalf but even if I could convince the rest of the party to fly, I’m doubtful I could beat the Balrog, steal all the xps and end up with spiffy new robes. I’m reading about Staffs and am pondering maybe a primal staff. I used the basic template in the book and came up with the following...

STAFF OF THE TEMPEST
ITEM 6+
PRIMAL MAGICAL STAFF

Usage held in 1 hand; Bulk 1
This staff is an unassuming length of silvery wood with a number of bronze reinforcing bands along its length. The base is capped with a sturdy bronze point and the top is adorned with a large crystal that appears to contain swirling clouds and occasional sparks of energy. A blue and white cloth wraps the top and mid-point of the staff. The loose ends of the cloth seem to move in defiance of any local weather conditions. While wielding the staff, you gain a +2 circumstance bonus to checks to identify primal magic.
Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.
Type staff of tempest; Level 6; Price 230 gp
Cantrip Electric Arc
1st Gust of Wind, Feather Fall
2nd Dispel Magic, Endure Elements, Summon Elemental
Type greater staff of tempest; Level 10; Price 900 gp
3rd Haste, Lightning Bolt
4th Air Walk, Gaseous Form, Endure Elements
Type major staff of tempest; Level 14; Price 4,000 gp
5th Dispel Magic, Endure Elements
6th Chain Lightning, Summon Elemental
Craft Requirements Supply one casting of all listed levels of all listed spells.
https://dl.dropbox.com/s/5jsyhrrtv3dogvg/2020-02-22%2020.12.26.jpg

I’m kind of torn, the staff feels more Sorceress but the sword feels more desert nomad. I suppose the part that kind of makes me think is you can put all that into a staff, which counts as a melee weapon in a pinch but if you put that into a sword it’d be unbalanced.
Last edited February 23, 2020 5:28 pm
Feb 23, 2020 8:24 pm
As to Combat effectiveness; you need to think 1.2.3.
1. FAR AWAY: An angry dragon flying above, A distant pirate ship, closing rapidly on an intercept course. If the bad guys have the advantage they will keep rolling dice long before you can even fight back.
What is your longest range attack? can you keep that up for one minute/ten rounds.
Long bow, 30 arrows for example.
2. CLOSER but not close enough: An alchemist throwing vials down at you from a cliff, a wizard on a charging elephant's back, An orc ranger with a short bow hiding behind woven screens. What can you do, and how long can you keep doing it.
3. TOO CLOSE: What is your defense? how long can you stand in an intense fight? what is the strength/accuracy of your attacks and how long can you keep it up?

For example:
A 5th level fighter, with EX weapon skill, 18 str, and +1 magic weapon
(Ex+4, Lvl+5, Str +4, Rune+1= +14) if the fighter rolls 10 on a d20, they will hit AC 24.
but the same fighter with 10 dexterity, EX with shortbow, 5th level, an no magic...
(Ex +4, dex+0, lvl+5, magic+0= +9) if the fighter wants to hit AC 24... the fighter needs a 15 or higher on the dice.
The example fighter can fight in melee for a long time, but at long range? he's a target.

if the maximum bonus to hit at 5th level is +14, and the lowest to hit trained at 5th level is +7. You may see where you are on that spectrum 7 to 14 by rolling a 2. rolling a 7. rolling 12. rolling a 17. against what AC's do you fail? at what Ac's do you regularly hit? if you roll any of the above; 2,7,12,17, is the result a critical hit?
___________our melee fighter: +14_______our ranged guy with only Tn: +7
Roll of 2______+16 AC and lower is hit.________ac 9-lower MISSES ALL &19ac is a crit fail
Roll of 7______+21 AC/lower hit. AC 11 is crit hit.__+14 or lower is hit, (Ac24 is a crit fail)
Roll of 12_____+26 AC/lowr hit, ac 16 is crit hit.____+19 ac or lowr hit, nothing is a crit.
Roll of 17_____+31 AC-Lowr hit, Ac 21 is crit hit.____+24 ac/lowr hit, (max of ac14 is crit hit.)

Where do you fit on the spectrum?
Are you like the fighter, when three of the four rolls could be a ciritical hit?
Or the TN-no-dex Archer, where three rolls do not ever Crit, and two rolls could be crit fails?

How often will you enjoy a success, versus, how often with you groan in despair?
Do you have anything that changes the odds in your favor;
clerical bless?
Magic weapon?
Bardic inspiration?
True strike spell?
or spells that automatically hit?
Feb 23, 2020 8:36 pm
Ah, Emberskyes.
How about an "Elven Sword of the Sirocco"..?
WTF IS THAT? you ask...
Well, its an Elven long Sword with the powers of the primal staff of the tempest.
You only have access to the level 6 effects, the weapon will grow with you as you gain levels.
This not the blood-letter. This is only an Elven long-sword with the staff of the tempest powers, PLUS, by expending a non-cantrip spell slot into the weapon, it has cast on it "magic weapon" until the duration runs out.

The Elven Sword of the Sirocco, would count as your MAJOR-MOST-POWERFUL magic item, of which you only get one.
Feb 23, 2020 9:47 pm
Explorers clothing... non-magical approved.
Fine Clothing... non-magical approved.
Belt, two belt pouches, Baldric & Bandoleer with sheath.... Non-magical approved.
Opposite hip- "fast draw" satchel with healer's-herbalist kit: not magical.

Elven curved Longsword of the Sirocco approved.
Elven Dagger... non-magical approved.
Composite shortbow 14 gp 1d6 P 60 ft. 0 1 1+ Bow Deadly d10, propulsive. (Non-magical approved)
Arrows 20, non-magical, Approved.
A written list of all items in your bag of holding.

Adventurer's gear- in your bag of holding is a: backpack, two large sacks, bedroll, 10 chalk sticks, Spark-striker, 50 feet of rope, grapnel, Team tie off rope, 12 carabiners, 10 pitons, 2 sets of Heavy leather work gloves, Camp hammer, Two eight pound sledge hammers, two 6 ft long pry bars, four shovels, 4 vessels of Lantern oil, 2 small oil lamps, 8 candles Scribe sized (long, and thick), 5 torches, a collapsible writing desk, 12 writing quills, 8 vials ink, 8 packets ink-drying powder, 4 blank journals, 10 Large/long rolled MAPPING paper sheets with 3 charcoal rubbing sticks, 7 water-skin, 5 bottles different fruit juices, 3 bottles of good wine, Hygine kit: brush, 2 combs, 4 hair pins, 1 perfume, 2 lip-balm. One steel rod 'cooking spit" and standing rods. two sauce pans, one cooking pot, one large wooden serving bowl, one Tea kettle, one spatula, three different purpose cooking knives, a cutting board, one cheese grater, one set cooking tongs, eight forks, five dull spread knives, five plates, four bowls, Six drinking chalices-plain, 5 steel wool scrubbing pads, 1 large block of caustic Lye-scouring-soap (for washing dishes, *NOT SKIN*), Dish-washing leather gloves, two large picnic blankets. Three books to read, a deck of playing cards (fortune telling), Four dice.

12 small thick hard glass vials of cooking spices.
A large vessel of cooking oil.
A medium vessel of Vinegar.
A bottle of cooking wine (Red).
4 jars of milk.
3 jar of Eggs- no shells
One leather sack of 24 Hard boiled eggs with Salt and cracked black pepper.
A leather sack: cooking flour
4 Waxed leather wraps: 12 honey comb each
4 Waxed leather wraps: 4 different cheese, blocks.
A cloth sack: 12 onions,
A cloth sack: 12 corn on the cob,
A cloth sack: 12 Sticks Butter,
A cloth sack: 8 large peppers,
A cloth sack: 12 tomatoes,
A cloth sack: 24 Carrots,
A cloth sack: 30 potatoes,
A cloth sack: 4 head of leaf-lettuce,
24 String tied, Dried waxed paper wrapped; Beef parts, Salted and smoked.
24 String tied, Dried waxed paper wrapped; chicken parts, Salted and smoked.
8 ten segment sausage Ropes.
One sack Oatmeal
One sack Rice
One sack red beans
one sack brown beans
One sack black beans
4 wraps dried noodle
Eight Loaves of bread.
A stack of 24 Tortilla.
One prepared feast of Black peppered catfish With lemon zest.
A Large sack with Smoked/dried fish jerky.
A Large sack with smoked/dried venison jerky.
A small sack with eight lemons.
A jar of chopped nuts.
A jar of chopped and dried fruits.
A jar of cinnamon and brown sugar spiced dried apple slices
A large 4-person tent with 4x "10ft poles", 6 Tension cords, 8 wooden stakes-two foot long,

2 LARGE SACKS; Horse grain, oat, corn, and alfalfa

Not in your bag of holding!
Riding Horse 8gp
Saddle, saddle blanket, 2 Saddle bags reigns, One Rolled on back of saddle Horse blanket, cinch, halter, lead rope, and other tack.

Healers Gloves - These clean, white linen wraps never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks.
Activate [one-action] Interact; Frequency once per day; Effect You can soothe a willing, adjacent creature’s wounds, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can’t harm undead with this healing.
Type healer’s gloves; Level 4; Price 80 gp
Bag of Holding (Type I) - Level 4; Price 75 gp; Capacity 25 Bulk
*This bag of holding has an ETHEREAL extra dimensional space, inside time does not pass. Side effect nothing alive or magical can be put into the bag* You must state the name of the item you wish to draw from the bag, you may also say "ALL" with the bag turned to pour onto the ground - but at the risk of damaging fragile items.*
Healing Potion - Type lesser; Level 3; Price 12 gp
The potion restores 2d8+5 Hit Points.
Healing Potion - Type lesser; Level 3; Price 12 gp
The potion restores 2d8+5 Hit Points.

All the above are approved.
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