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[LPF] Darkness Rising
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<blockquote data-quote="DalkonCledwin" data-source="post: 6028598" data-attributes="member: 6680145"><p>[sblock=OOC]Given how D&D and subsequently Pathfinder were set up when it comes to economics (buy everything at exactly full price, and sell everything at exactly half price, no haggling involved...), your view on how long it takes to do one's shopping is purely a role playing view that is not reflected by the mechanics of the game. Additionally it also does not reflect the view of <span style="color: Orange">"Here we are, Rich Adventurers Are We. We can afford to spend ungodly amounts of money without needing to worry about haggling (and thereby causing unhealthy inflation of the local economy which will lead to the eventual collapse of said economy)"</span>[/sblock]</p><p></p><p>As the group eats their breakfast, Tonris listens intently to all of their concerns. As he does he slips a few tiny morsels of meat down to Rex so that the tiny dinosaur can eat it's fill. He then turns to the others when all have had their fill and says <span style="color: RoyalBlue">"Shall we go see what the Priest has to say?"</span></p><p></p><p>After eating he follows the others out to the courtyard where he beseeches the old Priest saying <span style="color: RoyalBlue">"Master Reinos, we have a concern. One of us has encountered some Dark Folk before, and according to her, these entities have the ability to remove the light from a room, and even were able to negate the light of her Ioun Torch. I fear it may be a good idea for us to acquire some means of bringing portable daylight with us so that we may be able to counteract this unnatural darkness. What say you?" </span>As he says this Tonris watches the old man, attempting to gauge his reactions to the inquiry.</p><p></p><p>[sblock=Note]For now I will keep my spells as they were. No sense changing them as of yet since we still have 2 more opportunities to change them before we arrive at our destination.[/sblock]</p><p>[sblock=Tonris, Mini Stats]<p style="text-align: center"><strong><a href="http://livingpf.wikia.com/wiki/Tonris_the_Vengeful_%28DalkonCledwin%29" target="_blank">Tonris the Vengeful (DalkonCledwin)</a></strong></p><p><span style="color: RoyalBlue"><strong>Initiative:</strong></span> +9</p><p><span style="color: RoyalBlue"><strong>Perception:</strong></span> -1 (it is +1 if within arm’s reach of Familiar)</p><p><span style="color: RoyalBlue"><strong>Armor Class:</strong></span> 13 (Flat-Footed: 12 // Touch: 12)</p><p><span style="color: RoyalBlue"><strong>Mage Armor Class:</strong></span> 16 (Flat-Footed: 15 // Touch: 12)</p><p><span style="color: RoyalBlue"><strong>Hit Points:</strong></span> 36 Current // 36 Total</p><p><span style="color: RoyalBlue"><strong>BAB:</strong></span> +2 <span style="color: RoyalBlue"><strong>CMB:</strong></span> +3 <span style="color: RoyalBlue"><strong>CMD:</strong></span> 14</p><p><span style="color: RoyalBlue"><strong>Fort:</strong></span> +3 <span style="color: RoyalBlue"><strong>Ref:</strong></span> +2 <span style="color: RoyalBlue"><strong>Will:</strong></span> +4</p><p><span style="color: RoyalBlue"><strong>Special Resistances:</strong></span> +2 Trait Bonus to Saving Throws against Divination Effects, and a +1 Trait Bonus to Saving Throws against Divine Spells.</p><p><span style="color: RoyalBlue"><strong>Concentration Check:</strong></span> 1d20 +9 (plus an additional 4 if casting defensively)</p><p><span style="color: RoyalBlue"><strong>Caster Level Check:</strong></span> 1d20 +5</p><p> </p><p><span style="color: RoyalBlue"><strong>Primary Weapon:</strong></span> M.W. Quarterstaff (Attack Bonus: +4 || Damage: 1d6+1 / 1d6+1 || Critical: 20/x2 || Double Weapon || Masterwork)</p><p><span style="color: RoyalBlue"><strong>Secondary Natural Weapon:</strong></span> Prehensile Hair (Attack Bonus: +1 || Damage: 1d3+2 || Critical: 20/x2 || 10 foot reach)</p><p><span style="color: RoyalBlue"><strong>Wands:</strong></span> Wand of Mage Armor (40 Charges remaining)</p><p> </p><p style="text-align: center"><span style="color: RoyalBlue"><strong><u>Class Abilities & Spells</u></strong></span></p><p><span style="color: RoyalBlue"><strong>Hexes:</strong></span> <strong></strong></p><p><strong>Evil Eye:</strong> can be used on any one target within 30 feet whom Tonris can see. This ability gives a -2 penalty to one of the following: AC, Ability Checks, Attack Rolls, Saving Throws, or Skill Checks for 7 rounds. Will save DC 16 reduces effect to just 1 round.</p><p><strong>Flight:</strong> grants a +4 racial bonus on swim checks, allows the use of feather fall at will, and allows Tonris to cast Levitate once per day <strong>(0 / 1 per day)</strong>. Tonris can fly for a number of minutes per day equal to his level <strong>(0 / 5 minutes per day)</strong></p><p><strong>Prehensile Hair:</strong> Grants Tonris the ability to manipulate his hair for a total of 4 minutes per day. These minutes need not be consecutive, but they must be spent in 1 minute intervals <strong>(0 / 4 minutes per day)</strong>.</p><p></p><p><span style="color: RoyalBlue"><strong>Prepared Spells</strong></span></p><p><strong>Cantrips (DC – 14):</strong> Guidance; Resistance; Detect Magic; Stabilize</p><p><strong>First Level (DC – 15):</strong> Cure Light Wounds; Burning Hands; Ear Piercing Scream; Ray of Enfeeblement</p><p><strong>Second Level (DC – 16):</strong> Cure Moderate Wounds; Touch of Idiocy, Enthrall[/sblock]</p><p>[sblock=Rex, Mini Stats]</p><p><u><strong>Dinosaur, Compsognathus</strong></u></p><p><em></em></p><p><em>Neutral, Tiny Animal</em></p><p><strong>Init:</strong> +6; <strong>Senses:</strong> Lowlight Vision, Scent; Perception +4</p><p><strong>AC:</strong> 18, <em>Touch</em> 14, <em>Flat-Footed</em> 16 (+2 Dex, +4 Nat, +2 Size)</p><p><strong>Mage Armor AC</strong> 21, <em>Touch</em> 14, <em>Flat-Footed</em> 19 (+2 Dex, +3 Nat, +4 Mage Armor, +2 Size)</p><p><strong>HP:</strong> 18 (1d8+2 treated as if it had 5d8+2)</p><p><strong>Saves:</strong> Fort +4; Ref +4; Will +4</p><p><strong>Speed:</strong> 40 ft, Swim 20 ft.</p><p><strong>Melee:</strong> – Bite +3, (1d3-1 + poison, 5 foot reach)</p><p><strong>Space:</strong> 2.5 feet // <strong>Reach:</strong> 0 feet</p><p><strong>Ability Scores:</strong> STR 8, DEX 15, CON 14, INT 8, WIS 11, CHA 5</p><p><strong>Base Attack:</strong> +2; <strong>CMB</strong> +2; <strong>CMD</strong> 11</p><p><strong>Feats:</strong> Improved Initiative</p><p><strong>Skills:</strong> Perception +4, Swim +7, plus all skills that Tonris has ranks in</p><p><strong>Poison (Bite - Injury)</strong> Save Fort DC 12: Frequency 1/round for 4 rounds; 1d2 STR; Cure = 1 save.</p><p><strong>Eidolon Evolutions:</strong> Reach (Bite) (1)</p><p><strong>Special Abilities</strong> Alertness, Empathic Link, Improved Evasion, Share Spells, Store Spells, Deliver Touch Spells, Speak with Master[/sblock]</p></blockquote><p></p>
[QUOTE="DalkonCledwin, post: 6028598, member: 6680145"] [sblock=OOC]Given how D&D and subsequently Pathfinder were set up when it comes to economics (buy everything at exactly full price, and sell everything at exactly half price, no haggling involved...), your view on how long it takes to do one's shopping is purely a role playing view that is not reflected by the mechanics of the game. Additionally it also does not reflect the view of [COLOR="Orange"]"Here we are, Rich Adventurers Are We. We can afford to spend ungodly amounts of money without needing to worry about haggling (and thereby causing unhealthy inflation of the local economy which will lead to the eventual collapse of said economy)"[/COLOR][/sblock] As the group eats their breakfast, Tonris listens intently to all of their concerns. As he does he slips a few tiny morsels of meat down to Rex so that the tiny dinosaur can eat it's fill. He then turns to the others when all have had their fill and says [COLOR="RoyalBlue"]"Shall we go see what the Priest has to say?"[/COLOR] After eating he follows the others out to the courtyard where he beseeches the old Priest saying [COLOR="RoyalBlue"]"Master Reinos, we have a concern. One of us has encountered some Dark Folk before, and according to her, these entities have the ability to remove the light from a room, and even were able to negate the light of her Ioun Torch. I fear it may be a good idea for us to acquire some means of bringing portable daylight with us so that we may be able to counteract this unnatural darkness. What say you?" [/COLOR]As he says this Tonris watches the old man, attempting to gauge his reactions to the inquiry. [sblock=Note]For now I will keep my spells as they were. No sense changing them as of yet since we still have 2 more opportunities to change them before we arrive at our destination.[/sblock] [sblock=Tonris, Mini Stats][CENTER][B][URL="http://livingpf.wikia.com/wiki/Tonris_the_Vengeful_%28DalkonCledwin%29"]Tonris the Vengeful (DalkonCledwin)[/URL][/B][/CENTER] [COLOR=RoyalBlue][B]Initiative:[/B][/COLOR] +9 [COLOR=RoyalBlue][B]Perception:[/B][/COLOR] -1 (it is +1 if within arm’s reach of Familiar) [COLOR=RoyalBlue][B]Armor Class:[/B][/COLOR] 13 (Flat-Footed: 12 // Touch: 12) [COLOR=RoyalBlue][B]Mage Armor Class:[/B][/COLOR] 16 (Flat-Footed: 15 // Touch: 12) [COLOR=RoyalBlue][B]Hit Points:[/B][/COLOR] 36 Current // 36 Total [COLOR=RoyalBlue][B]BAB:[/B][/COLOR] +2 [COLOR=RoyalBlue][B]CMB:[/B][/COLOR] +3 [COLOR=RoyalBlue][B]CMD:[/B][/COLOR] 14 [COLOR=RoyalBlue][B]Fort:[/B][/COLOR] +3 [COLOR=RoyalBlue][B]Ref:[/B][/COLOR] +2 [COLOR=RoyalBlue][B]Will:[/B][/COLOR] +4 [COLOR=RoyalBlue][B]Special Resistances:[/B][/COLOR] +2 Trait Bonus to Saving Throws against Divination Effects, and a +1 Trait Bonus to Saving Throws against Divine Spells. [COLOR=RoyalBlue][B]Concentration Check:[/B][/COLOR] 1d20 +9 (plus an additional 4 if casting defensively) [COLOR=RoyalBlue][B]Caster Level Check:[/B][/COLOR] 1d20 +5 [COLOR=RoyalBlue][B]Primary Weapon:[/B][/COLOR] M.W. Quarterstaff (Attack Bonus: +4 || Damage: 1d6+1 / 1d6+1 || Critical: 20/x2 || Double Weapon || Masterwork) [COLOR=RoyalBlue][B]Secondary Natural Weapon:[/B][/COLOR] Prehensile Hair (Attack Bonus: +1 || Damage: 1d3+2 || Critical: 20/x2 || 10 foot reach) [COLOR=RoyalBlue][B]Wands:[/B][/COLOR] Wand of Mage Armor (40 Charges remaining) [CENTER][COLOR=RoyalBlue][B][U]Class Abilities & Spells[/U][/B][/COLOR][/CENTER] [COLOR=RoyalBlue][B]Hexes:[/B][/COLOR] [B] Evil Eye:[/B] can be used on any one target within 30 feet whom Tonris can see. This ability gives a -2 penalty to one of the following: AC, Ability Checks, Attack Rolls, Saving Throws, or Skill Checks for 7 rounds. Will save DC 16 reduces effect to just 1 round. [B]Flight:[/B] grants a +4 racial bonus on swim checks, allows the use of feather fall at will, and allows Tonris to cast Levitate once per day [B](0 / 1 per day)[/B]. Tonris can fly for a number of minutes per day equal to his level [B](0 / 5 minutes per day)[/B] [B]Prehensile Hair:[/B] Grants Tonris the ability to manipulate his hair for a total of 4 minutes per day. These minutes need not be consecutive, but they must be spent in 1 minute intervals [B](0 / 4 minutes per day)[/B]. [COLOR=RoyalBlue][B]Prepared Spells[/B][/COLOR] [B]Cantrips (DC – 14):[/B] Guidance; Resistance; Detect Magic; Stabilize [B]First Level (DC – 15):[/B] Cure Light Wounds; Burning Hands; Ear Piercing Scream; Ray of Enfeeblement [B]Second Level (DC – 16):[/B] Cure Moderate Wounds; Touch of Idiocy, Enthrall[/sblock] [sblock=Rex, Mini Stats] [U][B]Dinosaur, Compsognathus[/B][/U] [I] Neutral, Tiny Animal[/I] [B]Init:[/B] +6; [B]Senses:[/B] Lowlight Vision, Scent; Perception +4 [B]AC:[/B] 18, [I]Touch[/I] 14, [I]Flat-Footed[/I] 16 (+2 Dex, +4 Nat, +2 Size) [B]Mage Armor AC[/B] 21, [I]Touch[/I] 14, [I]Flat-Footed[/I] 19 (+2 Dex, +3 Nat, +4 Mage Armor, +2 Size) [B]HP:[/B] 18 (1d8+2 treated as if it had 5d8+2) [B]Saves:[/B] Fort +4; Ref +4; Will +4 [B]Speed:[/B] 40 ft, Swim 20 ft. [B]Melee:[/B] – Bite +3, (1d3-1 + poison, 5 foot reach) [B]Space:[/B] 2.5 feet // [B]Reach:[/B] 0 feet [B]Ability Scores:[/B] STR 8, DEX 15, CON 14, INT 8, WIS 11, CHA 5 [B]Base Attack:[/B] +2; [B]CMB[/B] +2; [B]CMD[/B] 11 [B]Feats:[/B] Improved Initiative [B]Skills:[/B] Perception +4, Swim +7, plus all skills that Tonris has ranks in [B]Poison (Bite - Injury)[/B] Save Fort DC 12: Frequency 1/round for 4 rounds; 1d2 STR; Cure = 1 save. [B]Eidolon Evolutions:[/B] Reach (Bite) (1) [B]Special Abilities[/B] Alertness, Empathic Link, Improved Evasion, Share Spells, Store Spells, Deliver Touch Spells, Speak with Master[/sblock] [/QUOTE]
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